Monday 28 November 2011

Script Idea for Storyboard

This isn't going to be notes on a reading, instead, I am going to post up the script I did that I am going to use for a storyboard. The story is about a creature called Bozz who is lonely and wants a friend, then a creature called Ch-Cheemo appears and Bozz suddenly has his friend (not going into more detail) .I was told that it'd be too long to storyboard all of it, so I will do a portion of what I feel could be good to storyboard, in the mean time, feel free to have a look, leave a comment if you want too and if you think a bit in particular would be good to storyboard then feel free.

Bozz and the Ch-Cheemo 

Act 1
 
The start of the story begins with a book floating around in a blank space in the universe. Then all of a sudden, a butterfly floats by, but this isn’t an ordinary butterfly, the appearance of one stayed the same, but that was as far as it went, he had a striped body, and looked like it was wearing sunglasses and something around it’s head that looks like headphones. He will serve as the narrator.
 
SOMEWHERE IN THE UNIVERSE
 
              Narrator
       Welcome one and all!
 
       (Turns towards the screen – breaking the fourth wall)
 
What? (Sounding more serious) Never seen a butterfly like me before! You got a problem with that!? (Then goes surprisingly calm) Only kidding (then laughs). Back to business, I’m basically here to tell you about a character who has no friends, but then one day, that all changes…
 
The butterfly then ascends above the book and then suddenly, the book opens, and a weird glow appears from out of it.

INSIDE THE BOOK

The story in a small little meadow, in this meadow there is a giant tree that has a rock underneath it, on this rock, was a weird looking creature. He had a gut, big teeth, a longish neck along with something that could have been a beer belly, as well as eyes that seemed like they didn’t belong and could have probably been passed off as glasses.

Bozz was sitting on the rock, but not for the reason you’d like to think. He was hunched up, head looking down towards the ground, his eyes would have been happy but this time there was nothing but loneliness and sadness in those eyes, arms swaying at the side and his feet dangling. He sighed heavily, still retaining the same position he was originally in. Then, all of a sudden, a gust of wind blew viciously behind him. Bozz turns around...

...and he sees a creature standing there. Odd thing, Small head, a narrow egg like body with a strip around it, skinny arms and legs, antenna on its head, and a pair of wings that did not seem to belong. The creature then smiles.

           Bozz
(Stares at the creature, then asks in a questionable voice) Friend?

     Ch-Cheemo
(Smiles at Bozz) Friend!

          Bozz
(Big smile across his face and then jumps up and down. He then stops and introduces himself) I’m Bozz.

          Ch-Cheemo
Ch-Cheemo! (Ch-Cheemo extends his hand)
(Bozz looks at it as if it’s something not from this world, he then reciprocates with this action and the pair are now shaking hands – however, Bozz doesn’t notice the sinister look that Ch-Cheemo has on his face, not good!)

(Both creatures then decide to go and have some fun and proceed to walk down the path heading out of the meadow)

The Narrator then pops up as the characters are off in the distance


          Narrator
And so, Bozz and Ch-Cheemo have found each other and are now of to live happily ever after (chuckles for a bit) Yeah right, this isn’t one of those stories. Let us continue with this tale.


ACT 2

Bozz and Ch-Cheemo are running down the path, both with smiles on their faces

          Bozz
(They stop running after a little while, he turns to Ch-Cheemo) So, what we going to do?

Ch-Cheemo noticed a weird looking creature, it was a small thing, it looked like an eyeball but it had hands and feet and something that may have been hair, it was walking down another path completely carefree and happy.

           Ch-Cheemo
(Smiles) Wait here a second (and then flies off.)

Bozz stands around waiting; he looks around the environment for a little bit, looks like an open field, though everything is in weird and wonderful colours. He then hears a “What’s going on? Unhand me!”

Bozz turns his head and see’s Ch-Cheemo carrying the creature it had spotted earlier while flying into the air. The eyeball creature sounded frightened,

Bozz
(Looked on confused) Why are you doing that?

Ch-Cheemo is laughing and then proceeds to throw the little creature up and down while in the air who was now on the verge of tears. Bozz turns to walk away...

Ch-Cheemo
(Noticeing this, drops the small creature and then flies towards Bozz) Where are you going?

Bozz
(Turns to Ch-Cheemo) Why was you doing that (hint of anger in his voice) he did nothing wrong!

Ch-Cheemo
(Stands with a blank look on his face, no answer for a little while, then sighs) Let’s do something else.

Bozz
(Stands in silence for a few seconds, then in a stern voice) Don’t do anything like that again! Or -

Ch-Cheemo
-   I promise
Though the sinister twinkle that was in Ch-Cheemo’s eye says otherwise, he weren’t prepared to take orders from anyone.

The duo continue to walk down the path until they come across a field, and then found a spot to relax for a while. Bozz is lying down, while Ch-Cheemo is sitting next to him – looking rather bored. Bozz eventually nods off.

IN AN OPEN FIELD – STILL INSIDE THE BOOK

The duo continues to walk down the path until they come across a field, and then found a spot to relax for a while. Bozz is lying down, while Ch-Cheemo is sitting next to him – looking rather bored. Bozz eventually nods off.

Ch-Cheemo looks around and notices a couple of other creatures, one similar to the eyeball creature from earlier only this one had a moustache and was slightly taller, while the other creature was rather small, he had a head with feet and a small tuft of hair on his head – like a pineapple...only not as appetising. The two creatures were happily walking, minding their own business, nothing should of happened to them. But, that’s not how Ch-Cheemo sees it – he’d thought hed have some ‘fun’.


ACT 3

IN AN OPEN FIELD – STILL INSIDE THE BOOK CONTINUED

Cheemo sprung up and flew towards them as quick as a dart and tackled the eyeball like creature, and then proceeded to do the same thing he did earlier to the previous creature.

The Little Head Creature
(In a child’s voice) Stop doing that you big bully!

Ch-Cheemo started to become more aggressive, he started to now shake the poor eye creature viciously, and even ripped off the poor creatures moustache out of pure cruelty. All that was heard was a loud scream of pain and agony. Bozz is woken up.

Ch-Cheemo
(Slaps the eye creature hard enough to knock it out, then starts to chuckle) This is fun! (Proceeds to start laughing)

The Little Head Creature
(Shaking out of pure anger towards this creature, and then it snaps) How can you find this fun!” and then continued to say “You are nothing but a bully! You –

(Ch-Cheemo had heard enough and kicked the little guy hard! A sharp pain shot through the little guy who started to cry)

Bozz
(In an angry voice) How could you!

(Ch-Cheemo turns out)

You promised you wouldn’t do this! (tears start to run down Bozz’s face) I don’t want to be your friend anymore!

With that, the sky turned pitch black, thunder and lightning began to occur in the sky. The thunder and lightning stop...but then, a pair of eyes appeared in the sky from out of nowhere...and they looked angry...

This is the part where Ginmoo appears.

Ginmoo
(He speaks in a deep, gruff and serious voice) I am Ginmoo! The creator of this world!(his sight was then set on Ch-Cheemo) and you are the one who has disturbed the peace and prosperity of our world!

(Ch-Cheemo was now frozen with fear, Bozz was more in shock than anything else)

Ch-Cheemo
(Stuttering as he was shaking in complete fear) I...I...I didn’t mean too –

Ginmoo
(Angrily interrupting) SILENCE! You will never change your ways and for all you have done, I banish thee from existence!

And with that, a pair of hands appeared near the eyes both of them opened and a typhoon appeared from them, aiming toward Ch-Cheemo. Ch-Cheemo began to fly as fast as his wings would carry him, but it was no use, the last thing that came out of his mouth was a scream, he was sucked into the typhoon, and he was gone. After a moments silence, the eyes and hands of Ginmoo disappeared as did the black sky and dark clouds, Bozz sighed, and began to walk back to the rock, back to where he was...alone, again.

The screen moves back to where it began, in the universe with the book now closed and the Narrator now in focus

Narrator
And so, we come to end the tale, it’s a shame that Bozz didn’t get the friend he was looking for, maybe one day he’ll find a creature to call his friend, but that is a story for another time.

The butterfly then flies off.


THE END

Wednesday 16 November 2011

Why Chance and Skill are important in Games

This was originally two readings that were set, but I have decided to kill two birds with one stone and put this post into one. So, this post will be about why chance and skill are important when it comes to games, I will also list the the tools that are available and how designers use them.


Let's begin with Chance. Games based on chance are games that are aimed at all the family, anyone at any skill level can play and it is fun. So games like Snakes and Ladders, Mouse Trap and so on are great examples of this as they are games that don't really need any skill involved and anybody can pick up and enjoy a good game or two.


Games with chance tend to be solvable, but at the same it is not always the case as it depends on the game space you have at your disposal. Which means once you've found the "winning formula" the game tends to lose it's appeal. Tic Tac Toe (or Naughts and Crosses depending) is a prime example, it only takes one player to find put that there is a way to guarantee a two way win and ofcourse after a while the game gets boring because eventually one is going to beat the other for not actually figuring out that there is a way to win. This is mainly due to the restriction of the game space the game takes place in, a 3x3 Grid. Whereas a game like Chess, even though it is another example of a solvable game has so many solutions to it (partly because of the bigger game space and the pieces on the board doing different things) that is does also add a bit of skill involved as the more skilled player out of the two will win. So in many ways, Chess, although solvable does indeed add Skill due to it's competitiveness of wanting to beat the other player. 


Dice an example for adding chance. Rolling one dice adds chance because the dice will land on a number that is 1 to x (x being the biggest number it goes up too). On the other hand, if the player has to roll two dice, then the whole thing of chance has gone out of the window as it is now all about probability: e.g. rolling two D6 dice, the number that has the most probability to come up will be a 7.


Cards can be included. Though more versatile of the game elements. They can be shuffled, randomizing in the order they come. They can either be played face-up or face-down (if face down, the player who put it face-down then has hidden information), which means players have their own previlledged information. The card game, Yu-Gi-Oh! is an example here. Players have cards in their hand only they can see, and when one player players a monster face down in defense mode - opposing player has no idea on how many defensive points that monster may have let alone if that face down monster has a special ability.


Hidden Information is when nonrandom information is concealed from both players. Cluedo can be used here as an example, as none of the players know who exactly committed the crime and have actually go through a series of queries before the information becomes visible to them.


That's covered Chance, now let move onto Skill. Skill allows players to choose, if a game is purely random then the game becomes unfair, which leads to boredom, fustration and no control.


One of the things I picked up on was Obvious Decisions, as im sure you all know, the obvious decision is - stating the obvious. And to show how it's used in an example....Highest Number Game, Player 1 says a number - Player 2 says a higher number - PLAYER 2 WINS! Moving on.


Meaningless Decisions is a choice that there is no right or wrong answer, so whatever one you pick doesn't affect the outcome of the game. One example that comes to mind comes from The Legend of Zelda: Ocarina of Time, remember the part of the game where you first meet Princess Zelda for the first time, you realise that whatever happens, you have to answer yes to when she asks if you have the Kokiri Emerald and if you can keep this secret she is about to tell you. Answering with no will only get you the same questions being asked over and over until you oblige.


Blind Decisions - a bet. There is no obvious answer or a meaningless one.


Tradeoffs - when a player doesn't have enough resources to accomplish all of their goals. A player hasn't got enough money in the game to get the item they want in a game can be used as an example, to solve this they have to come up with a way to make the money.

Dilemmas is another component. In some ways they are similar to tradeoff, but occurs when all choices will harm the player. Legend of Zelda can be used as another example: player encounters a room where they had to pay money or permanently lower their health.



Well, that concludes the end of this blogpost. I actually found the articles interesting, but enjoyed the one on why chance is important, mainly because the points made were relevant, no disrespect to the article on why skill is important, it was enjoyable, but one example (the main gripe being Obvious Decision example) I just thought wasn't worth putting in. It's Obvious, it's in the name. Anyway, hope you enjoy the read, they'll be more to come soon.

Wednesday 2 November 2011

Bibliography - Harvard Style

Well, this will be a different blog post instead of the readings I have been posting. Instead, what I will be blogging will be a task, a task to create a short bibliography. One of our lecturer's, Eddie, has been going on about a program called Zotero, for those who don't know, Zotero is a software that can help make a bibliography easier (apprently), it can be downloaded as a stand-alone download, an add-on for Firefox or an add-on for Google Chrome (though it's a tester so it may have a few problems), I downloaded the stand-alone version. So, for this task, I had to compile a bibliography of 6 items: 2 books, 2 articles and 2 contributions. Took some doing, but here is my list:


Alphra, K. 2006 -  The Business and Culture of Digital Games; Gamework/Gameplay, Sage Publications Ltd.


Adams, E. 2009 - Fundamentals of game design 2nd ed, New Riders.


Politi, G. 2001 - Flash Art International Ed


Jacobson, J. Hwang, Z. -Unreal Tournament For Immersive Interactive Theater Volume 45(1), pg 39 - 42, 3p


Caillois, R. 2006. "The Definition of Play. The Classification of Games". Salen. K and Zimmermann.E.The Game Design Reader: A Rules of Play Anthology. London. 122-155.


Kaminka, G.A. et al., 2002. GAMEBOTS: A FLEXIBLE TEST BED FOR MULTIAGENT TEAM RESEARCH. Communications of the ACM, 45(1), pg 43-45.


To end this post, I will give you my honest opinion of Zotero...I didn't like it. Though that was mainly because I didn't know how to use it properly (maybe I might change my mind if I get to grips with the software, always a possibility). That being said, if you decide to use this software - get the plug-in for Firefox (even if you don't like Firefox) it's less hassle. On that note, till the next time.

Tuesday 1 November 2011

FADT

Alongside the second chapter of Challenges for Computer Games Designers, there was another text that was set for us this week, it was an article by Doug Church from Garmasutra. There was a a quote we had to take notes on in the article:


"games are not books, games are not movies. In those media, the tools used...are used to manipulate the viewers or readers to make them feel or react exactly the way the director or author wants them to. I believe the challenge of computer games design is that our most important tools are the ones that enpower players to make their own decisions".


But before I give my views on it all, I shall put up what I took notes on.


Church mentions something called FADT which stands for Formal Abstract Design Tools. These "tools" are used to help designers design games. As the name suggest you can't really do anything else with them but use them. I will break it down to what the letters and that stand for:


Formal - implying precise definition and ability to explain it to someone.


Abstract - to emphasize the focus on underlying ideas.


Design - as in, yeah the people using these tools are designers.


Tools - since they'll form a common vocabulary we want to create.


So, now you know what FADT stands for, I shall commence.


Intention: making an implement plan of one's own creation in response to the current situation in the game and one's understanding of the gameplay options.


Perceivable Consequence: A clear reaction from the game world to the action of the player. Used in RPGs mainly - either with the plot or the character development. In other words, seeing as X happened, Y will happen. Chrono Trigger can be used as an example here, at the start of the game, you find yourself at the town fair, you have the oppurtunity to go around the town and do things like: take a guy's sandwich when he isn't looking. Then once you've done a few other bits and bobs, you get taken to court, when asked if you have ever stole (and you respond with no) then they'll say that you took a guy's lunch (and show you actually doing that) http://www.youtube.com/watch?v=LYEgyMJdv7Y there is a link to the point I am making, just skip to 4:27 to see the scene in the court room.

Story: the thread (be it player-driven or designer driven) that fuses events together and drives the player towards completion of the game. 



Well, the article I thought brought up some interesting points that has made me think of ways I can use these "tools" for when I make my own games, but that being said, I personally think that the games industry, and the movie industry are very similar in the respect it's all entertainment, maybe because I am thinking of it all more as a fan than a designer, or maybe it's just my view on the whole thing. Still, hope you enjoy the read and enjoy looking to hear about your thoughts.

Sunday 16 October 2011

Challenges for Computer Games Designers - Chapter 2: Games Design Atoms

We have a set text for this year, and the set text is called Chellenges for Computer Games Designers by Brenda Brathwaite and Ian Schreiber published in 2009. For one of the readings set for the week, we had to read Chapter 2 of the book, it was about Games Design Atoms.

Atoms:- in this sense, atoms are the smallest indentiable parts of a game. Understanding how the parts interact is mandatory in games design.


The book then goes on to mention a few examples I will go into.


Game Space: the space in which the game takes place, the size varies. Examples that come to mind are games like Grand Theft Auto have a big game space as the game is free roam. Astroids has a limited game space, the game takes place in space on a screen.


The book also mentions avatars. There are two types of avatars, you can get avatars in digital games and avatars for non digital games. Digital Avatars are used to present the player in a game so MMO games like Champions Online, Runescape, DC Universe Online all have avatars that respresent the player on the screen in-game. Whereas Non-digital Avatars can be represented by the pieces on a game board, the book uses the pieces of Monopoly as an example as players pick the piece they want to control and that piece represents the player going around the board buying property and what not.


Game bits - physical items in a board game. Things like dice, plastic cards, the plastic army pieces in Risk and so on. In videogames, these bits are known as "art assets". These can be things like 3D Models, synthetic and photographic bitmaps, etc.


The chapter then goes into detail about game mechanics. Game Mechanic is a term that others would call a rule. But in the industry, the term is more of a commonplace. How things work really, Monopoly was used as an example as the game has a simple mechanic, if you land on a property you can buy it (which leads to you CRUSHING the competition).


There are a couple of "Common classes" of mechanics that are usually found in games:-
Setup - the start.
Victory conditions - one rule how the game is won. If a game has no rule to win, then it's not really considered a game.
Progression of Play - 
Player actions - the actions the player makes within the game space. An example (computer game wise) would be killing the enemies within the game and how it affects the games state. It's an action and it takes place within the environment and the affect is that there is one less enemy to kill.


Gaming Dynamics - pattern of play that comes from the mechanics once they're set in motion by players. This was probably the bit of the book that kinda got me a bit confused, so at the risk of typing up what I don't understand, I won't be going into any detail about it.


Goals: pretty straightforward, it usually means the victory condition. usually done done by doing through a variety of "missions" or "quests". In some cases, goals can be used to motivate, I mentioned FPS' having a variety of goals, depending on what game your playing (be it a Team Deathmatch, Capture the Flag, etc.)In  The Age of Discovery the player's goal is to discover new lands at sea.


The last bit of the chapter goes on to say that when it comes to developing game, it can go in any order (game state, avatars, machanics, dynamics and theme). I agree with this because sometimes you can start of with a character and depending on how your character acts and looks (depending on the game), when creating the game, it's all pretty self explanatory.


That's all for now, will be back with more stuff soon. 

Games Britannia Ep.1 - "Dice with Destiny"

Our lectureer had been mention for about a week or so about a program that came on about a couple of years ago or so of a program called Games Britannia. It's a 3 part documentary about the history of games in britain, luckily the class got the chance to watch the first episode, make notes and then post up our opinion.

The first game that was brought up was found in a Roman grave that was dubbed as the Stanway Game. It was to make the player to believe they were Roman. The pieces were always scattered on the board as if it looked like it was ready to be played. The game seemed like it was the sort of game the roman's would use as a way of planning ahead for wars, the pieces on the board represent their men and come up with strategies. The game in some ways could be debated as a early variation of the games we know as Chess and Drafts just obviously not to plan for a war.

Another game that came up was a game known as Hazard a.k.a the "devil's" game, the reason being was because back then gambling was frowned upon (still is to this day in some respect, but not as much). The game is fairly simple, players put any amount of money in a pot, players bet on the outcome of the dice, you pay to stay, the bigger the pot the more intense the game is. It is effectively a game of luck more than anything.

A game that was very popular that it had quite a few variations of was a Royal Game of Goose - a game all the family could enjoy. It was an interesting one as it was given something that wasn't given a dice, but it was (if that makes sense). Basically, back in those days, dice were seen as evil; as tools that children should not be playing with, hence why the game was given something else to act as it.

Chess is another one that came up in the program. It was said to originate from India and had different rules across the globe, then one day a king held a tournament with a set of rules and since then, those rules are the rules we play to this very day. It was believed to be a way to teach about war.

The program as a whole was very interesting and I got quite a lot out of it than I originally thought I would. Though to end the note on the whole thing, the narrator did cleverly point out that seeing as there are re-hashes of certain, it's has taken away the fun out of them. 

Saturday 15 October 2011

Critical Games Studies - Paida and Ludus

In the lecture, there were a few words words that I was introduced too from a book James Newman published "What Is A Videogame?", and this entry will be about what they are and a few examples of what they were. So, im going to start with these two words: Paida and Ludus.

Paida - means casual play. Playing for pleasure, free play. So, in some respects, The Sims is a good example here. There really isn't a clear outcome to the game, and you can pretty much play it too your hearts content, there is no end and you can play without having an outcome.

(Picture of The Sims, Paida game)



Ludus - is the complete opposite. It's more constrained by rules and has a clear outcome. Online gaming for First Person Shooters are a prime example of this (I.e. games like Call of Duty, Killzone, Resistance, so on). There are rules for the type of online play you decide to play on, taking a Team Deathmatch as an example, you and say, 5 - 7 other players are in a team and you have to get more kills on the opposing team within the time limit or hit the max amount of points before time runs out by killing the other team. It sounds like a pretty basic idea, but at the end of the day, there is a rule; to kill the enemy to rack up points for your team and the outcome being if you and your team succeed in this, you therefore win and the reward will be a fair bit of EXP.


However, there are some cases where you can get some games that do offer both Paida and Ludus. I am going to go on a whim and say Grand Theft Auto could be an example. My reason for htis is simple, the game is free roam and instead of playing for the story, you have the choice just to go around freely doing whatever you want to do from hijacking cars, attacking the innocent or exploring the surroundings of Liberty City (or wherever it is that the game is taking place in) or you can play for the story which the main outcome being that you advance in the story and unlock more weapons, cars and so fourth. Another example is Burnout Paradise, you have the choice to explore the "open world" you can drive around in or you can do the races which unlock cars which will benefit you online when in competition.


Newman also goes on to talk about how games can be described using concepts like:

Agon: competition.



Alea: chance/randomness.


Illinx: movement.


Mimicry: simulation, make believe, role-play.


He gives a couple of examples of games that have may one or two of these examples. The first example he gives is Tetris as it has elements of Agaon as players will see if they can beat the other's score, while the Alea aspect is the blocks that come down on the screen, you don't know what order the blocks come in you can only wait and see what comes down and you have to then place the square in the right place.
(A picture of Tetris)



He also uses the Sega coin-op R360 as another example as it does have agon, there is competition involved against players, but there is also a sense of mimicry involved as the player adopts the role of the flighter pilot and spins around inside a motorized cockpit.


One example I thought of was Dance Dance Revolution (or DDR for short). There is Agon involved, players do go head to head to see who can get the most points, there is Illinx involved if you think about it, the player has to move there foot onto the right arrow in time with what they see on the TV screen as it shows where there foot has to go, and then it can be argued that there is some form of mimicry involved as it to make the player believe that they are dancing (hence the name).

(a screenshot of Dance Dance Revolution)

Tuesday 11 October 2011

Reading 1: In the beginning, There is the Designer

I know it's late, a couple of weeks late to be blogging this, but, better late than never, right? Anyway, the first reading we had to do was a text called "In the beginning, There is the Designer" by Jesse Schell. I had to read the article and then make notes about what it was telling me. From what I got from it, it was talking about self belief.

  • I do agree with it a lot, I always think that self-belief is the first step to doing anything, success, pitching ideas, anything, if you don't have faith in yourself, then who else can believe in you?
  • He also said a quote in the text that I thought was quite interesting: "If you aren't failing, you aren't trying hard enough, and you aren't really a games designer". My reason for that is because, if you try something and it doesn't go as planned, you can learn from your mistakes, it is what helps you go further in anything.
  • In the article, he listed a few skills that are considered important, but he said that listening is the most important. He then gave five major categories for when it comes to listening: Client, Team, Game, Audience and Self.

    Client: the ones funding your project, failing to deliver means they'll take their business elsewhere.

    Team: the people who will help design your game, the skills each possess come together.

    Game: getting to know the game inside and out, knowing the genre and what exactly goes on in it.

    Audience: the people who play the finish product. Actually have an example: the developers of THQ with the upcoming WWE '12, they listened to what people had to say about it (most didn't react too well to the grappling system of the Smackdown vs Raw series.) and have changed it to something that makes it easier.

    Self: making decisions

Personally, I thought the article was a good read and enjoyed it. I'm not sure what you thought of it, so, tell me what you all thought. Till the next time.

Saturday 1 October 2011

Hello World

My name is Daniel Leaf (or Dan Leaf, Dan, Danny Boy, Leaf, etc). I am currently a student at University Campus Suffolk studying a BA Hons in Computer Games Design, as you can see, I am aspiring to be a Computer Games Designer, that is my goal. This blog has been created so I can put my thoughts up on the texts I will be reading in the semester as well as show some of the work that I will be working on throughout the year.

I suppose you may want to know a few things about me, so I will give you a few minor things, had to answer a little Q & A in class earlier (only a couple of questions), so, here goes something: -

What is the last title of a book (fiction) you are currently reading?
Last fictional book I am currently reading is "To Where Your Scattered Bodies Go" by Philip Jose Farmer. It follows the adventures of the adventures of Sir Richard Francis Burton and his companions who have long died and have found themselves in a new world with a ongoing river and they make it their quest to find what the river is and what it represents. I haven't read much for it to give you a full detailed description, but from what I have read so far, it is enjoyable and look forward to reading more.

What is the last live performance you attended?
I went to attend a live taping of TNA Wrestling at the Wembely Arena in January with my dad and my little cousin. As you can tell by this, I am fan of Wrestling (well, the sports entertainment kind anyway), have been since I was a kid. It's not fake, it's scripted and it takes some talent to do the kind of things they do and I respect that.

Last title of a film you saw at the cinema/online or watched on DVD?
I watched Good Burger (the two main guys from Kenan and Kel starred in it) with a flatmate, I wouldn't say it's my favorite (partly because the question didn't ask) but it was definitely enjoyable and amusing if you have that kind of sense of humour.

Which art gallery/museum/exhibition did you last visit?
It would have to be the National Gallery. Never use to visit galleries much but I did an art course for a year before I came to University as it was expected of us, I haven't been to one recently, but I do plan on going to one soon. I like art, and isn't computer games design an art form?

How many hours a week do I spend playing video games?
Maybe about 6 - 9 hours, it's an estimate. Will be less than that one though I can assure you haha

How many hours a week do I spend time playing games other than video games?
Again, another estimate, I'd say the same answer as above.



A few random questions I was asked in relation to the ones I was asked above:

What size shoe do I wear?
I'm size 10 :D



What were my favourite subjects in school?
I enjoyed Maths, DiDA (Dipolma in Digital Applications), and English.


Well, here you have it, I will post up more in due course. So, take care.