- Action Jackson is a film in which Ajay Devgn has a double role. The actor excels, resisting the temptation to play each role slightly differently to add needless nuance and flavour, and executing a pitch perfect performance in which both Devgns speak, dance, fight and generally behave EXACTLY the same.Take that, Kamal Hassan.
- If you ever fantasized about watching Sonakshi Sinha walk across the screen while some background singers are crooning "Khusheeeeeeeeee. Oh - Khusheeeeeeee! ", then rejoice. Your prayers have been answered.
- Director Prabhudeva pulls off the admirable feat of taking Tamil actor Anandraj, who nobody would ever mistake for a beauty contest winner, and making him look even less appealing by giving him a glass eye. And also a weird Gorbachev like bloodstain-skin discolouration thingie, just in case.
- Anandraj is a crime lord who, for some reason, believes that the best way to get Devgn to fall in love with his "(Anandraj's not Devgn's) sister is by violently murdering his (Devgn's, not Anandraj's) girlfriend.
- The film introduces the really cool idea of an "arms dealer conference". I couldn't help thinking of some arms-dealer version of a body like NASSCOM running around for bag, lanyard, notepad and badge sponsors for months before the event.
- The film begins with a shot of a picture of Sai Baba. Perhaps to atone for what follows - people being dismembered by katanas, a big guy called Pedro beating Yami Gautam to a pulp but without disturbing her lipstick and multiple instances of Ajay Devgn dancing.
- Fantastic performances from Sonakshi Sinha, Manasvi Mamgai and Yami Gautam, who all manage to pull off the histrionic challenge that is pretending that Ajay Devgn is the sexiest man alive. Top notch acting - perhaps topped in modern cinema only by Isha Koppikar in Narasimha.
Saturday, December 13, 2014
An evening spent watching Action Jackson
Thursday, November 20, 2014
In which a Taxi for Sure driver threatens to bring 200 friends to my house and kill me. And yet I reach the airport like a boss.
Sunday, October 12, 2014
The Anand Ramachandran Escalation.
Sunday, August 10, 2014
Game design lessons from my high school days in Don Bosco
Sunday, July 20, 2014
How my son's passion for Halo got him interested in art and music.
He does enjoy drawing and music - but we were finding it hard to get him to focus and practice in any meaningful way. He'd pick up something, doodle about for a bit, get distracted, and give up. Many children do. He seemed reasonably talented and interested - but did not have the discipline to overcome challenges, solve problems and learn stuff that wasn't ridiculously easy.
But he's different when he's playing Halo. For those of you living under a rock, Halo is the blockbuster XBOX game which involves heroic human super-soldiers and really cool aliens shooting at each other. It's awesome. You should try it.
Here are some videos that will give you an idea of what Halo looks and feels like :
My son LOVES Halo. He's finished every campaign in the game, and regularly plays multiplayer battles online. When he's doing this, he's incredibly focused. He practices long hours. He improves his skills. He doesn't back away from challenges. He takes defeat in his stride and wants to get better. And he gets better. It's exactly the attitude you want a child to have.
Now a normal parental instinct is to lecture the kid about this. WHY can't you show the same focus in art or music or studies? Or to pull the kid away from the game and force him to focus on other stuff. Thus usually igniting a death spiral of boredom and resentment that makes the poor kid hate absolutely everything.
I thought - why not get him to channel his passion for the game to help him develop other skills ?
Why not point him at the art and music in Halo to get him to spend more time developing his skills ? Could it work ?
You bet.
Art was always going to be easy - because my son is naturally drawn to it. So setting down goals to try and learn different aspects of drawing, inking and colouring had spectacular results (I'm referring here more to the discipline he shows in learning the skill than art quality per se). I'm posting a few of his pieces here (they're all from Halo) - I can assure you that the improvement he's shown is significant. More importantly, he enjoys the process and is proud to show people his work - something he was always shy of before.
Music was more surprising. Normally, he's reluctant to sit down and practice for more than a few minutes, and if a piece was too hard he would simply give up. Once I suggested that he try and learn some pieces from the Halo theme music - he was transformed. Now, he spends significant time sitting by himself and practicing the pieces (even in the morning for a few minutes before leaving for school). He does all of this unprompted - he doesn't wait for me to tell him to practice. If he has a few minutes free he's at the keyboard, playing away. It's amazing.
A month back, he was nowhere near this confident or motivated. He goes for lessons at the lovely Taaqademy, but he would barely spend ten minutes a day at home practicing, only when pushed. Add Halo to the mix, and a marked difference. Here are a couple of videos of him trying to play pieces from Halo. Far from perfect, but a remarkable improvement.
Kids don't hate art or music or science or math. They hate being forced to learn these things in ways that don't suit them - at some predefined pace, or with some predefined goals that they have no say in setting.
There is art in every videogame. There is music in every videogame. There is math and science in most videogames. It's an opportunity to get kids to learn skills in a way that will hold their attention and interest - point at the stuff that their beloved games contain, and get them to go deeper.
My experiment doesn't stop here. We've already begun exploring how probability works in the deck-building activity of games like Magic : The Gathering. I'm thinking of putting together a history and geography program based on Civilization V. Some time soon, I'll also try and get him started on programming by encouraging him to code his own games. I'm certain it will work.
I'll keep posting about the results here. I also urge those of you who have videogame obsessed kids to try some experiments of your own.
Monday, June 9, 2014
What is wrong with you, South India?
Last week, I Googled for 'South Indian Stud'. This is what turns up :
(Please click on all the pics in this post and view the larger images. Totally worth it.)
I mean, seriously? No Dr.Mr.Joseph Vijay Saar ? No Power Star of any sort? No Sidin Vadukut? Ridiculous.
To compare, I next Googled 'North Indian Stud'. Only marginally better, but better. At least one bona-fide stud, and two passable ones. I'll leave you to figure out which ones exactly those are.
North India - 1. South India - 0.
Next, as suggested by the admirable Devadittya Banerjee, I Googled an image search for 'Tamil'. Here's what I got :
Looks like it's just us.
WTF, South India ?
(Except Karnataka. You're okay).
Sunday, April 6, 2014
Thursday, April 3, 2014
Friday, March 14, 2014
We didn't start the fire - Twitter version.
Why ? Because it's so easy, even I can do it. Twice.
Last time around, it was a generic desi version.
This time, I thought I'd make it about a subject we all love to hate. No, no. Not Arvind Kejriwal (though he does make an appearance). I'm talking about Twitter.
So, without further ado, I'll just leave this here :
Rahul Gandhi. Kejriwal. NaMo and Kapil Sibal.
Katy Perry. Justin Bieber. Who'll end up trending?
@rameshsrivats just logged in. @jhunjhunwala and @sidin.
We'll soon know. They'll decide. On them we're depending.
Where the hell is @krishashok ? In an airport telling joke.
Hashtags lose their zing. @anantha is amazing.
@diogeneb is the king. Of anagramming everything.
Superman. Remap sun. Anus perm. A Nu Sperm.
We're the folks on Twitter.
We don't go to parties.
We just count our RTs.
Its sure contagious
how small things outrage us.
@bigfatphoenix disappears. Yawn. And then he reappears.
Boromirfaramir. Twitter Afridi.
Oh look! There's someone to blame. Let's gang up and bring the shame.
Scapegoat biryani. Twitter Bakridi.
Tedx. Wikimedia. Sounds little seedy ya.
Situation's getting hard. Better change my business card.
Too late. Getting trolled. Story being told.
Don't tell @kiruba. Konjam summa irubaa.
We're the folks on Twitter.
We don't go to parties.
We just count our RTs.
We're the folks on Twitter.
Its sure contagious
how small things outrage us.
Crack a joke. Make a GIF. @onejubb and his #machanif.
Who is your best matey da? @chuck_gopal or @raytida?
Everyone's a plagiarist. @AaruC does not exist.
What did you eat for lunch? @i_r_squared's name rhymes with lunch.
#Paam-Pa-paam-pa-paam. #Paam-Pa-paam-pa-paam.
@prempanicker sparks debates. @sidvee plain intimidates.
T20. Test match. Outrage over dropped catch.
Ponting or Tendulkar. Which player do #youprefer?
Virat Kohli scores a ton. @cornerd likes badminton.
We're the folks on Twitter.
We don't go to parties.
We just count our RTs.
We're the folks on Twitter.
Its sure contagious
how small things outrage us.
You missed an apostrophe. WHAT A GREAT CATASTROPHE.
grammer nazi's, strike again. Grammar nazis strike again.
Hard to be grammatical. Simply isn't practical.
When limiting fctrs. Is 140 chrctrs.
Demonstrate your sparkling wit. Or just say some random shit.
Do your best or do your worst. But @rameshsrivats did it first !
We're the folks on Twitter.
We don't go to parties.
We just count our RTs.
We're the folks on Twitter.
Its sure contagious
how small things outrage us.
I just gained a follower. Your life must seem hollower.
[Fist pump]. [Tummy tuck]. I rule. You suck.
I just changed my DP now. Followers are saying 'wow'.
Lo-res hotness. #winning. Oh, yes.
Influence. Need some more. All about my Klout score.
Got RTed. Yesterday. What else do I have to say?
We're the folks on Twitter.
We don't go to parties.
We just count our RTs.
Its sure contagious
how small things outrage us.
Friday, March 7, 2014
Android Game Recco - Card City Nights
Card City Nights is a wonderfully imaginative, addictive, and rather odd little card battling game that offers a lot more strategic depth than its goofball graphics suggest.
The game starts you off as a newcomer to the city, and very quickly has you meeting some pretty nutty characters, battling them to win cards, and setting you off on a quest to find the eight 'legendary' cards to win the game. The story, of course, is nonsensical and doesn't really matter, but the writing, should you choose to pay attention to it, is witty, charming and funny.
The core of the game is, as it should be with card battlers, fighting card battles, winning new cards and building the most powerful deck possible. The battle system itself is pretty unique and fun - you lay out cards on a 3 X 3 grid, trying to string together 'combos' to attack your opponent or raise your own defense. It's a lot more challenging than it initially looks. The first few battles are pretty straightforward, but pretty soon you'll discover a wide range of cards, combos and strategies - primarily by the time-tested method of getting your ass kicked by the game's 'bosses' who use said strategies. Soon, you'll be winning tons of new cards and putting together powerful new decks with specific strategies - I've got an attack heavy deck, a defensive deck and a generalist deck already, and I'm only about two hours in.
It's a fun, challenging and rewarding battle system - I say this as a fan of card battlers in general, and MTG and, more recently, Hearthstone in particular.
The most important game design lesson I ever learned
This one simple principle seems to be a common thread running through every successful (and especially addictive) blockbuster game ever made.
Here it is :
The action that your player performs most frequently should feel like fun all by itself.
To elaborate - the one (or two) things that the player repeatedly does while playing your game should feel juicy, satisfying and fun enough so that just simply performing this action hundreds of times even without any additional context should not become boring.
Let's test this hypothesis by looking at some blockbuster games across genres :
Super Mario Bros - running and jumping
The famously solid and weighty physics behind Mario's basic run and jump make controlling him extremely pleasurable. Just running and jumping around a level with Mario, even without any enemies or obstacles would still be pretty fun.
Diablo - clicking on an enemy
The famously visceral feeling you got when attacking a monster in Diablo - the hugely satisfying crunching, squishing and cutting sounds followed by great death animations - meant that you could just click on enemies all day, making it one of the most addictive games in history.
Candy Crush Saga - matching candies
Love it or hate it - there's no denying that Candy Crush exploded in audio-visual delight every time you made a combo. Every sound and animation is just perfect, and they string together beautifully so that making a series of long combos is a hypnotic experience - regardless of the score, progression and other gameplay mechanics.
Halo - shooting
Halo (or any other top FPS) gets the shooting right. The simple act of firing any of its guns feels solid, punchy and satisfying - the sound, the recoil animation, the overheat animation, the needler trails, all work together to make just shooting a gun a fun experience by itself, even if there are no enemies at the other end.
Farmville - harvesting crops
The core actions in Farmville are another example of using sound and animation to make addictive fun. Harvesting a bumper crop in Farmville is almost a zen-like experience - huge bushels of strawberries or pumpkins or apples (and gold coins) burst out of your screen at every click, giving your brain endorphin hit after endorphin hit.
Angry Birds - launching a bird
Like Super Mario Bros, this one is also all about physics. The superb sense of weight when you catapult different kinds of birds to their doom, with the hilariously perfect sounds, lead to an experience that never gets old, however ,many hundreds of times you repeat it.
Minecraft - digging and placing blocks
The satisfying whack-plink-thunk sounds when you dig through different kinds of terrain in Minecraft, and the comforting thud when you place a block down make the basic actions of the game feel fun and enjoyable. So hours and hours of carving out the terrain and building stuff doesn't feel like a chore - in fact, quite the opposite. It's an addictive, almost meditative experience.
Hmmmmmm. Most suspicious, yes? The truth seems to be, regardless of genre, that the most successful games make the core action as much fun as it can be. So much that, when you're in the thick of the game, it becomes a trance-like, meditative experience.
I actually learned this the hard way at Zynga when we shipped Hidden Shadows. While we focused heavily on making the hidden objects scenes look great, writing interesting stories, tuning the economy to feel right and suchlike, we dropped the ball on one important thing. In our game (like in many Facebook games), the action that the player performed most frequently was in fact clicking on buttons (in the quests, the game's various menus and dialogs and so on). We failed to make the button-clicking a delightful experience - and this made the game, in hindsight, less addictive. My gut still tells me that a better level of UI polish would have made Hidden Shadows a vastly more successful game than it ended up being. Games like Candy Crush Saga and Farmville 2 get it right - and are more addictive experiences as a result.
To anyone making games today, I cannot stress this enough - isolate the core action of your game, and polish the crap out of it until it feels like fun on its own. Test prototypes that have just the core action and absolutely no other systems built around it - and iterate until these feel enjoyable to play around with. Your game will be better for it.
Saturday, February 8, 2014
Madras Psychedelic - an Interactive story about weirdness, Madras and being lost in an alternate dimension.
The first prototype is finally here - it's called Madras Psychedelic.
This prototype is a text-only (with a few pictures) Twine based interactive story in which I'm testing out the overall feel of the narrative. Check it out here : http://img.sonofbosey.in/game/Ep1.html
Maybe sometime in the future, I'll mock up something with graphics in AGS or something. But for now, I want to see if the narrative works. Is the world fun to explore? Are the characters fun to interact with? Is the story interesting enough?
So I'd love for you guys to play through this VERY early Alpha version and let me know what you think .
Here are some teaser images to give you an idea of what's in there :
Do play, and give me lots of feedback and harsh criticism. It's over here : http://img.sonofbosey.in/game/Ep1.html
Friday, February 7, 2014
Why we're so addicted to Flappy Bird
The success of Flappy Bird seems to have confounded a lot of people, who can't seem to understand why it's such a big deal. As a game designer, I see some very sound reasons (based on core design principles) why it's so darn popular and addictive, despite being so brutally difficult. Here's what I think :
It feels winnable
The objective of Flappy Bird is very simple - "Score 1 more point than I did last time". That is all. No quests, no story, no faraway goals that seem unreachable or intimidating.
That doesn't sound so hard, does it? Surely you can do it?
Especially since you were this fucking close last time. Right? You only missed by a whisker. So you try again.
Play time is super short.
Each play lasts, for most people, about five seconds or less. Even the best players can't be playing for more than a minute. So where's the harm in trying just once more to score just one more point? So you try again.
Every small victory makes you feel Like A Boss.
Because it's so darn hard, scoring a single point gives you a feeling of epic victory and accomplishment. And the next epic win feeling is only five seconds and one point away. So you try again.
It feels fair
This is important - the basic physics and controls in the game feel solid and fair. So every time your bird falls to the ground, you blame yourself and your lack of skill. Not luck or randomness. So you still believe that you can beat it the next time. So you try again.
So by following four very basic design principles and implementing them well, the designer has created a game that is addictive. A game that people can't stop playing. A game that people talk about and get others to play. I don't think it's an accident - it is at its core a very well made game.
It isn't even the first of its kind - many recent games have achieved success by following the exact same principles. Super Hexagon, for instance. It's just that Flappy Bird takes these principles and distills them to their essence, cutting out even the most basic of embellishments, such as pretty graphics, music or a story. Which is why it works for such a wide audience. And which is why it will fade away quickly - because it lacks lasting value to anyone other than the most competitive of players.
The lesson here for anyone making games is this - the oldest video game design technique (one fun core mechanic tied to a high score ) still works very well.