Hanami

If my last post has left you going “Wait…Hanami…What?” (and I hope it has!) then here is a little insight into Hanami. I can’t remember quite how I discovered it, but as I often have Otaku tendencies it managed to come up in some routine internet browsing recently. I love all things Japanese. Originally introduced through video games and cartoons, I’ve extended my knowledge of Japanese culture to pretty much every aspect, and I even speak a little bit too ^_^. I’d love to visit some day, and experience the culture and lifestyle first-hand.

Hanami literally means flower viewing, but generally refers to watching cherry blossoms or ume blossoms. It has become a custom in Japan, where cherry blossoms bloom and fall within a short one or two week period around the end of March or early April. People go outside for parties and picnics, simply to enjoy the short period when the blossoms are on the trees. Japan-Guide.com states:

Hanami can be just a stroll in the park, but it traditionally also involves a picnic party under the blooming trees. Hanami parties have been held in Japan for many centuries, and today are held in public and private gardens and parks across the country. Famous cherry blossom spots can get very crowded, and the best picnic spots are fought after.


After reading about this for a while, I started to wonder what happens at the end of Hanami, if there is such a thing as the end. My imagination immediately flashed up images of parks and streets void of people, where everyone has simply retreated back inside. I imagined a world where the blossoms just drifted on the wind and sat on the ground before eventually completely disappearing. At first, I assumed it might be quite a calm and peaceful scene, but after thinking about it a little more I thought “perhaps it would be lonely.”

I’ve never been to Japan, but I’ve seen enough photos to realise how beautiful it can be. This sense of beauty comes across well in anime set in Japan, where backgrounds are typically exaggerated. In 5 centimetres per Second, the falling blossoms are compared to falling snow, and are placed floating around ordinary objects to make them appear nice than they really are!


I think this kind of imagery would work well within a game, immediately any object can be stylised with the addition of a slightly pink hue and an array of blossoms! There are plenty of other typical Japanese objects which could be applied to give any game world a far-Eastern feel, without having to recreate actual Japan.
This video is a compilation of photos after a man’s one year stay in Japan. It helps give a good, personal sense of what makes Japan different to anywhere else in the world, and with a little help from the music suggests an sense of calmness and serenity. There’s a huge difference between Japan’s big cities and rural areas, but these are often brought closer together with the help of things like Sakura blossoms in urban areas.


I don’t think Japan is really a lonely place, which is why it might be so poignant to portray it as deserted and eerily quiet. The objective of a game set in such a place would probably be dispel its loneliness…

EMP First Thoughts

Clues about my intentions for the Extended Major Project may have cropped up somewhere in the preceding posts! We were given the official briefing for the EMP at uni yesterday, so now the clock is counting down to that fateful day in mid May when my latest creation will appear to the world.
My thoughts have turned recently to questions like “what makes a game?” and more importantly, “what makes a good game?“. I read a lot of books on game theory over Christmas and I’ve been left in one of those states of existential pondering… I’ve been asking myself “what makes a good game developer??” which has a lot to do with why I decided to write seven posts on some really awesome ones.

So I guess the theme underlying all else throughout this project is:
How can I use characteristics from “good” existing games to create a brilliant, contemporary, unique new game?

The aim is to create something new, but which echoes games past. The final outcome will emerge in the form of a 2D platformer, so already it has (or should have!) echoes of the great platformers of the early Nintendo years…
This kinda sums up my thought patterns so far:

In answer to my questions about good game developers, the release of Indie Game The Movie is on the horizon, and this little online extra was released a couple of days ago. Unfortunately I can’t embed the video for privacy reasons(or something), so watch it at the link below. I think this immediately separates the exceptional from the ordinary:
Indie Game The Movie Online Extra

It feels to me better than Mario, which was in my mind the perfect way for a platformer to feel. It feels like Mario, but in a lot of ways a lot of aspects in it feel better. It feels faster, it feels like I have more control, especially in the air. I feel like I have complete control over the character. And that’s number one with a platformer.

The movement code for meatboy is nothing that isn’t nature. And it’s totally just scripted, fixed, duct-taped stuff, but there’s so much of it, and it’s so often that it actually feels pretty good. I think it’s just because I complain.

You can’t make a platformer and when somebody dies they say:
“aww, the fucking game feels stupid”
“aww, it killed me because the button feels dumb”

Advice accepted. That’s going straight onto my list of goals!
For this project, I’m revolving my research and development around a theme rather than a genre or aspect of gaming. Before, I vaguely asked “how can I make a game which simulates a strange experience?” This time, I’m saying “let’s make a game about the Japanese custom of Hanami.” All I have to do to create the game is apply the characteristics I discover from researching good platformers and combine this with some sort of objective, eg. “collect all the cherry blossoms that fall post-Hanami.” And then obviously there’s the complicated technical and arty parts to work on, but that’s what the next 18 weeks are for…