The power of the Customer

The customer chooses whether or not you succeed or if you fail. This can’t be overstated, but what has been understated that not all customers are one group. Take a sample of any consumer group, be it fans of a franchise, soda drinkers, candy eaters or whisky juggers, you’ll always find that they have something in common and something very much uncommon with each other. Within your target audience, you can’t appease everyone. You can hit different parts of your target audience with multiple products that appease different varieties of tastes, even if those tastes might clash harshly against each other. There’s a reason one of my random banners at the top is quote from Sam Walton, the founder of Wal-Mart, stating the there’s only one boss, the customer. Money moves almost everything in our daily lives, from the power you’re getting from your wall outlet to the clothes you’re probably wearing. Simple change in spending habits, like going to another chain’s store than your usual one, can affect things rather strongly. While the Internet has made campaigning against and for something so much easier, compared to letter campaigning or phone calling, the best form of stance taking is still hitting where it hurts the most; the wallet. However, wallet voting has taken hit on how effectively it is. The Internet has allowed movements to become louder and more obtuse, especially with the advent of social media. This has obfuscated the real amount of consumers doing anything, as majority of consumers are still silent. That is to say, most companies hear the voice of the minority of their customers, which leads only small sects sometimes impacting production, sales and whatnot of products that would otherwise have normal sales. Reasons vary, from mother’s campaigning to pull out GTA V from Target’s store shelves in Australia or some animal awareness group pointing out how Pokémon is animal abuse, you can take your pick from whatever ideological and political spectrum and you’ll find a group that’s making noise.

The creative industries have a hard time dealing with consumer wants and demands from time to time. Individual entrepreneurs have probably the hardest time finding and keeping a customer base. Individuals have to do everything on their own, and very few realise early on that having sensible finances and being able to keep your own book is highly important. Nowadays it is easier to find your own niche, though competition is even fiercer. Despite the rosy image of an artist giving his heart and soul to the piece and sees the world celebrating it, the reality is that artists still work in a service industry and their work needs to reflect the consumers. While art is culture, it is also a consumable. Only a fraction of a fraction of works that get cited as art will enter the cultural lexicon, something that’s becoming ever increasingly difficult as out 24/7 cycle of everything sees everything getting old within a matter of days. Fifteen minutes of fame has been reduced to closer to five.

The net’s full of comparisons like this

This has lead some to question if fans, a.k.a. consumers, have too much power over the products they consume. Or to put it like BBC Culture did, are fans too entitled? To touch the opinion piece a little bit, it mostly covers history of fans able to change and influence creators, citing examples like Sir Conan Doyle resurrecting Sherlock Holmes ten years after killing him off due to an intense reaction from the readers. For 1893, maybe ten years was long enough time for the books to spread. That, or in reality the considerable large sums of money ultimately changed his mind. After all, that made him one of the most well paid writers of his time. Stephen Kelly, the aforementioned piece’s writer, considers the change of Sonic’s model change in Sonic the Hedgehog unprecedented in modern relationship between artist and fan, something that is false. Video game characters have seen redesigns from time to time for numerous reasons after fans backlash, or have the perceived atmosphere has directly impacted the designs. This most notably has affected female characters, while the male characters have been left mostly alone. From Final Fantasy VII Remake‘s Tifa being more toned down compared to her original design (despite still getting riled by some) to something minor like a win pose being changed in Overwatch. While changing how Sonic looks in his movie resulted in tons of good PR, and the staff have been saying the fan feedback was invaluable. Whether or not this is a positive example is really up to you. Whether or not you prefer the original movie Sonic design compared to the current one.

The point of the piece is whether or not fans have entitlement over the things they buy. One example she cites where a minority of fans hammered down a movie despite critics and other fans liking it is The Last Jedi, though now that we’re two years after the fact looking at the results of the film, and how it affected the franchise as a whole, it wasn’t exactly a minority that rejected the movie. Sure it has its core fans, but the culture and general consumers at large simply for numerous reasons, which all can ultimately be bogged down as They didn’t like it. The franchise is feeling and reeling from the after shakes still, and will be for the foreseeable future. Kelly tying identity politics with Star Wars and the 2016 Ghostbusters is false, as the 2016 Ghostbusters is simply a terrible movie that failed to launch a new franchise for Sony to bank on. Then again, #GG is used as a boogyman in the piece and represented highly inaccurately, and really has nothing to do with anything aforementioned. There is no true conclusion to Kelly’s writing outside Fans are the problem, but fans are also the solution, which really means jack shit.

Let’s take a recent case about fans being split about a character redesign. A Japanese illustrator and character designer named Ban was employed by Flame Toys to redesign a Transformers character named Windblade for their Furai Model line of model kits. Flame Toys is known to redesign characters while working under Hasbro’s license, and these redesigns can be drastically different from the original works. If you check Ban’s Pixiv, you will notice at least two things; clean and smooth style, and that a lot of his works are Adult Only. His works are hard to represent in plastic due to him employing some shading and linework that works only in 2D. After Flame Toys revealed Windblade’s physical prototype in New York Toys Fare, there was a backlash against the design, forcing them to take down their posts on social media. The designer, Ban, still retained the prototype images on his Twitter.

Arguments about this design were conflicted. While a portion disliked it, a larger portion seems to like it. Difference is, most of the detractors on social media were English speaking customers, while the customers with positive feedback shared both English and Japanese. Unsurprisingly, few different posts explaining the backlash to the Japanese fans popped up, to which some Japanese laughed at and some thought the situation was unfortunate. Criticism ranged from it not being aligned with the original design of the character, which should have been a given seeing this is a Flame Toys product and that The Transformers toyline is full of redesigns of all sorts, to all the way how Ban’s design gave the character bikini, despite Wingblade’s bust and crotch always had red accents, as seen on the right. The wings where a sticking point to some, as they seem to be clipped in Ban’s redesign. This is of course natural, as Ban emphasized their nature as the bow in obi, the sash Japanese use with kimonos. I didn’t hear anything about the head crest’s size, but some issues with the second proto photo’s pose, and some were asking why the other, masculine models weren’t put in the same position. This is an example of false equivalency though, as what attracts men and women, and what shows their best sides, is different between the two sexes. The two sexes also value each other in different ways, emphasizing regions of body in altogether different manner, which is very much apparent in most more designed Transformers toys, where masculine emphasizes can be seen on broad shoulders, well defined chest and flat, sixpack stomach regions. Let’s not forget strong chins.

If I’m honest, I never liked Windblade’s design. The head crest is silly, the wings looked dull and generic, turbines everywhere, they manage to make the face look terrible, not much unique body definition after seeing what sort of design Animated series had. Personally, I don’t think Transformers as a whole needed sex, the species is mechanical in nature and could’ve been treated as one-sex or sexless

The fans were split, and not evenly even. This is an example where smaller sections of the target consumer group was split on a character design. You had a section that disliked it, you had a section that was as vocal about liking it, and then you have those who don’t really care. This is a gross simplification, as the reality is that there are thousands of small fractured groups working under similar umbrellas. Some have echo chambers, some don’t even interact with the rest of the fandom, and some simply had no interest on the topic as it was about a model and not about a transforming toy. Considering Furai Model kits are targeted at adult collectors, the niche audience this model was targeting most likely already excluded a lot of voices on both sides. A French Youtuber put many peoples’ thoughts rather well; There is a store package version for children, and this model kit is clearly not for them, but one of the many adult collector’s figurines. It’s pretty funny to use the term “objective” about a machine… Last bit of course refers to the complaint that Ban’s design is sexist and makes women sex objects. It considering this is a robot toy, objectification of a fictional robot is expected, as that’s what making a toy is. The design is sexy without a doubt, with expected curves, but as a friend so elegantly put it, You’re telling me Ban draws something else than boys with dicks? the design is rather held back from what it could have been.

If we are to consider the creative industries, or just arts, as something untouchable by external forces, why shouldn’t Flame Toys celebrate Ban’s redesign of Windblade and sell it to the customers? Or should they listen to the part of their broader possible customers and cancel it, losing whatever money they’ve had thus far in the production? If we were to stick with the idea that art should be independent and ignore both positive and negative feedback, Sonic’s designs wouldn’t have changed and Flame Toys would still have their New York Toys Fare posts up just fine. Some might see this as false equivalency due to supposed ideologies and whatnot, but stripping all the excess fat off and getting to the point, it’s all about customers voicing their opinion on a revealed character design.

Every kind of design and form of media has its customers. One thing has more than other, I doubt anyone really contests that in a serious discussion. However, not all products require to sell high numbers. Prestige and deluxe products are intended to be produced in relatively low quantities but in high quality. Their price tag represents this, often tacking more than few zeros at the end. The main difference between the two main examples in this post, Sonic the Hedgehog is intended for all audiences at an open marketplace. Furai Model Windblade on the other hand is (maybe was at this point) targeted at a niche of a niche market, an adult collector who builds robot models. The two markets are at rather opposite ends in popular culture media landspace, but not quite.

There’s no real stance here regarding the blog. While one of the stances this blog has is pro-consumer, it also supports the idea of companies looking at the cold data over customer response. The reason for this is that the customer doesn’t know what they want. We as customer think what we want, but when we’re given options to choose from, we often find ourselves picking something completely new, something we didn’t expect we’d want further down the line. Despite customers voicing their disagreement at times, offering variety of products is as important to hit all the niches in your targeted customers. This of course leads into juggling with the PR, both positive and negative such move creates, but that’s business as usual, as this is a chance to use both positive and negative attention for net positive gain.

Escalation of moral maturity from game to game

One aspect that’s been part of boys’ play culture for as long as we can go back in written history with records of children’s play is the moral play between good and evil. One of the modern classics that display an everyday battle between these two extremes would be Cops versus Robbers. As we grow up, the stark contrast between good and evil usually begins to dim to the point where we can accept that good and evil are subjective, at least on philosophical level. The contest between the perceived sides still persist into our adulthood, more often than not shaded to the point of the perceived evil being more justified than the opposing side.

The traditional pen and paper role playing games stem from the myths of antique and the knight plays. I don’t think there’s one child in the world who has no played a role of a knight in some play. The knight I’m referring here is more akin the idea of local protector, hence why black knights are the opposing, equal power. Perhaps an allegory for the fallen angel of sorts on some level. Nevertheless, the early computer RPGs were largely digitised forms of Dungeons & Dragons games these people used to have, with Ultima being an example of such. If you look in late 80’s and 1990’s Japanese fantasy light novels and series branched from them, like Slayers, they’re largely based on the author’s own D&D games. With the D&D crowd, at some point they stopped playing knights outside in the nature, and moved indoors. Of course, Live action role playing, or LARPing has become somewhat popular, and is effectively just people playing like kids with far more serious intent and costlier props.

The aforementioned paragraph may sound rather negative, though it’s more an argument of natural change. Whether or not theatrical plays predated children play acting is unknown, but the two have a linear connection between maturity and playing. Play acting became a profession, something done so good that it could be made money with. The adult life is strongly reflected in children’s plays, as playing is often the best form of education and learning for the future. Kids trading stones and sticks on the playfield essentially prepares for commerce. Pokémon TCG was largely panned by parents in its initial release years, but one thing they learned about it was how it taught children the value of goods and trading. Modern world simply allows certain aspects of immature play to be present more than with previous generations. The concept of something being childish and for children only has seen a silent paradigm shift.

Perhaps the example of this is electronic games. While computer games were seen somewhat more mature compared to console and arcade games in the 1970’s and 80’s, they’ve been accepted as a media for all ages since the late 1990’s, with some grudges here and there. It’s still not all that uncommon to see some parents from previous generations to describe game consoles and computers as toys, which often yields a rather negative response due to associated immature mental image it carries with it. While understandable, toys are means to play. Describing a game machine a toy in this sense isn’t wholly inaccurate, as all it exists for is to play.

However, electronic games and machines they run on prevent any creative forms of plays. They offer a statistic, controlled and extremely limited form of play, which is more akin to adult overseeing a children’s play. This is currently a technological issue, as we’ve yet to see completely dynamic world that allows the player to enact whatever possible they want. One can’t build a hut and live in there for the rest of the character’s natural life in a Final Fantasy game, because the game is not prepared for that. It’s limited to the story the game wants to tell. Playing often requires the player to follow the rules, after all. Not all toys allow all forms of play either, after all. While calling video and computer games as toys might sting your ear, the association with play is completely natural and such naming shouldn’t be deflected from the get go. After all, we have adult’s toys as well, which children shouldn’t have access to before they are mentally and physically mature enough.

The same applies to video games. Grand Theft Auto and Skyrim are both games we constantly see people of all ages playing, despite the age recommendations being there. Being a direct descendant of Cops VS Robbers and knight plays, both game simply take the basic core and expand on it. GTA may have you play as the Robber, but the moral hues you’re given are numerous. The same applies to Skyrim, where the player character is a figurative knight on his route to slay a dragon. The means and toys have just changed from a stick representing the baton or sword to a plastic controller and readily set digital world.

The question how much industrially prepared playing via toys has affected modern world’s play culture as a whole is a topic I’m not ready to touch on. However, some examples how things simply change drastically with a toy would be Barbie. The toy is not a doll for girls who play with it, it’s a Barbie. Singling out a toy like this outside all others has grown to the point of almost all toys have been made their own rather than for overall playing in general. Perhaps the largest reason for this change is the successful franchising, where the association with a toy and a character is made so much stronger. A child is not just buying a transforming robot toy, he’s buying Optimus Prime and all the mental images associated with the character.

While the contest between moral sides in boys’ games has escalated since the 1950’s, similar escalation has been lacing in electronic games. This is due to all the aforementioned; electronic games are just part of it. The age-old discussion about boys’ and girls’ games is valid, and while I’d argue that a well made game does cater to both sexes, the truth is that one has more interest towards certain kinds of games over the other. That is the nature of things. However, nothing exists in a vacuum, and games experience as much mixing of these two play cultures as real life does. The Sims is still the best example of girls’ play culture being completely accepted by both sexes (the game’s essentially playing Home), as is Super Mario. Super Mario just happens to be perceived more immature due to the design choices and lack moral greys over something like Halo, which is perceived a a “big boys game.”

This is a point, as not all games, electronic or not, are for all ages. It is up to the parents to decide whether or not Little Jimmy is ready to handle mature concepts like interrupted penetration, self-mutilation in the name of love, the absurdity of how pointless life is or the sheer sexual tension between a man and a machine. Something truly is for “big boys.” The core play doesn’t change with maturity, but the concepts and themes that frame the act do.

Mecha design: Animal transformation

While majority of the transforming  mecha are of vehicles, Beast Wars engineered biological transformations as we understand it nowadays. We did have transforming robots that had animal like modes, but these were always more or less mechanical in nature. Be it Transformers‘ Dinobots or Tobikage‘s Ninja Robots, organic transforming mecha were a rarity. Beast Wars didn’t just push toy engineering, design and manufacturing further, but also had a television show that is of high quality. It’s 3D CG looks outdated by modern standards, but we can’t blame the staff for not using technology from the future.

Organic transformations use the same idea as before; break down the individual components and reform those into new form. However, we can have two approaches to this, depending on what is our alternative, or Beast Mode. Well, Beast Form is more likely what Hasbro could use nowadays due to Marshawn Lynch trademarked Beast Mode for his clothing line.

The first approach is to have no excessive parts, no unnecessary shifting. To stay true to the idea that we are talking about a mecha that is so organically intertwined with its beast form that the transformation scheme flows from one to another. This approach can simplify the transformation quite a lot. To the point in which an animal pretty much stands up. Let’s use Boxtron’s brother, Anitron, as an example.

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Animatron? You couldn’t come up with a better name?

I’ve broken down a generic four-legged animal into more geometrical elements. Breaking organics into chunks of irregular geometric shapes works better than oversimplifying them. This is assuming we want to keep some of natural shapes around, rather than mechanise the beast form completely.  To keep with the first approach, the easiest way we can have the first step in a humanoid mode is to make Animatron stand.

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Are you serious?

Four-legged animals are a very easy example due to them having somewhat remotely similar body structure to humanoids. It just needs some tweaking. Let’s throw the animal head back, push the front leg’s paw’s back while flipping hands out from the forearms and turn that tail into a gun.

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There are multiple ways to handle the animal head. Here we see an example where it’s essentially a hanging kibble on the back. While it’s dirt cheap method, it has its use when handled properly. More often than not, the head of the animal is pushed to the front so that the face is on the chest. This gives the mecha a crest and a thematic approach. Take a look at Cheetor’s toy control art to see how they’ve flipped the head forwards.

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Cheetor’s transformation is not the same as Animatron’s (there is more twisting of limbs and whatnot), but the point still stands. With a shorter neck, the head dangles on the chest. There is also an option to leave the animal head as-is and use that as the mecha’s humanoid mode head as well. You can also do what Voltron did and have the face be hidden inside the animal’s mouth, leaving the top of the animal head a helmet.

This approach is very straightforward and can be adapted to pretty much any animal shape, except to those that do not necessarily lend themselves for the humanoid two-arms two-legs form. In cases like this we need to start looking how to either break down elements in order to force them a new shape, or how we could create the animal form to function as a shell. Shellformers are a thing, and here’s the worst (best?) example; Break.

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Cliffbee‘s review says it all, really.

You could really just pull all the penguin parts and have a robot with no forearms. The design’s not something that would win prizes, but not all designs are required to be of top percentage.

But let’s combine the shellforming and “standing-up” transformation for the second approach, where we have to tweak some things in order to work. A T-Rex is always a popular theme for robots, so let’s use that. An intentionally bad example, so I can touch upon this sort of volume-centric scheme later on.

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Let’s try to have a smoother T-Rex than breaking it down to geometrical elements

A dinosaur like this poses two problems compared to the four-legged animal above; the forearms are short and can’t make humanoid arms, and tail is far too long to be integrated easily without adding too much bulk. In order to achieve a similar transformation, we need to add few more steps into the mix.

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Animatron is pleased, yes

In order to house human proportion arms, we can stash them inside the torso underneath the robot mode head. We turn the torso’s sides into shoulder armours and have the arms lower from there. Then we can have the neck take over now empty section of the torso all the while pushing the head down to become the chest. Straighten the legs and turn the tail into a turret attached to the pelvis, and shorten it by splitting it open and covering top and bottom.

There would have been multiple ways of achieving a transformation. We could’ve have gone the opposite direction and split the head and neck open to form legs, legs becoming hulking arms and tail becoming the weapon again. This approach, where elements are derived from the volume.

Volume-centric transformation schemes work best when you have enough volume to work with, where you can turn things inside out to reveal something that the mecha was hiding underneath. This isn’t transforming one shape into another anymore, like we did with Boxtron’s example. Here we are revealing completely new elements from within the mecha itself that have no relation to the beast form with the arms. I could’ve done this a lot more, like have the legs transform into more mechanised ones instead of keeping the T-Rex legs as-is. The tail-gun, which looks absolutely retarded above, is another far simpler example.

The two approaches are almost inseparable to some extent. More often than not, you need to use both volume centric and shape transforming approaches when it comes to organic objects due to the nature of the beast. In a way, an animal may force a smoother and flowing idea of a transformation compared to a machine, where industrial efficiency in shape and function reign.

Mecha design; Combiner Core

Combining and transforming has been with the mecha genre at least since Kouji Kabuto’s Hover Pilder turned its hover wings up and docked unto the head of Mazinger Z. This is the first major example in the mainline media that shows two separate individual mechanical objects combining and forming one cohesive being, as small act as it is. Nevertheless, a Pilder is an inseparable element of a Mazinger in a form of another. However, Mazinger Z is not the first combining mecha, unless you belong to the school of thought that mecha is an umbrella term for all mechanical like it’s original intended use is.

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Kouji Kabuto becomes the brain within the helmet of Mazinger Z

Many would coin Getter Robo as the first combining mecha, but that’s not exactly correct either. It certainly can be said to be the first mecha that is formed by using three individual components that share equal amount if importance and space in the formation. Getter’s selling point was that all three fighters used to form a Getter had their own form in the lead. One Getter Robo thus has four configurations; three separate fighters, one for airborne fighting, one for land based and one to fight in water. This essentially translates into balanced, fast and strong forms. However, this power balance is not emphasized, as the balanced form gets the best attacks and most face time. The third form is most often wasted and almost practically useless.

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I love using this .gif, so sue me

Often a forgotten, and probably the first example of combining robots in how most think it as, is Gadem from Tetsuwan Atom. Gadem was a giant mechanical centipede formed from 47 individual androids. The reason Gadem doesn’t trump Mazinger Z is that Gadem’s a Monster of the Week, something that’s interesting for that one episode and then passed on. You don’t seem Gadem combining in the opening every single time.

The original Tetsuwan Atom is so much fun

The reason I wanted to go through this very short history of combining mecha first is to portray that much like with other things when it comes to designing mecha, there is no set rule as such. There are trends and styles that one prefers over another, and if you were to design your own combiner, the best way is to look what has been done, and then research real world mechanics how things are fit together. However, the real world doesn’t exactly have the highest amounts of combining war machines, e.g. there are no tanks that can form a big supertank, and thus we’re “limited” to our imagination and what we know of real world mechanics.

As with transforming mechas overall (most often a mecha needs to transform in order to accept other components of the combination), the design can be done so that it looks somewhat realistic in the sense that it could be realized e.g. in toys. The above example of Mazinger Z and Pilder combining is incidentally relatively realistic, despite being coined as the first Super Robot. There is no warping or the like. It’s a craft docking, landing, combining, whatever word you want to use, with a surface designed to hold the Pilder in place. We can question the design and all that, but it might as well be a spacecraft docking with a station or helicopter landing and locking itself down unto a carrier.

Getter Robo’s combination and subsequent transformation (the fighter are required to transform in order to take the shape of the robot) are no-sense kind. There are some indications what part ultimately becomes what, and we’ve gone this over before.

From here we can roughly split combining mecha into three styles. First would be vehicle combiners, where a giant robot is formed through combination of vehicles (or animals). Super Sentai tends to favour this the most above all. Second would be humanoid combiners, where humanoid shapes are first transformed into appendices or similar in order to complete their gestalt form. Despite Transformers having two forms most of the time, I would drop them into this category due to the fact that their main form, in the end, is their humanoid one. Their Alternative mode is the one they disguise themselves into, after all. Lastly, there is non-humanoid gestalt, where either vehicles or humanoids form up a combination result that isn’t a giant robot but something else.

Of course, there is also equip-combination, which is more or less one whole mecha gaining an extra pound of equipment of on top of itself. This is separated from the the aforementioned because it doesn’t create a new whole in itself; it’s just a mecha putting a jacket on, if you will. An example of this would be Sonic Convoy from Transformer: Galaxy Force.

Is this some new level of geekiness from this blog now that I’m referencing Japanese original version of Transformers Cybetron?

Each of these approach really would garner its own post with examples, as one combination style has quote a lot of stuff to go into. As such, maybe this post is best to take as a prepper for possible future expansions.

One thing that the designer of combining robot has to keep in mind is that it needs to be cool, no matter the approach.

A combination that has no tension behind it, no emphasize or meaning, lacks impact. Within fiction combination shouldn’t be treated as something trivial. Even in Getter Robo the combination plays important role with switching between forms and dramatic evasion manoeuvre. Even when combination becomes a common occurrence within fiction it has to leave some impact. Transformers has made offence of this few times over, but as long as the gimmick of combination is treated with respect, it works well as a dramatic device.

To use an example from the aforementioned Transformers, Combiners are almost always stronger than any other single character within fiction. A Combiner is the sum of its parts in pretty much every regard, and thus can change the tide of a battle on its own. To see a Combiner parts on the field should fill a soldier with fear or anticipation. Perhaps the most proverbial Combiner (not to mention a sort of classic example of modern humanoid mecha combiners overall) Devastator is the poster child for what it is to be a Combiner in Transformers fiction. You let Devastator loose on a field and follow it from afar how things just get devastated. Afterwards Megatron can always command its components, the Constructicons, to build something new. Treating Devastator otherwise would cheapen the fiction, character and the concept. Incidentally, Devastator’s intelligence is not the sum of his components, but who needs smarts when you have strength?

Three approaches to transforming mecha designs

Unfolding, folding, opening, twisting, turning, exposing areas and revealing hidden parts is basically what mecha transformation is all about. There is no one way to do it, and the sheer amount of examples there exists eclipses the scope I’m willing to work for free. To tackle transformation schemes in general requires part problem solving and part puzzle making in a nice balance, where a irregular shapes can be turned into e.g. a humanoid and vice versa. By first introducing this sort of base idea of categorizing transforming mechas into will give some foresight how I’ll tackle the subject down the line.

Much like Three approaches in mecha design (which will be rewritten at some point this year,) I tend to employ a similar template for transforming mechas specifically. These three are not necessarily connected to the three initial approaches as some sort of rule, but they do work under them if you’d wish to make a transforming mecha. These might help you to lock down your approach better. This post can barely scratch the surface of it all with the given limit I’ve set to myself.

The three approaches in transforming mecha design are Fantastic, Toyetic and Realistic. As with previous, there are overlapping elements with each of the three and can be even split into sub-categories if necessary. Examples of Fantastic transforming robots are all the outright impossible ones in any form outside animation and movies. Getter Robo and Gurren Lagann are probably the best examples, where thing just fall into their place and morph into new shapes. Mass shifting is nothing short of expected and even mandatory.

Continue reading “Three approaches to transforming mecha designs”

Monthly Three: What’s in a name (of a remake)?

Remake get a lot of hatred, overall speaking. Unlike with remasters, remake takes something that exists, and rather than creating something new, it recycles elements of the previous product to create something new. Rather than creating something new or enhancing something old with new techniques and technology. Still, simply using the same core starting point with a piece does not make a remake. For example, the Transformers live action series are less a remake of any of the cartoons and more a different take on the work and story. Their quality is another thing altogether.

In film, remakes have become something to abhor, especially how the 2000’s was largely controlled by panned remakes of reheats of past franchises. From Clash of the Titans to Wolfman and whatever the latest horror movie remake out there is. That actually may be Godzilla Resurgence, which shows that remakes have their time and place as well, and that they can be done well, potentially. 1982 The Thing is an excellent remake that brought the story to a new generation with visuals and tone that still haven’t made obsolete. Similarly, The Fly from 1986 gave David Cronenberg a reason to do further body horror through a classic horror movie, and

That is the core idea of remakes after all; to take the old piece and recreate it for modern audiences. The problem is that not all pieces require a remake of any sorts. Wolfman is an example of an ageless classic that works more as a period piece nowadays, and much like 1934’s Dracula, works the best because of the era they were made in. This particular Dracula has never seen a remake, but further adaptations of Bram Stoker’s original book have been many, for lesser success most of the time.

The 1998 Pyscho is an example of a remake that remakes the original film point by point, almost replicating every scene of Hitchcock’s version. It’s a largely pointless way to make a remake, as it doesn’t do anything on its own, outside one added masturbation scene for shock value. The resources wasted on this Psycho could’ve been used for something better.

While we do expect remakes to do their own thing and add something to stand apart from their progenitor, often they just miss the point of the original piece. 1999’s The Haunting went straight up haunted house with being absolutely explicit that yes, there are ghosts about. The original film from 1963 is very subdued, never defining whether or not the main character is truly seeing ghosts or not, and works in allegories. It’s a subtle piece, something that the 1999 remake is not. It’s completely in your face remake with broken budget and has absolutely no subtely to it, not to mention it lacks any sort of legit scary moment. It stands apart from the original, and outside them idea basis, has nothing to do with the original piece and should’ve been named something else completely. Just like Gatchaman Crowds.

2010 A Nightmare on Elm Street on the other hand is just a bad movie outright, largely having worse special effects than the original 1984 and being explicit in everything it does instead of treating the viewer with respect.

In music, covers and different versions of songs are essentially the industry’s remakes. The basic beats and lyrics are the same, most often, but given completely new sound to them most of the cases, or simply taking it as it is and trying to do it better.

Remakes in music does offer much more freedom, in a sense. While a film remake can aim to change genre and stand completely apart from the previous work, just use it as an inspiration, in music you can take pretty much any song and give it a completely different take without much any hate. Game music is an example of this, with large number of songs being remade in rock, metal, symphonic, jazz and other arrangements. Companies themselves do this very often, Nihon Falcom having perhaps the largest selection of different pieces of each of their songs.

I’ll have to indulge myself just a bit here and list few of Yuzo Koshiro’s Morning Grow from the first Ys game, because the piece is simply one of my favourites in the series…





…Thou this dance pop version confuses me to this day. Provincialism Ys is a strange album

Unlike with films, cover songs in music are often less about the money and more about the love for that a particular song. The other side of the coin there are songs that are remade simply to be sold rather than about the song itself. Still, some authors and studios push remakes and covers of certain songs to ride on their popularity for simple monetary. After all, all remakes, film or music, are meant to be sold. However, in music remakes rarely obsolete the original piece, if ever.

In games all this is a bit mucked because companies tend to use remake and remaster liberally. Ducktales Remastered is an example of this, as it is a full-blown beat to beat remake and not a remaster.

Much like films, game remakes may get a cold shoulder from the consumers, sometimes because they don’t simply play as well as the original, sometimes because they have nothing new to them outside lick of new paint, or sometimes because they’re simply not wanted or needed.

CAPCOM tried to reboot the Mega Man franchise on the PSP with Mega Man Powered Up and Maverick Hunter X, but the main problem with both of them was that they were the exact same games CAPCOM had re-released for decade and a half at that point, solid two now. It didn’t help that they were on a system that wasn’t really all that successful, Maverick Hunter X ran slower and had more issues than the Super Nintendo original and only fans really bought MM Powered Up. It looked too cutesy and despite its addons offered nothing of real value, at least according to the bush radio. It didn’t help that it was a game aimed for a younger demographic on a system that was clearly meant for the older audience in the market.

What do the consumers expect from game remakes? The general idea seems to be that keeping it true to the original, refining some rougher elements and adding more content seems to be the right thing to go with. However, with older games this can become a problem, especially if the title is required to move from 2D to 3D, a change that can screw up the gameplay.

a boy and his blob is an example of a remake that took the original game and worked it from the scratch up. It’s a pretty good game on its own rights, and rather than hitting on nostalgia cashgrab, did something good. It largely ignores stages and everything else from the original game. Perhaps this sort of ground-up remodelling of a game is beneficial, as it allows the remake to stand apart from the original game, and act both as an independent piece and semi-sequel/reboot.

On the other end of the spectrum, we have Metroid: Zero Mission, a game that remakes the NES original with seemingly the same maze layout while streamlining the experience, adding new content and forcing a story narrative in. Zero Mission is often called the better between the two, but it can’t be denied that it only stands on the shoulders of the NES original, removing large parts of the adventure the original game had going on for it, and perhaps even saying that Zero Mission tries to pander with nostalgia rather than stand on its own legs. It’s speedier gameplay is not necessarily better either, as original Metroid was very methodical, seemingly slow, and required a lot exploration from the player’s part instead of being directed to the next destination. In many ways, the Metroid is similar to Dark Souls in this rather than to its remake. To many the simple fact that Zero Mission is on a better hardware and plays more like a modern game makes it better, despite the fact that as a game it is a simple repeat, just like Ducktales Remasted.

Remakes have a place in every industry, despite their divisive nature. The good remakes show that you can use the same basis and narrative to create a new wholesome piece that can stand against the original without any problems, whereas the bad ones on the other hand show you how much certain works are largely timeless, at least for now. Remakes can work as a vessel for something great, despite their inherent repeating nature. Sometimes, repeating something is required to move forwards.

Old metal will always be replaced with something new

Recently a question was thrown out there; why isn’t the giant robot genre more popular in the Western markets? The answer to this is both simple and complex, depending how deep you want to go, but also reflects the overall way of things when it comes to popular things in pretty much anything in any given era.

To use the giant robot genre as an example of this, almost every body of work is seen as science fiction. While science fiction itself has always been largely popular, the emphasize on giant robots, or mecha if you want to use just one word, has few stigmas to it that it simply can’t escape due to how world works. Using the Transformers as an example is a very straightforward one; despite it being a franchise that has rather sophisticated stories to it, ever since its inception it has been vehicle to advertise the toys and that dictated to what audience in what way those stories would be told. The genre has been vastly catered to children across in its modern form since the 1960’s, with each show in Japan getting slew of toys. This of course has always reflected back to the US with each of its localised show. Johnny Sokko and his Flying Robot, Gigantor, and even Astroboy all were localised shows that were hits, but were children’s television. For adults (and for the whole family really) you had Star Trek and the Twilight Zone, shows that were more than just about robots beating each other or aliens, and Twilight Zone offering other sort of stories to boot.

There is a stereotype of Japan being a nation of technological marvels, and there was a time when it seemed to be absolutely true. The industrial growth Japan experienced after the World War II, and the economy bubble it experienced in the 1980’s, supported the admiration of technology. Cold War pushed technological advanced in both West and East, and man travelling to the stars had become an evident thing. There was a moment in history when science fiction flourished both in US and Japan, which lead the 1980’s to have more adult sort of stories concerning giant robots with the adults who had grown up with Ultraman and Mazinger Z. Similarly how we have people doing things like Pacific Rim with the people who grew up with Voltron, Robotech and Star Saber. Robotech were the first proper taste of 1980’s robot anime in the US, which would lead way to further ventured, and without it things like Gundam Wing would not have seen on US television. Europe was largely a different beast, Spain enjoying Mazinger Z, others enjoying the likes of Grendizer in form of Goldorak, and we Nordics were stuck with Balatak and Starzinger. UK always had its own thing going on and influencing its cultural scheme with Stingray, Thunderbirds and the like, which also were rather popular things in Japan. Hell, if you check UFO’s opening and compare it to how Evangelion’s opening was cut, you’ll see a lot of similarities.


 UFO is pretty damn good show, you should watch it

With the 1990’s rolling in Transformers had died out and would see a sequel with Beast Wars in 1996, but it wouldn’t be similar cultural impactor despite it being rather good show and how the toys drove toy engineering and design forwards. The Brave series continued as its spiritual successor, but in the West we saw none of it at the time. Evangelion, despite how much people love to hate it, came around the right time to make one last impact on global cultural consciousness, and when giant robots were to become passé.

The question why giant robots are not popular in the West can be answered simply with Times change. The genre has not innovated itself as visibly as since Evangelion, and as such has served in the role of being the last of mecha shows. Sure, there has been slew of revivals, competitors and imitators, yet none of them have done anything new. Living robots, robots that transform, robots that combine, robots than combine with humans, humans that are robots, robots that aren’t robots at all and so, it all has been done and the storytelling regarding them has not advanced. The best examples of mecha as a genre have always been about the people, but they fall in the same category as any other niche genre within its mother genre by being very specific in their contents. Something like Muv-Luv might’ve been a huge success in the 1980’s or even in the early 1990’s, but in 2000’s and 2010’s its story doesn’t carry have any punch behind it. The same applies to a lot of other franchises, and while you see the occasional show that becomes very popular for a time and may leave catchphrases floating around, like Gurren Lagann did, they’re still in the same old mould.

The people who grow up with mecha, even in the 1990’s, have grown old and so has the genre. It doesn’t attract new blood from the young ones, because there are other, better things out there. Just like Pokémon and Pikachu have become a thing of the adults and has been replaced Yo-Kai Watch and Jibanyan in Japan, these newfangled things have taken mechas spot in the niche spotlight. This is reflected in the West as well, with Edge of Tomorrow enjoying better ratings than Pacific Rim. Pacific Rim itself showscases all the elements a hardcore fan of monster smash flicks wants to see, and almost everything a general audience thinks are petty and childish. Why Tranformers movies have seen the success they’ve had is both because of nostalgia and that they hit that certain cultural spark, and are largely unapologetic about what they are.

The few old franchises that still kick around in the West are for children only. Hasbro still pushes a lot of Transformers toys out, accompanied by cartoons and comics, while Japan has mostly chosen to cater the ever older otaku audience with Schwarzesmarken, Macross sequels, Valvrave and the like. It doesn’t help that outside Africa, Middle-East and certain parts of Asia birthrates have been dropping, significantly so in Japan, which means less quality children’s robot shows outside the few that have been running for an eternity and will most likely run at least to the end of this decade.

It doesn’t help that the current cultural climate also takes technology at its face value. We lived in a time when every single technological leap made a difference in our lives, but nowadays it seems even the greatest findings, like the recent news about over 1200 newly discovered planets that could sustain life, goes to largely deaf ears. Space travel is mundane. Even the miracle machine in your pocket is mundane, everyday item. No, not your vibrator, your smart phone. There is no more marvel in a giant walking robot when Iron Man’s latest suit in Civil War makes them look absolutely archaic? How can Macross hope to impress with its designs when it still uses the same basic shapes and concepts since its inception? Of course Macross was never about the robots first and foremost, yet that’s the first things you’re always shown, the first things that pop to you.

Children wish to stand apart from their parents, each generation does. Admiring technology, and by extension, the fiction using technology to a miraculous degrees, is a thing of older generations. When you have a thing that people have tired of and regard it something worn out, you begin to cater something new, something colourful (or in case of Apple, something black and white) and something that would replace the old. However, as things cycle, we may arrive in an era where things like space travel is of interest again, and we may relive a sorts of new renaissance of giant robots in fiction, but I doubt it’ll happen in my life time.

As a sidenote, if you’re a âge fan, you should head to kiminozo.life and check out Evan’s Kimi ga Nozomu Eien Drama Theatre Vol.3 translation. It’s a good piece.

Of silhouettes and robots

First, as a side note, I’ve put up a separate page that lists all mecha and robot related posts I’ve made. You can access it from the list of pages above the changing header image.

Silhouettes are important and overly visited point in character design. To go directly to the point, a silhouette needs to be uniquely recognizable. This has gone to the point that we all recognize a ball with two smaller balls on top of it side by side as Mickey Mouse’s head, and that silhouette cannot be replicated and sold. This applies to giant robots as well, and if you’re into robots, the following ones should look familiar.

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It’s not hard to decipher the distinct look from the three above. Roundy, blocky and organicy. We recognize Mazinger Z because of its overall body shape, but it’s head and Breast Fire panels is what makes it stand out the most. For RX-72-2 we see the usual Gundam V-Fin, the shield and that rifle. Proportions, beam sabres and legs also give it away. A lot of Gundams share a very similar silhouette and people can make a mistake, but that’s one thing that makes them a Gundam. For EVA-01 the overall shape stands apart from the previous. Those shoulder pylons are a dead give away, as are the legs and the overall lanky pose. The horn is also another element that gives it away, even thou the overall head shape would be a better signifier, but this image hides it into the left shoulder pylon.

To hardcore robophilist, recognizing silhouettes across the genre is not too difficult. Some are head scratchers. To a person who is just glancing at these, RX-78-2 looks like a Transformer.

knib7ol1

There are thousands of giant robot designs out there, Transformers hitting several thousands. All franchises with numerous designs and have run for years, like Gundam, most likely are hitting well over thousand. I’m just throwing these as guesstimates, but it illustrates a problem; not all designs can be completely unique from each other, and often within a series there is a pre-existing elements that dictate certain elements of a design that makes it instantly recognizable. For Gundam, it would be the face or the V-fin, and exceptions do exist. This is also why TSFs look so similar to most people, as they see the silhouettes better than the detailing. A Gundam has colours to make it look different because of their toyetic aesthetics, but a TSF is very mundane in colours in comparison, and due to many factors a lot of them share a similar silhouette by design.

An idea and purpose can dictate the look of the design just fine, but that’s just one initial approach. A method I’ve seen car designers use is start with a scribbled blob of non-descriptive nothing and see what’s in there for them.

 

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Facing left, with a long horn swept towards back. Can you spot what looks like a Robot Bunny and an Orbital Frame to me? There’s also a skater, I think, and what I can only call a mechanical hummigbird

I’m not terribly good at this myself, but it does give some good ideas. A friend of mine showed me this some years back, and he can do some nice sketched renders. Do check his Twitter for neat stuff. Out from all those blobs, I lined out one that could be a neat starting point for a head design. This may seem stupidly easy and nonsense, but it does not negate the points of learning how mechanics works. This is a very useful method to test out shapes, and while I didn’t have no rhyme or reason to these, you can make sharper corners, more cubic or whatever tickles your fancy kind of shapes. Whatever suits your needs. Essentially, this is sidestepping the need to look for a shape, when you allow your subconscious to vomit out everything, and after that you just see what you have on paper. Of course, everything from this would need a large amount of detailing, but that’s later when you’ve locked down what way you want your piece to look in overall terms.

You can apply this to one part alone, or the whole damn thing you want to make. However, do keep in mind that this is just the very barest of starting points, as you’d still need to collect the shapes together into a cohesive whole and make them look right. That head design, if I were to create a whole linework just based on that, it would have swooped main curves with sharper angles to accent it. You can do as many shapes as you want, and often only a handful can give you some idea what you may want to go with. Much like everything else, you train this as you do it, and you can see I’m not the master of this approach due to preference of scribbling lines from whatever visual image I in my head. However, I do see this a more useful and easier way to approach of How do I get shapes?  I guess I’ll use Gundam as an example how to approach a design where there are set rules, thou you could just read the rules in TSF design posts for that.

Try this out if you’re in a block and can’t find the right shape. Sometimes what you need isn’t strict shape and form, but splattered scribble to give you a hand. Y’know, see the forest from the trees.

Generational growths

Comics and games share the same stigma of being kids’ stuff. Like any other, the people working in these industries wanted to show otherwise, despite both having more than enough adult material from the very beginning.

Let’s retrace this a bit. Back in the day when I was a wee lad, Masters of the Universe, Transformers and Turtles were the hottest shit around. Not at the same time, mind you. Despite Turtles having its indie comics, the cartoon was far more widespread and popular.

When looking at the modern renders at each franchise’s comics, I found them all catering to the thirty-something hardcore fans. While there is nothing inherently wrong, there is something wrong when that’s the only thing offered in the field of comics. Yet, the mainstream comics outside these three franchises have become something that barely sells and are supported by a similar, if not the same, thirty-something crowd.

It’s a sad world when I can’t even think about buying a Superman comic for my nephew, because I know how much murder and other unsuitable subjects it will have.

There are so many who feel that a franchise should not stay the way it is to become popular. They feel that it should always cater to only them, the people who are the hardest of the core fans, those who made it popular and who have been following a franchise for all their life. The forever basement dwelling virgin doesn’t even describe these people accurately.

These people and their parents have essentially doomed comics and video games in a weird dual movement, where the older generation has deemed and credited both media as nothing more but a children’s entertainment, and then the younger generation has been working hard proving them wrong. The current generation that has grown up with games want to make the games more mature and thoughtful media, but at the same time they’re killing the industry as they are pushing the games medium through storytelling rather than from what’s inherent to games; play. That is not to say that games can’t handle difficult matters, but that’s not what people play games for.

Games, be it computer, arcade or console games, are about a certain level of escapism. The same applies to comics. We consume these products to momentarily leave the everyday worries and politics behind for a while and enjoy something completely different. Games like Gone Home or similar will never be successful if they’re going to be mundane, uncool and force an agenda down your throat. Those games will never beat Super Mario Bros., because SMB is all about fun.

Both comics and games have stifled because neither of them are for everyone anymore. This is very, very clear with comics, but with games you still have the occasional title that still is a hit with everybody.

If you’ve ever wondered why once popular franchise has lost its gleam and fallen into obscurity, it’s basically this. Concentration on a diminishing market rather than expanding it to a wider audience can keep something alive for those fans only, but if a niche is open, it will be filled sooner or later. The new generations will have their own popular franchises the older ones will deem straight up shit and not worthy to compare to what they liked.

Pokémon is twenty years old, rounded up. It’s been a damn big hit with the kids because Pokémon has refused to change to meet the demands of the time. Most of its fans are adults who grew up with Pikachu. When you consider this, it’s no wonder how Yo-Kai Watch became so popular. It’s got a similar approach, much what Level 5 did was something that every single company should be aim to do; design. The main character of Yo-Kai watch was designed to be flawed and have the same problems that the modern kids have. He is not without his faults, but still aims to make the best of everything. The children can see themselves in the protagonist, and I would argue that this is also the very reason many adults can relate to the protagonist as well.

Then you have the fact that very rarely kids want to consciously be fan of the same thing as their parents, at least to the same extent. We can’t force our children to like the same stuff we did, and we shouldn’t. However, Transformers Prime and Nickelodeon’s Turtles cartoons are a proof that when you make your product universally appealing to children and adults alike, you have a golden egg. This exact same damn things applies to comics and games. You don’t need to make them mature; it is essentially cutting their flight short.

The DC Masters of Universe comic could have been great. It has awesome ideas, like Adam having to forge his own Power Sword based on King Grayskull’s, but from the very beginning it was something that wasn’t very MOTU. It is visceral, raw, crude and violent. It does not have the same appeal as the 80’s comics or the cartoon, it’s directed to the old fans only. Hell, the comic read like a fanbook too, but with a constantly changing visual style. It’s extremely jarring to read a comic when characters don’t even look the same, but change with each new story. House style should make a return to comics.

Don’t feel bad when you favourite thing will die out or be replaced with something new.

Recently Spider-Man became Tony Stark with Peter Parker becoming a head of a business and having Spider-Man as his bodyguard and company mascot. I kid you not, this is an actual thing. Luckily, Disney has finally started to make some rulings over MARVEL and we’re getting a comic that concentrates to Spider-Man’s young days, and this comic looks like it could be a hit. The title may be a bit stupid, but this comic is aimed at everybody, just like Spider-Man comics should be.

X logic is awesome, when used properly

Have you ever wished you could fly by yourself like Superman or have some other ability that’s beyond the human reach? I’m sure we all have something like that. Fiction, of course, has always offered us a way to live those fantasies to some extent, but out of all media games really is the only one where we are able to take control of that power of flight. Well, you can always argue that base jumping and the like gives you the feeling, and I wouldn’t argue against that, but that’s more controlled falling than actual flying.

Games stray just enough from the traditional medias with its interactivity that it allows everything to be possible and be enacted by the player. In Super Mario Bros. we have a cartoon fantasy land, where we can travel through pipes. Sure, we can find a big damn pipe and walk through it, but we won’t find an underground cavern filled with shiny golden coins floating in the air. We don’t question this, because it’s comical and functions well within the setting and the logic it uses.

Similarly, Metal Gear Rising has cartoon logic to itself too. Same goes to the rest of the Metal Gear franchise, but in different degrees in different games. Some are worse in this regard, as it’s almost like they build a cohesive semi-realistic world and then just drop the ball with nanomachines or overtech robots or functioning artificial intelligence in the 70’s. Anyway, in MGR you are able to cut pretty much anything and anyone, because the logic allows a cyborg ninja to have an infinitely sharp blade. The explanation doesn’t make any sense, but that doesn’t matter. All that matters is that we can go our way out and slice that big hunk of junk into hundreds of itty bitty slices.

Call of Duty, the first one, on the other hand is grounded. While it has some elements that are necessary because it is a computer game after all. Nevertheless, there was a lot of research done to stick with the realism of the war. Hardcore fans and historians of course will notice all the mistakes and errors in the maps, and so on, but these are mistakes in the world, not in the more realistic logic the game employs. You can’t travel through pipes, you can’t slice everything you see, but you need to conserve your ammo and advance with care.

Of course, we have games that wholly just ignore most what things are considered realistic and go town with it.

The recent Transformers Devastation trailers and gameplay footage looks like your standard Platinum game, which may can be a positive or a negative thing depending whether or not you like their games. The game has things that simply are there that I didn’t consciously notice, because TFD functions wholly on cartoon logic. Things like Autobots accelerating in air for a pursue attack and Optimus Prime’s trailer suddenly appearing when he does a burnout in the air and smashes immediate enemies with it.

Cartoon physics and logic is more often than not fun to employ in a game, because they allow both the developer and player to do things they couldn’t before. It’s a more honest way to break the laws of real world in fiction than Star Trek Voyager’s endless streams of technobabble about absolutely nothing. Hell, Voyager’s technobabble was so bad that they contradicted each other and the most basic science wrong more than once. It’s not even entertaining. You can argue that the other at least tries to explain with the in-world logic what’s going on rather than taking the easy way out with cartoon logic and science, and I would agree with this if it wasn’t fucked up. Star Trek, the original series, tried to keep itself somewhat grounded and did screw up more than once, but there’s something that a show like Star Trek has to remember; it’s television. It needs to be well scripted and it needs to deliver the information. While TOS managed to make threatening scenes and their technobabble work as a device and convey how screwed they are, Voyager’s same scenes are incomprehensible babble about absolutely nothing. While games have similar scenes as well, they’re more about the action of the player rather than the passive watching of a scene.

Sometimes, I sit down with Call of Duty and play it for few hours because it’s a legitimately good game. I want something that’s a bit more tied down. Sometimes I just launch Doom or pop in Nuts & Milk for the opposite reasons.

Both extremes are not anything to scoff at, and more often than not it’s best to employ both approaches when creating a fictional world at least to some extent. Of course, the logics may colour the works to some extent with realistic approach having a more serious tone and comical ones with more gleam in their eyes, if we’re allowed to generalise a bit. When speaking of games, perhaps the visual striking difference between Transformers War for Cybertron and the upcoming Devastation gives off a good example what sort of difference the approach on the logic can make. One is dark, gritty and portrays lumbering robots with a raw feeling, the other is filled with colours, slightly tongue in cheek and absolutely honest about the fun it wants you to have. Some would say the other is more adolescent than the other, but that’s something that’s a bit more on the side of personal opinions than anything else. After all, it’s all dependent on how the work itself is.