Monday, April 30, 2018

Video Game Subtitles: The Good & The Bad

Nowadays, most video games, from the tiniest independent title to the AAA blockbusters have subtitles. Subtitles are important not just for the Deaf and hard of hearing-- players with audio processing disorders need them too, as well as player who need the voices or sound lowered for whatever reason. Max Deryagin, an expert consultant on subtitles whose work has appeared in hundreds of videos, is also an avid video game player. His thoughst on what video game with subtitles often fail to do correctly is a well-thought-out article with plenty of examples from last year about what not do to. Here's an example of an irritating problem I ran into way too often: crappy contrast between the subtitle text and the actual game environment...

if the game is highly dynamic, you don't have much time to focus on the subs, so it can be really hard to keep up with them when the contrast is low. Let me demonstrate that in the video clip below. Try to pay attention both to the image and the text. (The clips are muted to imitate not hearing the dialogue well, when you'd want to enable subtitles.)


Subtitles in Star Wars Battlefront II from Max Deryagin on Vimeo.


Ridiculous, isn't it? I can't even read the text in time, let alone enjoy the scenery or concentrate on the action.

Max's post includes a lot more common subtitling implementation mistakes from last year, so whether you're a game player or a game developer, it's essential reading.

As with previous posts I've made on accessibility, these issues don't just affect gamers with disabilities. Making games-- or whatever content you're distributing-- accessible makes them available to a wider audience, and if just a little thought and consideration goes into these measures at the beginning, they can be both super easy and super cheap to include from the get-go.

Tuesday, April 24, 2018

Leveling the Playing Field: Video Games & Accessibility

Description: Close up of a pair of hands holding a Playstation
4 controller. The controller is a deep blue, and a light on the front
of the controller glows brightly.
Accessibility in video games is more than just creating specialized controllers. It's an issue that doesn't even have to be particularly time-consuming or expensive, as long as you make sure to think of it at the beginning instead of bolting it on at the end. So why are ways to make video games accessible still so sparsely implemented? Why does change keep happening so incrementally, if at all? How can this be fixed? Why is the video game industry so slow to adopt techniques that have made entertainment media accessible in other domains? In "How Games Can Better Accommodate Disabled Players", Waypoint's Mike Diver interviews Ian Hamilton, an game development consultant and advocate for increasing video game accessibility for game players with disabilities. An excerpt:
"Awareness, though, can be hard to come by directly—the circumstances in which games are made are not the same as those in which games are played. Console games are not played on a 27-inch monitor, 18 inches from your face; but that's often the environment in which day-to-day UI decisions are made... There's no reason why the system can't be designed and implemented before the content it's going to display is finalized. That's something I'd dearly love to see addressed at an engine level, as there's really no need for developers to keep reinventing the wheel every time—especially when it's so often reinvented as a square. Again, as with a great deal in accessibility, this isn't rocket science to solve, at all. It's just about actually getting it done."

The discussion of subtitles in video games was of particular interest to me. I always play with subtitles on, as I have an auditory processing disorder and there are times that I just can't focus on the dialogue any other way. Hamilton also talks about controller remapping, colorblind mode and more. The entire article's a great read, so do read the whole thing.

Thursday, April 19, 2018

Wrestling With Depression: Gentleman Jervis Speaks On Mental Health

As most longtime readers of The Code know, I'm a huge fan of pro wrestling, especially independent pro wrestling. One of the appeals of smaller scale pro wrestling is that fans get the opportunity to be closer to the action. The indie wrestlers themselves are often much more accessible to fans than those in the big leagues of WWE. One of my favorite pro wrestlers is a grappler by the name of Gentleman Jervis, and meeting him 5 years ago was one of my highlights as a fan. Don't believe me? Here's a picture:

One of the qualities that sets Jervis apart from other pro wrestlers is his relentless gentleness and kindness. In the squared circle, Jervis is more likely to use grappling techniques that will make his opponent unable to move instead of fisticuffs. He employs a sleeper hold... in which he rocks the opponent to sleep instead of chocking them out. And he persona of "The World's Sweetest Man" extends to his presence online from Reddit to social media. In an interview last year with EPSN, Jervis said:
"I want to be a beacon of light on the internet, and I feel in order to do that, I must also navigate the dark crevices and bring out the light in the situation. I try to be nice with everything I do and say, and I think that's translated to my physical life, my real life. My digital life and my digital personas are very sweet and kind, and now my physical persona has assumed that form as well. You have to put out the niceness and create the light that you wish to see reflected upon you."
Which is why it might have been surprising to some when he recently announced he had grappled with depression, self-harm, and suicidal ideation. He recently wrote a blog post about it, entitled "On Sweetness And Suicide". An excerpt:
My mistake was believing that... I could face depression on my own with exercise, healthy eating and positivity. These things are extremely beneficial to one’s health, but sometimes these habits are just not enough. Some depression sufferers like me need medicated assistance as well and that’s okay! ... My outward appearance is a projection of sweetness, friendliness, and understanding. Sometimes, I am not so nice. Sometimes I am downright mean. My self-hate and anger boil over and I become a monster to those around me. A Rottenbelly. Though I am not proud of these moments, I am also not ashamed. Just like anyone else, I can be weak at times. But I can also be strong. Part of being strong is accepting your actions, forgiving yourself for them, apologizing to any parties who may be hurt or offended and correcting your behavior for the future.  
The entire entry is an honest account of the struggles he faced, the thoughts he had, his history with mental health, and the support he received and is an engaging read. Give it a look, won't you?




Wednesday, April 18, 2018

Yakuza 6: The Song of Life PS4 Review

Does The Dragon of Dojima's Swan Song Strike The Right Notes?

Description: Screenshot of a close-up of of the back of Kiryu Kazama. He is shirtless,
showing off a muscular back adorned with an elaborately detailed dragon tattoo.
The Yakuza series has followed the life of Kiryu Kazama, a legendary yakuza who rose through the ranks of Japanese organized crime, only to try to leave it behind while trying to balance conflicted loyalties, family ties, and doing what's right. Billed as the first all-new Yakuza game for the PS4 and as the close to a chapter of a series lead, there's a lot riding on this PS4 game's shoulders. Yakuza 6 has to improve on the presentation of the series as a whole, bring a starring character's arc to a close, but not be so daunting that it alienates newcomers to the series. Does it succeed? Find out after the jump.


Wednesday, August 16, 2017

New Archive of 30 Years' Classic Sci-Fi Available For Free

Archive.org recently added a gigantic collection of the influential science fiction magazine Galaxy Science Fiction to its site that is free for anyone to read, worldwide. While it's not a complete collection of the magazine's run, there are many pieces of sci-fi history in the collection. Get the details after the jump.

Tuesday, August 15, 2017

Muslim World's History of Sci-Fi & Fantasy Fiction


Writing for Aeon, Muhammad Aurangzeb Ahmad delves into the long, rich tradition of speculative fiction in Muslim culture, including some of the first examples of feminist fiction in the early 1900s. As he points out, it's not really all that surprising when you consider the background it came from:

Western readers often overlook the Muslim world’s speculative fiction... Some of the first forays into the genre were the utopias dreamt up during the cultural flowering of the Golden Age. As the Islamic empire expanded from the Arabian peninsula to capture territories spanning from Spain to India, literature addressed the problem of how to integrate such a vast array of cultures and people...We also have the Muslim world to thank for one of the first works of feminist science fiction. 

He draws a line from the high fantasy tales of the Golden Age to the early 1800s to today, and it's a pretty interesting journal. And if that whets your appetite, you can find more at www.islamscifi.com .

Friday, August 11, 2017

Rare Recordings of Indigenous Language Saved By Today's Tech

This week, on International Indigenous Peoples Day, UC Berkley announced that efforts were underway to use new non-invasive scanning procedures to archive and preserve recordings of indigenous California languages.



UC Berkeley said in an announcement:
Berkeley researchers are using optical scan technology to transfer recordings from thousands of decaying wax cylinders, preserving audio of 78 indigenous California languages, most of which were recorded more than a century ago. Many of the recordings contain the only audio in the world of several of the languages, and others hold unknown stories and songs.
The collection will be made available to indigenous communities, as well as to scholars and the public.
The video above link has interviews with the linguistics and physics researchers, an archive specialist, and a descendant of a tribe that has no surviving "old-timer" speakers to teach the language.

fff

Thursday, August 10, 2017

Listen Up: Rolling 12s

Rolling 12s theme is built around the world of tabletop gaming and looking at some of the more unique forms of storytelling that the format allows. In particular, Rolling 12s features audio drama content focused on black characters and black tabletop players. The main stories, "Monde Demasque" and "Hallows Eve" centers on a Vampiric court of black women fighting for survival in territory staked out (no pun intended) in Houston.

The podcast is currently on hiatus, so now's the time to get caught up on episodes! You can listen via Rolling 12s on stitcher, on Google Play or via iOS.

Listen Up is an ongoing series devoted to shining a spotlight on podcasts by diverse creators. You can check out all the podcasts previously featured here. If you have a podcast you'd like to recommend, post it in the comments or email me at shawnstruck at gmail dot com.

Little Red Wolf Looks Gorgeous

I recently discovered Amélie Fléchais’ illustration work. I was delighted to find out that her delightful "The Little Red Wolf", originally published in French in 2014, will be published by Lion Forge Comics/CubHouse in the United States in English this fall. The English edition of this story, which turns the classic “Little Red Riding Hood” tale on its head and features a wolf in a familiar red cape. The translation was done by Jeremy Melloul.

I’ve got some art from the book to showcase today but let me do my best to describe to you what this book offers. In a twist on LRRH that is both whimsical and haunting, it follows a little wolf tasked with visiting his grandmother’s house to give Grandmother a rabbit his mother has just hunted. I got a sneak peek at the book and permission to share 2 of the 80 full-color images with you. Bon appetit, and keep your eyes out for this book in the fall!



Wednesday, August 9, 2017

Listen Up: Fan Bros

The Fan Bros Show is a podcast that bills itself as the "Voice of the Urban Geek".  Hosted by Dj Benhameen, Tatiana King-Jones and Chico Leo, Fan Bros discusses the week in geek life and media fandom. The also have a weekly spinoff podcast called "Black Castle" that goes over the week in Game of Thrones. Lots of good stuff, and the guests they have on each week are super fun to listen to.

You can listen to the podcast on the Fan Bros  website, on iTunes via iOS (though the iTunes feed can sometimes lag behind the actual release date) or on soundcloud.

Listen Up is an ongoing series devoted to shining a spotlight on podcasts by diverse creators. You can check out all the podcasts previously featured here. If you have a podcast you'd like to recommend, post it in the comments or email me at shawnstruck at gmail dot com.

Shining Some Light On Solarpunk's Politics

Artwork courtesy of T.X. Watson
If you're a regular reader of this blog, you've probably heard of steampunk. I've also covered steamfunk and silkpunk. There's a cyberpunk off-shoot that started via artist tumblrs and has grown from aesthetic to a speculative near-future with some interesting political underpinnings: solarpunk.
It's been the prompt for at least one game jam, and has an oversize influence in visual domains: There's a seemingly endless scroll of solarpunk pinterest boards, and the concept has worked its way into webcomics and concept art for Black Panther.

Writing for Medium, Andrew Dana Hudson has an in-depth look at the vision behind this speculative future, and the politics behind the genre. An excerpt:
Let me say from the outset: the world of solarpunk is this world. The here, the now and the very soon. Burdened with all that that’s been slung across our backs. While you might set your solarpunk stories in far off futures or fantasy universes (I won’t stop you), great speculative fiction always reflects the fears and aspirations of the time and place it was written. This is what I’m interested in: what solarpunk can tell us about the civilization we have right now, where it’s going and what we’ll be living through.
I’ll also offer up my own ideas about what exactly we should be doing with this strange bloom we’ve found. Solarpunk feels like a cathartic uncorking of a pent up imagination, and that energy can be channeled in different directions. A genre explores ideas through motifs, variations on a theme. A movement provokes change through iterations of strategy and deed. I love the former, but we need the latter.
The entire article is fascinating reading, so I implore you to read the whole thing. Then, once you've done that, have a look at the impressive body of work from the late, great Solarpunk Press, where you can find art, podcasts and fiction that explore the genre.

Tuesday, August 8, 2017

Listen Up: The Art Scene Podcast

Hosted by Louis Vargas, The Art Scene  focuses of on-depth conversations with up and coming artists, gallery owners, museum professionals and anybody else with an art background that have gone on to take non-traditional paths in life after an art degree. The Art Scene doesn't just cover an artist's work but also an artist's life. He also gives a lot of insight into the California art scene.

You can follow along via The (art)Scene website, on iTunes via iOS or on soundcloud.

Listen Up is an ongoing series devoted to shining a spotlight on podcasts by diverse creators. You can check out all the podcasts previously featured here. If you have a podcast you'd like to recommend, post it in the comments or email me at shawnstruck at gmail dot com.

Comic Con In Abandoned Mall Store A Hot Topic With Fans

Fandom Fest, a long-running comic and toy collector fan expo in Kentucky, seemed like is was off to a rocky start when it announced a change of venue a few weeks before the convention date. Soon after, sixteen of the previously announced celebrity guests canceled their appearances. Part of the reason? The new venue was an abandoned Macy's at a local mall. Writing for Comics Beat, Heidi McDonald is your tour guide to the train wreck. For example, celebrities complained of promised airfare and hotel fees not being paid. Fans seeking autographs of the 16 celebrities that had now cancelled were denied refunds. A fire marshall showed up at the venue and, citing safety concerns, only let the 30,000 fans in 1,700 people at a time.

So what did Myra Daniels, the convention co-organizer have to say in her defense? She did release a statement.

It's a doozy.
“I am not going to say that everything I have done… that I have no made mistakes. Absolutely I have made mistakes. Has there been a time maybe flights weren’t done on time that they had wanted? Maybe they said they wanted them by 30, 40, 50 days out and they weren’t done at that exact time. But did they have flights? Did they have hotels? Yes they did,” Daniels said.
When asked if she felt bad about the fans who were left without any celebrities that they wanted to see she said, “”No, I don’t feel bad about that, we’ve done nothing to rip anybody off. They knew that when they signed up. They even had to click a box saying I understand this.”
The entire report is by turns fascinating, frustrating and horrifying, and you can read the whole account here.

Monday, August 7, 2017

Reaction Gifs: The New Digital Blackface?

Teen Vogue has been offering up a continuous supply of well-written, well researched essays, from a diverse range of writers. At least once a week, I'll read something on Teen Vogue that will give me pause and have me re-evaluate something I normally take for granted. This one surprised me: reaction gifs. As Lauren Michelle Jackson posits in her Teen Vogue op-ed, that could very well be the case:

 There’s no prescriptive or proscriptive step-by-step rulebook to follow, nobody’s coming to take GIFs away. But no digital behavior exists in a deracialized vacuum. We all need to be cognizant of what we share, how we share, and to what extent that sharing dramatizes preexisting racial formulas inherited from “real life.” The Internet isn’t a fantasy — it’s real life. After all, our culture frequently associates black people with excessive behaviors, regardless of the behavior at hand. Black women will often be accused of yelling when we haven’t so much as raised our voice. Officer Darren Wilson perceived a teenage Michael Brown as a hulking “demon”and a young black girl who remained still was flipped and dragged across a classroom by deputy Ben Fields. It’s an implication that points toward a strange way of thinking: When we do nothing, we’re doing something, and when we do anything, our behavior is considered “extreme.” This includes displays of emotion stereotyped as excessive: so happy, so sassy, so ghetto, so loud. In television and film, our dial is on 10 all the time — rarely are black characters afforded subtle traits or feelings. Scholar Sianne Ngai uses the word “animatedness” to describe our cultural propensity see black people as walking hyperbole.

The entire op ed is very well-written. Agree or disagree, you're likely to come away with a lot of food for thought, so be sure to read the whole article.

Being An Indie Game Developer While Keeping Your Sanity

Debates about the legality and how necessary "crunch time"--  extreme periods of work in order to meet milestones or game launch deadlines where 80 hour work-weeks are the norm-- have been a hotly-contested topic for close to half a decade. I talked about how AAA studios like Blizzard exploit workers' passion and camaraderie to cover up the effects of crunch time 3 years ago. As the perennial debate over crunch time and overwork in video games has heated up once again, I wanted to turn to an area that is often overlooked: the pressure and strain of single-person indie game development.

Writing for gamesindustry.biz earlier this year, Oliver Milne penned "The dangers of passion projects: Staying sane in indie development". He spoke with Josh Parnell, the single person behind the long-anticipated space sim Limit Theory that was successfully crowdfunded in 2012. Parnell worked on nothing but the ambitious space-sim for 3 years straight, handling programming and debugging and reworking all the code himself. In 2015, his regular public updates stopped cold. Parnell seemed to have dropped off the face of the earth. Six months later, he resurfaced, citing overwhelming stress and the need to retreat for half a year for his mental health.

Crowdfunded or not, you might think that control over your own schedule, milestones and owning what you make might make long hours and the pressure of crunch very unlikely. As Milne and Parnell point out, it's more likely than you'd think:
Being in control of their own hours and intellectual property might, on the face of it, seem like it would reduce those problems for indie developers, but Parnell says the indie lifestyle comes with its own risks: "On the one hand, what makes you so great as an indie dev is your passion. It's that you're doing what you love. On the other hand, that's exactly the danger of it, because the minute it becomes work, or the minute you let your life get consumed by it, everything changes. It's hard to see that coming when all you're thinking about is 'Oh, I'm just going to be doing what I love, it's going to be great!'

The entire article does a great deep dive on Parnell's case in particular and what all game devs could learn from what happened, so I'd recommend reading the whole thing.

Friday, August 4, 2017

Kids, Squids, Art Memes & DIY Hacks

The Splatoon series is well-known for two things: inventive multiplayer non-violent FPS action and the Miiverse player art accompanying player profiles that often showed some surprisingly intricate artwork. In fact, even though the Miiverse function won't be included in the Nintendo Switch, Splatoon 2 includes a profile function that works essentially the same way... so artists have kept on arting.

Some of the profile art looks jaw-droppingly detailed. Two examples:



How were these done? The two images were made using two different approaches: one involved a lot of patience, and the other involved hacking a game controller to run an external program.

The first image was created by reddit/twitter user Tobi, who explained his process this way:
“I just used a capacitive stylus for rough shapes, a zoomed in copy of the guy's face in 2-colour mode which I constructed in Photoshop, and a looooooooooot of patience to recreate the face. You don't have to be pixel perfect, because the entire thing hinges on visual noise to begin with, but it's nice if the face had some semblance of coherence to it. The clothes and hair are mostly random dots, whose only purpose were to create the illusion of texture and depth.

The second image, however, was not made by hand. Splatoon player and programmer ShinyQuagsire23 figured out how to trick an external USB input capture device to repurpose a fighting game controller to create the input needed to recreate an image pixel-by-pixel . The entire image creation process takes about an hour.

ShinyQuagsire23 uploaded the entire project to GitHub so that the rest of the world can share detailed Splatoon profile art too.

Or use it to make the dankest of memes.

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