Saturday, 14 April 2012


Time + Perspective

When time + perspective are skilfully thought out, it always gives me goose bumps. Like a flash back of a character revealing what you had always wanted to know in their past. Sci-fi set in the future time perspective shows how earth has changed. If used well, time shifts and perspective shifts can create an amazing dynamic, like watches though different people’s perspective to tell a story in different angle, sometimes turning a villain into a hero or visa versa. But when used poorly, it will lead to confusion, disorientation and it makes the story too long and too clumsy.

In game, time can be play around with even more. E.g. turn base game. Player can take forever to decide what the next action is even while the battle is going on. Everything stops until you make your decision. Lots of new games also have a day night cycle which gives a stronger sense of progression in time which is great. Like some event will only happen during the day and some only at night. Also the aesthetic difference in time can be used to create a new dynamic in setting/environment, e.g. going to take out a boss in a post-apocalyptic future. However, sometime it is frustration to wait for the in-game time changes. Like MMoRPG, - Final Fantasy XI. You need to spend 15 or 30 minutes to wait for a boat and boat will be closed when stormy weather. But on the other hand, it creates an extremely victorious and memorable moment to player due to the rarity of some event.
(Nerd Alert! - Remember the first time i saw the Rainbow in FFXI, i feel as good as  i was a real rainbow in my life.)


Another time + perspective thing is also the classic “slow motion” which is now too popular in lots of movies and games. Yes… some people hate it and think they ruin the film and it is lame. But I think it is amazing to see all the little tiny details occur during a small snippet in time that we cannot usually see in real life, building appreciation of the moment captured in the small time frame in aesthetic and context. Also the music video by Kanye West “Power”… I don’t like Kanye West but I am talking about the music video. It applies such an effective use of the editing of motion to match with the rhythm of the music, also the “power” of each motion seems amplified as the moment each movement comes to its conclusion, the build up just enhances it greatly.



Also it is interesting to see game like the Rainbow six patriots, players will constantly be switching perspective from the police and the patriot.


It is interesting because like what their trailer showed. You start off playing as the civilian living in a normal life, with a wife and kid and all of a sudden you are kidnapped by the patriot and they force you carry a bomb to the city or else they are going to kill your family. Then timeline jumps to a scene when the police find out there is a bomb carrier planning to attack the city. You immediately switch to the police’s perspective and try to stop the attack from happening. The Player already knows what the patriots are planning and also the civilian’s back story. Players will have sympathy towards the civilian and as a result will try harder to finish the mission. It is a more interesting way to set up a situation than the old war games in which you are simply ordered to recruit a target with just text or cut scenes to describe who they are and what had happened. I think it has great potential to play around more interesting perspective in future gaming. There are tones of single player game did used interesting time and perspective to shape their story, like WarCraft, Resident Evil. Player will not only see the story though one point of view yet maybe from different character’s eyes and different time and merge into an amazing story or stories. Transition between different perspective also need have a deeper design like Rainbow Six Patriots. Think about when to switch it, how it switch and why to switch. Not just finish a chapter then cut to other perspective, create some new that flow.

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