Friday, September 16, 2011

Foldback story - yeah whatever

Today I've learned a new term.
Foldback story.
I've done without it for years in the industry, and yet I'm supposed to have missed something fundamental.
I wanted to learn more about it and after a few strokes on my keyboard, grand master Google sent me here.

Inn the chapter on “Storytelling and Narrative” in Fundamentals of Game Design (pages 194-204), Adams & Rollings categorise stories as linear, or non-linear. Non-linear stories further subdivided as branching or foldback stories.

So, there it comes from. Adams' & Rollings' FoGD (too bad they added design, otherwise the acronym would have been most accurate).
If you don't understand it, don't be afraid, it's normal. The name of a principle, or even ideology, is supposed to give an idea of what it is about; what the heck are you supposed to guess by "foldback" pray tell?
You know, when you fold back, you generally get a feeling that it's going to involve something moving backwards, which is quite problematic from the perspective of general storytelling in video games, wherein stories not only often times prove to be linear, but also going forward.
Why not try something like, err... the Squeeze Theory?

The foldback story structure is build around a series of key, inevitable events through which a story must progress. In many games, user interactivity allows the player a certain amount of freedom in how they make their way between inevitable events, before folding back to the inevitable events. Foldback stories support a degree of “replayability”: that is, they are capable of keeping the player engaged if they play the game more than once, by allowing them to find a different way through it, even if they know the ending. Where a potentially unknown outcome is essential for maintaining player engagement, the final inevitable event may provide a staging point for several different endings.


Ah, so they used the verb that describes what the story essentially does at a point in time as the name of the principle, as an illustration of the distance put between the player's decisions and the main story, which goes through a series of inevitable stages. The "back" part is completely unnecessary and actually spoils the pure meaning of "fold" when used alone. Not only that's a silly mistake which could have been easily avoided by a mere glance at some random dictionary, but I guess "funnel story" was just too obvious eh? Or "grow-shrink story" you know, as it expands and contracts; and just for that, there's like a good many analogies to pick. I mean, there's like a gazillion far more intuitive terms than foldback.

We can (must?) be even more vicious. Consider for a moment the amount of time allotted to the mental brewing that precedes the revolutionary idea behind the identification of the narrative pattern. We all know that it must sound very clever, and so let's outdo the clever.
See, the idea of folding back presupposes going one way and then the opposite way. However, it all depends on your reality, your world of reference. Let's assume you're some entity living in a two-dimensional environment. Then, some omniscient being decided to wrap the fabric of your reality and made that plane you lived on return to its original point, like if you were to bend back the corner of some table cloth. You'd still move forward, but from a higher dimensional perspective, you'd also be returning closer to the story's spine, its "center", or core.

Sure thing, we could use an example with you living on a line (in one dimension) and some omniscient being having that line split into two lines (something which only can only happen in two dimensions), without you noticing that you suddenly branched "away" (onto another line). Only for that auxiliary line to fuse with the main line later on (and so everything returns to normal, although you, one-dimensional creature, didn't see a difference). In two dimensions, you'd have moved away from the main line, then approached the same line later on to merge with it.

This is the only way to actually project, geometrically wise, the concept of a story that keeps going forward while the story itself folds. If this sounds too complicated, it's probably because it has no intuitive value at all, where the lay man will merely see anything folding back as a contrived return to the point of departure, which is certainly not the idea that the term is supposed to convey, which is refocusing on the main story while never having stopped moving on!

The foldback concept could only make a glimpse of sense if the main story was paused and nothing could go on until you'd actually return to the very moment that main story was paused, so as to resume it. Then, of course, the whole concept of the story folding back would be meaningless and still erroneous. The story would not fold back because it would have precisely been immobile the whole time.
In other words... PAUSED!
*gasp!*
The kind of stuff that happens so many times in free roaming games, like the GTAs. Very few games actually allow the player to follow two distinctively different paths, both story-wise and space-wise, while having the possibility or the obligation to return to the same must-pass-through storyline-check later on.

And this brings me to the next part. The reality of games forcing you through very specific (key)holes at a given point in time is one of checkpoints; and how lovely would that be to use such a widely known term among gaming circles!
The idea with checkpoints is that you can't just move forward until you precisely go through checkpoints.
Some games may guide you towards such checkpoints while you keep playing no matter what, when other ones would let you do whatever you want, like wandering around some and even allowing you to complete side quests, but ultimately leaving you unable to go any further through the main story without willingly conceding your recently obtained -yet relative- liberty, waiting that you return to the checkpoint and step through it, even if it means returning to a specific point in space from where the next step in the main narrative can finally occur.

Besides, if you want to make this fancier, you can always try to boost your sex appeal at some nerdy party and impress the ladies with the lovely notion of mirrored-time-synchronous waves, where one signal regularly crosses the path of its inverted-polarity sibling, to form a figure which should basically look like that:


Please notice the obvious bonus effect of implanting suggestive imagery into the subconscious of your next female conquest (so you think).
Let's also understand that it looks sciency and abstract enough to fit inside some random game theorist's consecratory (read potentially superfluous) book.

Oh, did I talk about the stomach analogy? You know, the one that really fits the whole concept of story lines actually merging at some point, like if they were shoved through one single obligatory hole?
Or what about that one:

Saturday, August 20, 2011

A perfect game is...

Answering the implied question of this article...

>> Sean Malstrom largely confuses higher with wider. His claims on pop music just reek off silly leftism, global dumbing down. You need a core of high quality that keeps pushing the bar higher, so the mainstream can't allow itself to reach for the lowest denominator. Likewise, Dickens' and Shakespeare's words were appreciated by a limited amount of the northern population, as "education" was hardly as wide spread as it is now. In a way, that audience was a quasi-hardcore audience, if not outright hardcore. There just wasn't anyone else. It's a matter of perspective, which is why Malstrom's point is so astoundingly easy to debunk. It's just so silly how he can miss that.
This problem in his definition of hardcore leads him to point to WoW players and call the hardcore. I'd rather call them intoxicated casual gamers, since if anything else, MMOs are completely stagnant and WoW just leveled everything. A real MMO hardcore is certainly nothing you want to become. They're devoid of any social life worth talking about, and they have tried to many MMOs and they only play new ones because they're junkies, although they'll be the first ones to tell you that they more or less all suck these days.

Now, Alex forgets to be pragmatic at times and fails to see how big games and their increasing budgets only work well with a larger consumer base.
They both hold a piece of the truth but both fail miserably at getting the whole picture.
Of course Alex' position would prevail in a world outside of capitalism's diktat. With profit out of the loop, you wouldn't have to focus on the largest swathe of the plebe possible.
It goes without saying that ironically enough, the ballooning budgets are applied to games which are actually crafted to a large audience. The content gets heavier, but there isn't exactly an increase of complexity. Shadow of Colossus was rather focused and knew a limited success, but it clearly made popular gimmicks such as riding a horse over vast and empty landscapes and climbing tall structures. These gimmicks made it to Red Dead Redemption and Assassin's Creed. What these larger games did was just shove random stuff around gimmicks which were brought forth by a sort of niche game. The sandbox Holy Grail taht everyone praises is nothing more than Carmageddon made much more popular, for example.
He's also limiting himself to the idea that imagination can't work once all is on the screen. Surely, this is a bookworm's position, and is the same kind of criticism leveled against movies. Of course, since the visuals are forced, since the scene is already built, your imagination has to work on something else. Fans do that rather easily in fact, although many consumers of loud and flashy movies and games don't really want to dig deeper than what they're given, and generally, the further we go, the more the games and movies don't even try to pretend there's something worth looking at beyond the presented play. Yet products that seem to have a richer and perhaps solid universe to tap do produce customers and fidels who will feel entitled to expand on it. Such can be said of Star Wars or Halo, as painful it may be to admit.

I'd rather play a good game than a popular one, but the current industry's requirements make it so that a sort of perfect game needs to be a hybrid of both propositions. No, strike that. It better has to be the sum of both.
I wish this sum wasn't so forced down our throats, but I'm no man to change the world and everything that's wrong in it.

Tuesday, August 09, 2011

Youtube's obsession about sex - Part II

Just to illustrate my former claim:


Click on the picture for the full size display.

Oi! Update time!


I guess there's never enough incentits... erm, incentive to tittytainment.

Sunday, July 03, 2011

Youtube's obsession about sex

- It's really getting on my nerves.
- What?
- Youtube.
- But why?
- They keep suggesting videos, they're sexually orientated.
- Sure. When?
- When? How can I tell? Oh, I know. Let me tell you when. When, is after playing videos which have nothing to do with sex whatsoever. Be it stuff about games, music, zebras or air traffic, I get to see buttocks at some point in the suggested videos, either as the most visible suggested video in the central frame, or on top of the video on the right side of the list of related videos.
- Mmm... someone at Youtube seriously needs to get laid.
- Yeah, but it would be nice if they could actually recode their goddamn software and stop doing shit like that. This is getting annoying and sick.

Tuesday, June 28, 2011

Megaman X cover : Storm Eagle

I loved Megaman X. And one of the reasons for that is that it came with some of the most awesome tunes ever produced for a video game. As always, a fitting music can literally transcend a game, just like Star Wars would have never been Star Wars with muzac.
So I was massaging my memories if I may say and going another round of nostalgia. I went looking for the original themes, I saw those links for some covers, and decided to try them. Sadly, I soon realized that there were many people attempting, trying, but failing at making a proper cover of those awesome themes, either because they're just too out of tune, or lose the rhythm at some point, or have a synth plane that actually kills the guitar and even may make a mess of the combined layers.
Eventually, the simplest take at it may be the most successful.

But there is one guy who can actually do it relatively right, in tune, with a 99.9999 % perfect rhythm, so let's not be shy of giving him a good score. Below, you'll get to hear the original SNES theme, and then the cover, by .

Enjoy!




He added his own touch but it just sounds like j-rock, it's neat.

PS: elizero17's cover of the intro stage theme is also promising, but not perfect (especially regarding the rhythm during the first dozen seconds). I'd say don't listen to her cover if you don't want to spoil your pleasure. I suggest listening to it later, because it is worth it nevertheless!

Wednesday, June 22, 2011

Just so don't forget how Google Inc. thinks

Remembers what the terms of service were for Chrome, before the update:

11.1 You retain copyright and any other rights you already hold in Content which you submit, post or display on or through, the Services. By submitting, posting or displaying the content you give Google a perpetual, irrevocable, worldwide, royalty-free, and non-exclusive license to reproduce, adapt, modify, translate, publish, publicly perform, publicly display and distribute any Content which you submit, post or display on or through, the Services. This license is for the sole purpose of enabling Google to display, distribute and promote the Services and may be revoked for certain Services as defined in the Additional Terms of those Services.

11.2 You agree that this license includes a right for Google to make such Content available to other companies, organizations or individuals with whom Google has relationships for the provision of syndicated services, and to use such Content in connection with the provision of those services.

11.3 You understand that Google, in performing the required technical steps to provide the Services to our users, may (a) transmit or distribute your Content over various public networks and in various media; and (b) make such changes to your Content as are necessary to conform and adapt that Content to the technical requirements of connecting networks, devices, services or media. You agree that this license shall permit Google to take these actions.

11.4 You confirm and warrant to Google that you have all the rights, power and authority necessary to grant the above license.

I bet you didn't know? You didn't think a company would go that far into violation of your private life, did you?
The reality is that most companies do that. The whole boundaries of what promotion means is quite up to them, but the most worrying bit was the "perpetual, irrevocable, worldwide, royalty-free, and non-exclusive" part.
US legislation is being pushed further and further into lengthening how long a company can hold any information they can gather about you and your activities.
Never forget that : Privacy is beyond gold: it's priceless.
This includes this very blogging service, which is part of Google.

Shamelessly copied from here.