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    <title>GAMBIT: Projects: Sophocles</title>
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    <id>tag:gambit.mit.edu,2009-09-30:/projects/sophocles/17</id>
    <updated>2010-02-18T15:49:30Z</updated>
    
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<entry>
    <title>Thoughts on Fate</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/12/thoughts-on-fate.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3853</id>

    <published>2009-12-16T16:12:24Z</published>
    <updated>2010-02-18T15:49:30Z</updated>

    <summary>On the design scene, we&apos;ve taken a step back from trying to find a suitable scenario for our game to trying to pin down exactly what we want, because it&apos;s imperative that our game&apos;s design reflects and channels exactly the...</summary>
    <author>
        <name>Mark Zhang</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://gambit.mit.edu/projects/sophocles/">
        <![CDATA[On the design scene, we've taken a step back from
trying to find a suitable scenario for our game to trying to pin down exactly
what we want, because it's imperative that our game's design reflects and
channels exactly the message we want. What exactly is the fate we want to
convey? Do we want to focus more on fate as depicted in Oedipus, or fate on a
wide, general scale? Doris and Abe seem to want the player to ponder the same
questions after playing the game as after reading the play. These questions
include: what if Oedipus had killed himself after hearing the prophecy? Wouldn't
he have them avoided his fate? What emotions should we feel towards Oedipus?
Should we pity him, or scorn him? Is it a person's fate that defines them, or
the path they take to reach that fate?

<p class="MsoNormal">My initial intuition was this: it must be the path, and only
the path. If Oedipus is going to kill his father <i style="">no matter what</i>, then how can we blame him? How can we make any
statement about his personality or his character, if nothing he does can alter
his fate? It must be the journey that defines the person then. If Oedipus were
to hear the prophecy and respond with a "bring it on! Where's my father??",
then we should scorn him. How can you kill your father just because some random
person told you it was "fate"? Whereas if Oedipus did his utmost best to avoid
it (which is in my opinion exactly what he did--he even ran away from his
"parents" and severed ties with them completely so that he would never hurt
them), and deserves pity, and even perhaps respect. Oedipus's only source of
shame should be that he wouldn't take the advice of others and stop trying to
uncover the truth, and also that he began to lash out at people unjustly in his
rage. But sleeping with his mother and killing his father...it was inevitable,
and horrible as the act was, I don't see Oedipus as any worse of a person for
having accidentally committed it.<span style="">&nbsp; </span>He did
the best he could to avoid the atrocity.</p>

<p class="MsoNormal">But wait a second! I'm not taking into account that Oedipus's
fate is specific to him only and no one else. We can't take any random person
off the street, put them in Oedipus's exact situation at birth(imagine
that...), and<span style="">&nbsp; </span>expect them to end up
killing their father and bedding their mother. Such a statement would only be
true for a person with the precise personality and temperament of Oedipus.
Oedipus's fate, by its very nature, does take into account his personality,
because they determine his actions. That's where things get a little muddled.
Does this mean that, simply by being who he is, Oedipus is responsible for his
fate? At the same time, just because a person has a personality very similar to
Oedipus doesn't mean he is likely to do what Oedipus did. What does it all mean
anyways?</p>

<p class="MsoNormal">Abe and Doris think that an intriguing question is: what if
Oedipus tried to kill himself? Would his sword have slipped from his hands and
somehow fallen into his dad? (I'm not even going to try to explain the part
with his mother.) They believe, that by the nature of fate, yes. They want to
make a game where, no matter what the player does, he loses. But fate is not
quite like that. Oedipus <i style="">doesn't</i> know
that his fate is inevitable, only that others claim it to be; thus he behaves
differently. Furthermore, Oedipus only gets one "play-through". He only gets
one shot at his game. I might argue that there was only one possibility for the
way things turned out, and that was the way in the play; there is no comparison
here to a player playing through the game multiple times, because Oedipus has
no second chance. Oedipus <i style="">couldn't</i>
have tried to kill himself with his sword. That possibility isn't even worth
considering. If we took him brainwashed him and took him back in time, he would
probably behave precisely the same way. Imagine if you were told by a reliable
fortune teller that you would kill your family. You probably wouldn't kill
yourself. On his first play-through, it is inconceivable that Oedipus would
have killed himself. It is similarly inconceivable for the most part, that
Oedipus would have made any decisions differently from those in the play. After
all, he is Oedipus!</p>

<p class="MsoNormal">What would be really phenomenal is if we made a game so that
the player loses not because of the information we've provided the player, but
because of the player's own mindset and mental conditioning. There might even
be ways in which the player <i style="">could have
won, </i>and they can see these for themselves by replaying the game. Yet the
player couldn't have won, simply because it is inconceivable that the player
would make the necessary choices on the first play-through, in the same way that
it is inconceivable that Oedipus might have committed suicide, or done anything
other than the set of actions that led him to his fate. Then the game, in some
ways, would truly embody and model "fate." </p>

<p class="MsoNormal">There are, of course, many problems to this. Because playing
a game is not quite as the same as living a life, players could simply choose
randomly, and a certain proportion of them would win. (whereas in real life,
people rarely make their decisions randomly) Doris argues that this would not
be fate, and I suppose she's right. That brings up an interesting question: if
Oedipus had been truly random in each of his decisions, could fate have still
kept him trapped within its invisible clutches? Or would Oedipus's directions
not have been truly random? If we had brainwashed Oedipus and taken him back in
time repeatedly, would he have made the same "random" decision each time? Probably.
But all that proves is that people can't be truly random. I feel that
practicing true randomness in one's decision releases one from fate's clutches,
although it could leave the practitioner with a rather screwed-up life... In
which case, we can accept that players using a random number generator to play
the game <i style="">should</i> have a chance at
winning. </p>

<p class="MsoNormal">By now, I've wandered way astray from where the rest of my
team are. But this should give you an idea of how difficult it is to construct
a game around this particular topic. Modeling a game after "addiction" (see:
Akrasia) is, I think, substantially easier than modeling it on fate, because
addiction carries with it far fewer paradoxes and conundrums than fate. For
that very reason, this project is far more interesting, and I enjoy it
immensely.</p>

<p class="MsoNormal">Hope everyone enjoys the holiday.</p>

<p class="MsoNormal">Mark</p>

 ]]>
        
    </content>
</entry>

<entry>
    <title>Flex update</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/12/flex-update.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3852</id>

    <published>2009-12-14T15:02:46Z</published>
    <updated>2010-02-18T15:50:51Z</updated>

    <summary>Mark here! Still plodding along through tutorial after Flex tutorial, trying to amass the skills needed to generate digital prototypes quickly once our project reaches that stage. I finished the article series I had been working on for the past...</summary>
    <author>
        <name>Mark Zhang</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://gambit.mit.edu/projects/sophocles/">
        <![CDATA[<p class="MsoNormal">Mark here! Still plodding along through tutorial after Flex tutorial,
trying to amass the skills needed to generate digital prototypes quickly once
our project reaches that stage. I finished the article series I had been
working on for the past week, which culminated in a shooter that was very short,
but had all the basic elements of a full-fledged game.<span style="">&nbsp; </span>The game, in case anyone is interested, can
be found here:</p>

<p class="MsoNormal"><a href="http://www.brighthub.com/hubfolio/matthew-casperson/media/p/49540.aspx">http://www.brighthub.com/hubfolio/matthew-casperson/media/p/49540.aspx</a></p>

<p class="MsoNormal">While not very satisfying in its current form, the code's excellent
organization allows for easy extension and addition of features like health
bars and such, in case anyone is interested in building it up. I probably would
if I had any spare time. It's a neat exercise in creativity, trying to make as
fresh and novel a game as you can from one whose framework has already been
set. Sounds like a good idea for a competition in game design.</p>

<p class="MsoNormal">But I'm done with that tutorial now, and the programming
leader has revealed the next step to my crash course in Flex: a game engine
called PushButton Engine (here: <a href="http://pushbuttonengine.com/">http://pushbuttonengine.com/</a>).
This engine had already been evaluated by one of my colleagues here at the Lab,
who judged that it was very powerful, but that the documentation was
horrendously lacking. From my short experience with it so far I am inclined to
agree with him. There is barely anything in the way of tutorials, and the
tutorials themselves just give you snippets of code without really explaining
what's going on. The engine itself seems quite intriguing! Unfortunately,
there's no quick way to gain insight on how it works. I will continue to
investigate it.</p>

<p class="MsoNormal">Nevertheless, I've been having a lot of fun. <span style="">&nbsp;</span>If time permits, I plan to program a very
short game in one of these engines (likely PushButton) and evaluate how my
experience differs from those while programming under Java (which is my first
language) It will be a great exploratory experience.</p>

<p class="MsoNormal">That's what's happening on the programming scene.</p><br /><p class="MsoNormal">Mark</p>

 ]]>
        
    </content>
</entry>

<entry>
    <title>Whoa Nelly!</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/12/whoa-nelly.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3851</id>

    <published>2009-12-11T21:00:27Z</published>
    <updated>2010-02-18T15:51:38Z</updated>

    <summary><![CDATA[ Directive: Decelerate. We seem to have gotten somewhat ahead of ourselves.&nbsp; We have a million different design ideas but no clear guiding principle from which to work.&nbsp; Shame on us...&nbsp; That was one of the first things I learned...]]></summary>
    <author>
        <name>Ian Wolfe</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://gambit.mit.edu/projects/sophocles/">
        <![CDATA[
<p class="MsoNormal">Directive: Decelerate.</p>

<p class="MsoNormal">We seem to have gotten somewhat ahead of ourselves.<span style="">&nbsp; </span>We have a million different design ideas but
no clear guiding principle from which to work.<span style="">&nbsp;
</span>Shame on us...<span style="">&nbsp; </span>That was one of the
first things I learned at the September Boston Postmortem on game design.<span style="">&nbsp; </span>It was #1 on the list of RIT's (Really
Important Things) of Game Design from a panel of Boston's most prominent game
designers.<span style="">&nbsp; </span>I even have it written down
in the little black notebook I carry everywhere: "Project goal/vision".</p>

<p class="MsoNormal">So we need to go back and think about what it is we are
really going for.<span style="">&nbsp; </span>The primary question
seems to be, "What version of Fate are we trying to convey here?"<span style="">&nbsp; </span>There are several that I can think of off the
top of my head.<span style="">&nbsp; </span>There is Fate as a
self-fulfilling prophesy.<span style="">&nbsp; </span>In this style,
one does something because they are told to, and is really a kind of
psychological interpretation, as in, I could do all these other things, but I
am doing it this way because the prophesy colors everything I see and makes it
impossible or difficult to do anything else.<span style="">&nbsp;
</span>I have never seen <i style="">Se7en</i> (it's
on the list) but from what I hear it is like this.</p>

<p class="MsoNormal">There is the interpretation that Fate orders everything you
must do, in effect creating a kind of rail that you must traverse. <span style="">&nbsp;</span>In this interpretation, Fate not only tells
you what you must do, but how you must do it.<span style="">&nbsp;
</span>So Oedipus had to marry his father and kill his mother in just the way
he did.<span style="">&nbsp; </span>If you think about it, almost
any narrative-based game works like this.<span style="">&nbsp;
</span>You go where you go and do what you do because the game tells you you
have to.<span style="">&nbsp; </span>Example, <i style="">FFVII</i>, where you always start in Midgar fighting Shinra, find out
about Sephiroth, blah blah blah.<span style="">&nbsp; </span>This
really works for the Final Fantasy series because the narrative is so well
crafted, but personally, for a game about Fate, I think this would be a pretty
bland interpretation to follow.<span style="">&nbsp; </span>It may
be the easiest, however, and for that reason, may be the one we end up going
with, if we can do it well, if we can make that ride on a rail meaningful, with
the goal of inspiring questions about Fate and Free Will.</p>

<p class="MsoNormal">Finally, there is a much more organic interpretation of
Fate.<span style="">&nbsp; </span>In this interpretation, you are
Fated to do some deed, or you actions have some kind of fated consequences, but
the how of it is left up to your imagination.<span style="">&nbsp;
</span>I imagine it as being two points, and your path before, after, and in
between is completely up to you <i style="">as long
as you go between the two points</i>.<span style="">&nbsp; </span>It
is here that the really interesting procedural properties of video games can
really shine.<span style="">&nbsp; </span>As an example, carry out
the story of Oedipus.<span style="">&nbsp; </span>Now what would
have happened if Oedipus had tried to kill himself?<span style="">&nbsp; </span>Perhaps he would have slipped on a stone and
killed his father somehow anyway.<span style="">&nbsp; </span>What
if he embraced his fate and became some sort of atrocity-loving
psychopath?<span style="">&nbsp; </span>What if he said, "Hell yeah,
Delphi!<span style="">&nbsp; </span>Let's get it on!"<span style="">&nbsp; </span>In all cases, his journey is different, but
the outcome is the same.<span style="">&nbsp; </span>Interestingly,
upon asking ourselves these very same kinds of questions, we realized that
Oedipus was not fated to do anything during the time in which <i style="">Oedipus Rex</i> takes place.<span style="">&nbsp; </span>He was not fated to find out about his deeds
- so his path after the fulfillment of the prophecy could have been
different.<span style="">&nbsp; </span>So as designers we are given
different paths both before the prophecy and after it!<span style="">&nbsp; </span>So many opportunities for the player to play
things through and explore different options!<span style="">&nbsp;
</span>Hurray for using procedurality!<span style="">&nbsp;
</span>Not to make this sound easy though, taking this path will require some
genius.<span style="">&nbsp; </span>How do we do it abstractly?<span style="">&nbsp; </span>Can we do it without just combining 3
different rail games into one (take your pick of rails!)?<span style="">&nbsp; </span>Yikes!<span style="">&nbsp;
</span>Can of worms!</p>

<p class="MsoNormal">So I guess it is partially going to come down to what the
team (and particularly, Abe and Doris our esteemed project owners) wants to say
with fate.<span style="">&nbsp; </span>Until then, I'll be playing
with Game Maker 7 as a rapid prototyping tool and revising our project schedule
for this latest directive: decelerate.</p>

<p class="MsoNormal">Producer out.</p>

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    </content>
</entry>

<entry>
    <title>Game Ideas</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/12/game-ideas.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3817</id>

    <published>2009-12-04T21:03:57Z</published>
    <updated>2010-02-18T15:52:12Z</updated>

    <summary>We seem to be focusing more on coming up with a secret that we keep away from the player, feeding them only small clues. The player will reach the end and the surprise, and then be like &quot;ahhhh, so that&apos;s...</summary>
    <author>
        <name>Mark Zhang</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://gambit.mit.edu/projects/sophocles/">
        <![CDATA[We seem to be focusing more on coming up with a
secret that we keep away from the player, feeding them only small clues. The
player will reach the end and the surprise, and then be like "ahhhh, so that's
what all that stuff before meant. How did I not see that?"<o:p></o:p></span>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>I
don't know if I like this direction, because then the player might only play
through the game once or twice. There's no sense of being able to outmaneuver
fate or the game. Maybe we can tune it so that we can still have this element
of strategy and apparent freedom, although such an element is probably the
hardest to incorporate.<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><o:p>&nbsp;</o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>Here
are a couple more random ideas from me:<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><o:p>&nbsp;</o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>You
are shrouded in darkness, and there is a faint beam of light coming from the
top of the screen. Little machine parts start drifting down, and you start
piecing them together to assemble a machine, whose purpose is to lift you up
towards upwards. Depending on how high your machine reaches (it is constrained
by fuel), more machine parts fall down. Eventually, you reach the very top.
Then, you see a giant mechanical beast that was secreting the machine parts
down into the darkness. It lunges towards you and eats you.<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span><o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>Well,
that's not good. What's the point in playing the game if you're just going to
get eaten at the end?<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><o:p>&nbsp;</o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>But
hopefully we can make the game so that the player, even while his main purpose
is to get altitude, can also use the parts that are falling from the machine
above to make weapons to fight off the beast. Maybe we can put an HP bar over
the beast to SUGGEST that it can be defeated. Maybe at the very end, we show
safe-looking place like an altar or something far off in the distance, which
suggests to the player that it is possible to evade the beast and reach the
altar. The player might then try to not go all the way up to where the beast is
until he has so many resources and so much fuel that, when he does reach the
altitude where the beast lies in wait for him, he will still have plenty more
fuel with which to flee. <o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><o:p>&nbsp;</o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>Of
course, we can easily still contrive it so that the player still loses. But at
least this way, the player has some hope of winning. There are many ways to
adjust this story. Maybe the machine parts that were released by the beast have
a tracking system, or even break down once they have brought the player within
feeding range. <o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><o:p>&nbsp;</o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>This
scenario does require that the player be a character on the screen though. Most
of the team seems to like the idea that YOU are Oedipus, not some character on
screen that you control and channel your emotions into, because the connection
between the player and the scenario in the game may be weaker. <o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><o:p>&nbsp;</o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>Until
next time.<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><o:p>&nbsp;</o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>Mark
Zhang<o:p></o:p></span></p>

 ]]>
        
    </content>
</entry>

<entry>
    <title>Programmers Only</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/12/programmers-only.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3816</id>

    <published>2009-12-02T17:02:29Z</published>
    <updated>2010-02-18T15:53:01Z</updated>

    <summary> Hey all! I&apos;ve spent most of this week learning how to program in Flash by going through a great tutorial that takes you through the process of making a simple shooter step by step. So I now know of...</summary>
    <author>
        <name>Mark Zhang</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://gambit.mit.edu/projects/sophocles/">
        <![CDATA[

<p class="MsoNormal">Hey all!</p>

<p class="MsoNormal" style="text-indent: 0.5in;">I've spent most of this week
learning how to program in Flash by going through a great tutorial that takes
you through the process of making a simple shooter step by step. So I now know
of one approach to organizing and constructing the game engine, as well as how
to how to embed images, make a scrolling background, take user mouse input,
etc. This tutorial is the optimal resource for me because it focuses narrowly
on game programming, and I need to learn all the techniques involved with that swiftly.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">For one thing, I was impressed that
Flash had native support for gamestates, making it that much more convenient
for the programmer. You enter code like this:</p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">&lt;mx:states&gt;</span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">&lt;mx:State </span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">name="Game"</span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">enterState="enterGame(event)"</span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">exitState="exitGame(event)"&gt;</span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">&lt;/mx:State&gt;</span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">&lt;mx:State name="MainMenu"&gt;</span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">&lt;mx:AddChild relativeTo="{myCanvas}"
position="lastChild"&gt;</span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">&lt;mx:Button x="525" y="368"
label="Start" id="btnStart"
click="startGameClicked(event)"/&gt;</span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">&lt;/mx:AddChild&gt;</span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">&lt;/mx:State&gt;</span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style=""><b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;">&lt;/mx:states&gt;</span></b><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;;"><o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;">What this does is first specify that you're
going to be defining states with &lt;mx:states&gt;. Then you enumerate all of
the states in your game, enclosing each in a &lt;mx:State&gt; &lt;/mx:State&gt;
tag. You can do things like specify what to do when you first enter and leave
the state. To switch gamestates, you just need to change the </span><strong><span style="font-family: &quot;Calibri&quot;,&quot;sans-serif&quot;;">currentState variable of the application (currentState
= "Game"), and everything else, including the throwing of the
enterstate event, is handled by Flex. When it is a certain gamestate, the
application will display all the GUI elements listed within the State tags
(like all the buttons) on the screen. </span></strong><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;">This really facilitates GUI transitions, among other things, as
you can change GUI schemes with one change in variable.<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><o:p>&nbsp;</o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><o:p>&nbsp;</o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>Another
nice thing I've discovered in this tutorial is resource pooling, which I find
to be a neat solution to some of the problems in memory management.<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt; text-indent: 0.5in;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;">When a program is run,
it creates a bunch of objects. When these objects are no longer needed by the
program, they should be destroyed so that the memory they occupy can be
regained. If this is not done, then, for example, when a player fires many many
bullets during the course of a shooting game, there will eventually be a large
and unnecessary burden on computer memory.<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt; text-indent: 0.5in;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;">In languages like C, the
programmer had to destroy each object manually. If he missed one, then a
"memory leak" would occur, and the program would use progressively more memory.
In more advanced languages, garbage collectors performed this task
automatically, in the background as the program ran. However, garbage
collectors could slow down a program, because the garbage collector has to
check each object currently in existence to see if it is still in use, and
destroy the ones that are obsolete. Flex does employ a garbage collector. <o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt; text-indent: 0.5in;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;">However, there is a
trick we can use to make garbage collectors run much more efficiently. We can
create a resource pool. The resource pool is a class that takes a function
which defines how a specific instance of the pool should create its objects. If
we want to make a pool for Weapons, we pass a method to the pool that returns a
Weapon object. Then, each time we want to make a Weapon object, we instead ask
the pool for one. If the pool has a Weapon object in its storage, it gives it
to up. We can then change the variables of the Weapon object to suit our
purposes. Only if the pool does not have a weapon in storage will it make a new
one. Every time a weapon has fallen out of use, it is returned to the pool and
waits for another method request.<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-bottom: 0.0001pt; text-indent: 0.5in;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;">I'm not totally sure how
this helps the situation, in terms of memory management. Say you hold down the
shoot button continuously, and a maximum of 20 bullets can appear on the screen
at once. Then the pool will have 20 objects in its stores, and the garbage
collector will have to constantly check these objects to see if any are not in
use. Even if the player no longer shoots, these 20 objects will still exist
(because the pool never lets go of an object once it's created) and the
collector will still have to cycle through these. Whereas if there was no pool,
the 20 bullets would be eaten up by the collector after they went off the
screen, and then the collector could relax. Maybe the solution lies in how the
garbage collector is implemented; maybe if an object is in an arraycollection,
the collector doesn't even consider it or something. In any case, resource
pooling does keep the program from needing to make too many objects, which does
make the program more streamlined. And this concept can probably be adapted to
any number of languages.</span></p><p class="MsoNormal" style="margin-bottom: 0.0001pt; text-indent: 0.5in;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;">Check back in a couple days for some more game ideas!</span></p><p class="MsoNormal" style="margin-bottom: 0.0001pt; text-indent: 0.5in;"><br /><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;"></span></p><p class="MsoNormal" style="margin-bottom: 0.0001pt; text-indent: 0.5in;"><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;,&quot;serif&quot;; color: black;">Mark<br /></span></p><p class="MsoNormal" style="margin-bottom: 0.0001pt; text-indent: 0.5in;"></p>]]>
        
    </content>
</entry>

<entry>
    <title>Happy December!</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/12/happy-december.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3814</id>

    <published>2009-12-01T13:50:21Z</published>
    <updated>2010-02-18T15:53:18Z</updated>

    <summary><![CDATA[ December.&nbsp; The year is already fading into winter and design questions abound.&nbsp; While the middle of the game has ideas flying around left and right, the real conundrum seems to be the inextricably linked beginning and end.&nbsp; Questions like:...]]></summary>
    <author>
        <name>Ian Wolfe</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://gambit.mit.edu/projects/sophocles/">
        <![CDATA[

<p class="MsoNormal">December.<span style="">&nbsp; </span>The year is
already fading into winter and design questions abound.<span style="">&nbsp; </span>While the middle of the game has ideas flying
around left and right, the real conundrum seems to be the inextricably linked
beginning and end.<span style="">&nbsp; </span>Questions like: What
aspect of Fate are we trying to convey?<span style="">&nbsp;
</span>Are we implying that your efforts are futile and have no effect on the
big picture?<span style="">&nbsp; </span>Oedipus' story has had a <i style="">very</i> profound effect on us even 2500
some odd years later.<span style="">&nbsp; </span>Of course, that's
a rather human-centric view of history.<span style="">&nbsp;
</span>After all, we are but a mere blip in the history of the Earth, and less
than that on the scale of the Universe.<span style="">&nbsp;
</span>What effect has Oedipus, or humans in general, had upon the Big
Picture?<span style="">&nbsp; </span>Does that now turn our game
into some kind of Lovecraftian cosmic horror about the ancient and the
unknown?<span style="">&nbsp; </span>Are we trying to drive the
player crazy with the vastness of space a la <i style="">The Hitchhiker's Guide to the Galaxy</i>?<span style="">&nbsp; </span>These questions (and rarely their answers)
are whirling all around us as we try to get a grip on what this game is
supposed to mean.</p>

<p class="MsoNormal">So here's my stab at it.</p>

<p class="MsoNormal">The essence of Socrate's tragedy is the moment of <i style="">Anagnoresis</i> upon his discovery of his deeds.<span style="">&nbsp; </span>Part of what drives this is the audience's
knowledge of what is going to happen.<span style="">&nbsp;
</span>The audience represents Fate in this way, and the tragedy comes from
watching Oedipus' self-destruction.<span style="">&nbsp; </span>We
can't do this in a video game because the audience, the player, is also the
participant.<span style="">&nbsp; </span>The player is Oedipus.<span style="">&nbsp; </span>So Fate, instead of being manifested by
outside knowledge, has to be designed into the gameplay.</p>

<p class="MsoNormal">The tricky part is that Oedipus was told his fate on
numerous occasions.<span style="">&nbsp; </span>So he was aware of
his fate even as he was ignorant as to how (or even if) it would be carried
out.<span style="">&nbsp; </span>It seems that we are tasked with
the problem of telling the player they are going to do something they don't
want to, offering some escape, but ultimately designing the escape such that it
accomplishes what the player did not want to do.<span style="">&nbsp; </span>This would be easy to do in strictly
narrative form by putting the player on a rail and watching them go, but we are
seeking to use the structure and medium of the game, not the narrative.</p>

<p class="MsoNormal">The central problem comes down to this: How do you convey
Fate in a medium in which the participant intrinsically has Free Will?<span style="">&nbsp; </span>How do we make the player do something
without them realizing we are doing it?<span style="">&nbsp;
</span>Almost makes me wish I were a psychology major...<span style="">&nbsp; </span>Really, we have to <i style="">trick</i> the player.<span style="">&nbsp; </span>We have to
make the player look left while we go right (Kansas City Shuffle,
anyone?).<span style="">&nbsp; </span>The player has to think they
are doing something because they want to, when really everything they've seen
all along cues them to do so.<span style="">&nbsp; </span>On second
thought, maybe I should have been a magician.</p>

<p class="MsoNormal">Fortunately for us, the player has already been heavily
conditioned to do certain things by years of playing other people's games.<span style="">&nbsp; </span>So the key becomes to think of a way to blind
the player with their own gamer instincts to accomplish that which they are
running away from. </p>

<p class="MsoNormal">Producer out.</p>

 ]]>
        
    </content>
</entry>

<entry>
    <title>Art Direction</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/11/art-direction.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3815</id>

    <published>2009-11-30T16:53:12Z</published>
    <updated>2010-02-18T15:53:41Z</updated>

    <summary> Today was a great brainstorming day. Our team met with another team and had a large storming session on ideas for Sophocles. The restrictions for the game were laid out first: The game must focus on the concept of...</summary>
    <author>
        <name>Jacquelin Frank</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://gambit.mit.edu/projects/sophocles/">
        <![CDATA[
<p class="MsoNormal" style="text-indent: 0.5in;">Today was a great brainstorming
day. Our team met with another team and had a large storming session on ideas
for Sophocles. The restrictions for the game were laid out first: The game must
focus on the concept of a machine (smaller parts working together to form a
whole), that the machine itself represents fate, and that the outcome is always
the same no matter what changes or is played differently in the game. After the
rules were laid out our two groups began listing out any ideas that came to
mind. One that struck me was the concept that the player is fighting against a
machine to rearrange pieces to correct something while the machine behind it is
racing to convert them back to how they originally were. The trick is that the
player is actually the one messing up the pieces because once he or she sees
the pieces as a whole (step back from the whole thing), he or she realizes they
were all a part of a larger image, and by rearranging them he or she was
actually messing up the larger image.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">On the art side of the project,
today was the first step to creating the web site for the game. I managed to
complete the drawing for the banner and choose a color study for the painting
as well as theme for the site. Now all that's left to do for the banner (the
largest part to designing the page) is to paint it, which will be done in
watercolor with some mixed media for effects. The overall look is that of
mechanics (gears) with a touch of organics and rust (Corrosion of metal) as the
topping to the ice cream. The idea was to touch upon what has been mostly
discussed or desired in the game while remaining general so that the website
can still match or apply to the game no matter which direction we go.</p>

 ]]>
        
    </content>
</entry>

<entry>
    <title>Brainstorming Part 2</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/11/brainstorming-part-2.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3812</id>

    <published>2009-11-27T20:33:11Z</published>
    <updated>2010-02-18T15:55:51Z</updated>

    <summary><![CDATA[I hope you enjoyed your Thanksgiving!&nbsp; Here's Part 2 of my Game Ideas series...Game Idea 2: The scene fades in and there is a creature C perched on top of some object X which is in the clutches of a...]]></summary>
    <author>
        <name>Mark Zhang</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://gambit.mit.edu/projects/sophocles/">
        <![CDATA[<div><br /></div>I hope you enjoyed your Thanksgiving!&nbsp; Here's Part 2 of my Game Ideas series...<meta http-equiv="Content-Type" content="text/html; charset=utf-8"><meta name="ProgId" content="Word.Document"><meta name="Generator" content="Microsoft Word 12"><meta name="Originator" content="Microsoft Word 12"><link rel="File-List" 

<p class="MsoNormal" style="text-indent: 0.5in;"><br /></p><p class="MsoNormal" style="text-indent: 0.5in;">Game Idea 2: </p>

<p class="MsoNormal" style="text-indent: 0.5in;">The scene fades in and there is a
creature C perched on top of some object X which is in the clutches of a
gigantic machine, the glistening infrastructure of which stretches off as far
as the eye can see in every direction. The machine seems to be composed not
only of the typical cogs and gears, but also of organic components like
flowers, leaves, vines, and even things like hearts and eyes and blood vessels.
The machine holds X in a claw and C is straining with all its might to pry open
the claw and release its precious X. Off in the distance, there is a gigantic
laser of some sort. As C watches in horror, a little creature much like itself,
in a situation identical to itself, is carried under the laser by another claw.
The laser pulses and both the creature and its precious object are vaporized.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">C's eyes flare in determination. He
launches himself from his perch and strikes out at a piece of the gigantic
machine.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">At this point, the player can
choose what machine part he wants to start off with. He can choose between a
variety of parts that are in view...more or less any of the basic parts available
in the game are obtainable. In general:</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Mechanical parts attack and move</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Botanical parts defend</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Visceral parts do a variety of
specific things. For example, if you attach an eye to a missile, whenever the
eye sees something in a certain range, the missile will fire. Hands might allow
you to alter the gigantic machine itself.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Now the idea is this: In your
panicked state, you see violence as the only answer. C (you, the player) will
journey to various sections of the machine and try to mess <span style="">&nbsp;</span>itup <span style="">&nbsp;</span>to
the point that it will no longer function and you can save your precious. Can
you throw enough wrenches into the machine that it will grind into a halt, and
save your precious?</p>

<p class="MsoNormal" style="text-indent: 0.5in;">SPOILER ALERT!!!!! </p>

<p class="MsoNormal" style="text-indent: 0.5in;">No. You can't.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">As in all the ideas we are
considering, the player must lose. Ideally, he will harbor some delusion that
he can still beat the game if he tries harder and employs a better strategy
(just as Oedipus believed that he could thwart fate if he was clever enough) So
he will try again. Just letting you know though, there is no way the player can
actually "win", although he can achieve different endings. It's okay for me to
disclose this here because most players won't read the blog anyways. You are
special.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">END SPOILER!!!!</p>

<p class="MsoNormal" style="text-indent: 0.5in;">You also have a time limit, before
the claw reaches the laser. The time limit might be around 30 minutes. </p>

<p class="MsoNormal" style="text-indent: 0.5in;">In each stage, a part of the
machine will be revealed. There are two things the player can do here. The
player can attack the machine. In this case, parts will fly off on successful
attacks. The player can collect these parts and add them to the player machine.
At first, the player will get a lot of parts, and feel overconfident like
Oedipus that he is going to succeed. Later, the machine either gets so strong
that more parts becomes less significant, or your machine is so complex and
cramped that adding more parts won't really make it more powerful.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Once you have advanced visceral
parts like hands, you can also alter the machine itself, to try to do even more
damage to it and screw it up.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Between stages, you will have time
to make modifications to your personal machine to make it more adept at
fighting the big machine. You might be able to upgrade parts to more advanced
ones. However, the time is still running during this period.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">The big machine has access to all
of the parts that you do (since it is the source for all of your parts in the
first place) So hypothetically, it can do everything that you can. The machine
in reality probably won't fight back too hard. Fate doesn't really care if you
to try meddle with it (it won't matter; you'll lose), and the point isn't to
make the game too <i style="">hard</i>, so that the
player becomes more focused on the skill aspect of the game than on the
message. </p>

<p class="MsoNormal" style="text-indent: 0.5in;">Also, there is no glittering
message "STAGE CLEARED" A player must decide for himself when he has done
enough damage to a stage, or when he has achieved what he had intended in it.
The only confirmation from the machine is a WIN or LOSE at the end of the game.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">There are so many directions we can
go in this game. One idea of mine is to make it very complex (it already sounds
kinda complex) because fate, after all, is mind-bogglingly complex and
impossible for human minds to even wrap their minds around, let alone control.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">As to the mechanics of controlling
the machine, the idea is this. You can attach "controllers" to parts of the
machine. For example, you can attach the C controller to a heart, so that every
time you push C, the heart pumps, gives energy to other stuff. Or maybe you
push A and a motor revs up and gears move and a bunch of missiles fire. It's
kind of difficult to explain in words...But the point is that you can only push
so many keys in a given span of time. Thus, it is in your best interest to have
as many different parts of the machine powered by or controlled by the same
part as you can, so there are a lot of design aspects to consider. Doris, the
other supervisor on the team, said that she wants the player to have some
satisfaction from assembling something and seeing all the parts work together
perfectly. This is a way of simulating that feeling. </p>

<p class="MsoNormal" style="text-indent: 0.5in;">Mechanical parts might include
gears and cogs and other objects that can transmit kinetic energy from one
place (namely the controller) to another (the things that are going to fire).
Maybe we'll have springs, engines, and all sorts of things. Missiles,
mini-lasers.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Botanical parts might include giant
flowers that shield from missiles, vines that hold things together, leaves that
power the plant, stems for transmitting energy, etc.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Visceral parts are the most
interesting, and can include eyes, hands, hearts, muscles for moving things,
blood vessels for transmitting nutrients, etc.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">It's possible that different
classes of parts can interact with each other, although with less efficiency.
Maybe hearts can power missiles, although not as well.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Lastly, Abe mentioned something
about three gods of fate personified by the Greeks: Clotho, who spins the
thread of life, Lachesis, who measures the thread, and Atropos, who severs it. </p>

<p class="MsoNormal" style="text-indent: 0.5in;">Here, the precious X could have a
protective bubble around it, and the claw clamps onto that. The machine could
be composed of 3 different parts of equal size: Clotho, Lachesis, and Atropos.
Clotho is responsible for creating and maintaining the protective bubble.
Lachesis powers and wields the claw. Atropos is the laser. The player can
choose to target any one of these, or multiple ones, leading to even more
choices and more complexity. The large selection of stages available to the
player would then be divided between these three machines. Wrecking an area
belonging to Clotho would damage Clotho.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Clotho would be composed more of
botanical elements, being a protector.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Lachesis would be composed of more
visceral elements, as the journey to the laser represents the time during which
a man is "alive" and made of living flesh.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Atropos would be composed more of
mechanical parts.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">The player can also choose to one
of these simply to gain more parts. Maybe the player really wants to target
Atropos, but likes the playing style involved with using botanical parts. Then
he would first target Clotho, get a bunch of parts, and then move onto Atropos.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">There are many possible endings.
One is just to have so many stages eventually appear that the player can't
finish. Another is to make the machine so strong that eventually it can't be
destroyed. </p>

<p class="MsoNormal" style="text-indent: 0.5in;">Or we COULD make it so that it IS
possible to destroy the machines. But the player still loses, because:</p>

<p class="MsoNormal" style="text-indent: 0.5in;">If he destroys Clotho, the
bubble<span style="">&nbsp; </span>will pop, but the environment in
the machine turns out to be hostile to precious X and it melts away.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">If he destroys Lachesis, the claw
disintegrates, but the X plummets down into the depths of the machine and is
lost.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">If he destroys Atropos, the entire
machine explodes. As both C and X are inside the machine, they both die.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">We can also group the stages up
into different categories with different themes. For example, maybe there's one
whose theme is "blindness", in an area where there isn't much light and the
player has to attach giant glowing flowers to his machine to be able to see,
while the machine has black bulbs that absorb the light and negate the action
of the flowers. Maybe these sections can build on each other.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Okay, I'll stop here.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Comments: I like this idea a lot,
and hope my team will give it their consideration. I'm a little sorry I don't
have more time to do it justice; I rushed this description. I do realize it's a
little too concrete though. There's too little room for multiple
interpretations. I'll leave that decision up to you. There is definitely a lot of
potential in this game to tie in whatever message or metaphor we please, as I
hope I have demonstrated here in my extensions. One thing we have to be careful
of is limiting our scope though, if we do end up pursuing this. This game can't
be programmed in 10 weeks. Not even close. Too much stuff.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">That's all for now!</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Mark =)</p>]]>
        
    </content>
</entry>

<entry>
    <title>Brainstorming Part 1</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/11/brainstorming-part-1.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3811</id>

    <published>2009-11-25T23:30:21Z</published>
    <updated>2010-02-18T15:56:20Z</updated>

    <summary><![CDATA[ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; For our first brainstorming session, we were to focus on tasks that the machine in our game could try to accomplish, although we were free to explore tangents.&nbsp; Many of the concepts we brainstormed I thought would make...]]></summary>
    <author>
        <name>Mark Zhang</name>
        
    </author>
    
    
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        <![CDATA[
<p class="MsoNormal"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>For our
first brainstorming session, we were to focus on tasks that the machine in our
game could try to accomplish, although we were free to explore tangents.<span style="">&nbsp; </span></p>

<p class="MsoNormal" style="text-indent: 0.5in;">Many of the concepts we
brainstormed I thought would make great games in their own right, if only there
was a team dedicated to flesh them out. Sadly, we are only one team, and we
will pick only one idea to nurture into a game. Hopefully, we can get those
other ideas posted sometime so that others might give them a chance to mature
into a successful game.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Meanwhile, here are two game ideas
which I developed by myself during the first week. Unfortunately, I don't feel
as though they are what my team is looking for. There is a little too much
narrative to them, and Abe wants the game to speak purely for itself through
its mechanics and design. Maybe I'll make the games myself one day.</p><p class="MsoNormal" style="text-indent: 0.5in;">I will post these ideas in a two part series.<br /> </p>

<p class="MsoNormal" style="text-indent: 0.5in;">Game Idea 1:</p>

<p class="MsoNormal" style="text-indent: 0.5in;">A strange hyperintelligent creature
of uncertain shape and form is terrified of death, even though he is still in
his prime. He decides to thwart fate by constructing a machine that will
destroy whatever force is fated to take his life, be it old age, disease, some
physical threat, or some mystical reaper. The machine will do this by ripping
the force clean out of the fabric of reality.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Now, clearly, destroying old age
and disease and all that would do some pretty unpredictable things to the
universe. In fact, it would probably end up blowing it up or something, and if
we want to give the player more options, we might consider what happens if the
player succeeds in eliminating one of these things. </p>

<p class="MsoNormal" style="text-indent: 0.5in;">However, in the scenario I
envision, the player builds up a small preliminary part of the machine, and it
churns and clanks and then informs the creature that the entity that will kill
the creature is in fact of the same species as the creature itself. Not only
this, but the entity kills the creature not accidentally, but through
cold-blooded homicide.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">The creature is furious, but also
gleeful. Here was his chance to erase a twisted murderer from reality! And he
is vengeful; how he hates murderers! How fearful and terrible death is, and how
foul are murderers for spreading it, for being its missionaries! He wants this
unknown murderer to suffer. The creature's ego also begins to swell. How brilliant
he was! He had already seen the future, and that was only the beginning. Now he
would play God.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">So the game progresses and the
player builds up the machine. As the machine grows in sophistication, it begins
to perform different tasks with increased proficiency. These tasks involve
debilitating the murderer, in ways like "make him feel pain", "make him
colorblind", "make him lose his memories." </p>

<p class="MsoNormal" style="text-indent: 0.5in;">In the end, the machine is
completed and it fires and it kills the creature who made it.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">And while the game is progressing,
though the creature does not explicitly say it, it is clear that he is the one
who is losing color vision and memories (this could be done graphically by
making the colors duller, etc.) and being crippled by the machine.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Comments: as I said, too much
narrative for our purposes. I rather like the idea though, and it fits with our
fate metaphor alright. I didn't really go far enough to map out exactly how the
game mechanics would work. I imagine they would be similar to the next one I
describe, since both games involve building up machines.</p>

 ]]>
        
    </content>
</entry>

<entry>
    <title>Concept Art!</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/11/concept-art.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3813</id>

    <published>2009-11-25T21:40:54Z</published>
    <updated>2009-11-25T20:45:35Z</updated>

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<![endif]-->&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <span style="font-size: 11pt; line-height: 115%; font-family: &quot;Calibri&quot;,&quot;sans-serif&quot;;">Today
was the first day the whole team was able to meet up and brainstorm. The
session left us with some great ideas and helped get my concept powers flowing.
I began the day by illustrating the first inspiration I had; a glowing moth
creature. This came into mind when the idea of collecting a glowing substance
(goo, fireflies, and light) as an objective was discussed.</span><br /><br /><a href="http://gambit.mit.edu/projects/sophocles/assets_c/2009/11/MotheditJPG-1868.html" onclick="window.open('http://gambit.mit.edu/projects/sophocles/assets_c/2009/11/MotheditJPG-1868.html','popup','width=2321,height=1398,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://gambit.mit.edu/projects/sophocles/assets_c/2009/11/MotheditJPG-thumb-600x361-1868.jpg" alt="MotheditJPG.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" width="600" height="361" /></a><br /> <div><meta http-equiv="Content-Type" content="text/html; charset=utf-8"><meta name="ProgId" content="Word.Document"><meta name="Generator" content="Microsoft Word 12"><meta name="Originator" content="Microsoft Word 12"><link rel="File-List" href="file:///C:%5CDOCUME%7E1%5CGAMBIT%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_filelist.xml"><link rel="themeData" href="file:///C:%5CDOCUME%7E1%5CGAMBIT%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_themedata.thmx"><link rel="colorSchemeMapping" href="file:///C:%5CDOCUME%7E1%5CGAMBIT%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_colorschememapping.xml"><!--[if gte mso 9]><xml>
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<![endif]-->&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <span style="font-size: 11pt; line-height: 115%; font-family: &quot;Calibri&quot;,&quot;sans-serif&quot;;">After
our meeting I began pondering about mechanical designs and began researching
different machine parts as well as sketching them. Later on I noted that one of
the project leaders was very interested in Gustav Klimt's style and work, so I
started forming designs that combine machinery, which appears to be our most
likely direction, with a touch of my own flavor of Gustav. I now have a pretty
good idea of what the website banner/theme is going to look like (close to the
moth illustration's style, cut out shapes but with patterns inside and around
them) and am very excited to get started on it.</span></div>]]>
        
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</entry>

<entry>
    <title>First Impressions</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/11/first-impressions.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3810</id>

    <published>2009-11-25T21:22:25Z</published>
    <updated>2009-11-25T20:30:08Z</updated>

    <summary><![CDATA[ Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} Hey, everyone! &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...]]></summary>
    <author>
        <name>Mark Zhang</name>
        
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<p class="MsoNormal">Hey, everyone!</p>

<p class="MsoNormal"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>This is
Mark, the programmer of the Sophocles team. I am currently in the first stages
of getting familiar with the wonderful development environment that is Adobe
Flex Builder, so that I may eventually implement our ideas into a playable game.</p>

<p class="MsoNormal"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>This
first week has been busy. I am a freshman at MIT, and am still getting adjusted
to the MIT lifestyle. Suddenly having ten less hours each week was something of
a cold shock, although it must be said that these same ten hours were some of
the best of the week. My free time is scarce, and most of my brainstorming for
the project takes place while showering or biking to class or waiting for a
shuttle. I wonder how many other people are so busy that their creative
thinking periods must be relegated to these awkward moments.</p>

<p class="MsoNormal"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>In our
first week, the team's primary focus was to think up game ideas. We already had
our theme, the immutability of fate, and we were trying to think of a clever
way to embody the concept of fate in a machine. We spent quite a while
brainstorming, and came up with a variety of ideas. I was able to contribute a
fair share of these ideas, but at the same time, I felt a little more
ill-equipped to the task compared with Ian, our designer, Jackie, our artist,
and Abe, our product owner and supervisor. I have much less exposure to
cultural elements than the rest of the team seems to have, and I don't have
quite the visionary capacity that Abe does. Abe can take any idea thrown at him
and realize it to its full potential, and more than once, I've come up with a
vague, half-formed idea which he suddenly leaps at, calling it intriguing and
taking it much farther than I was able to. Ian is great at, among other things,
taking ideas and abstractions he reads and adapting them to be compatible with
the gaming medium, and Jackie is magnificent at drawing. I had considered
myself a creative person before joining this project (that was partially <i style="">why</i> I joined this project); I enjoy
writing fantasy short stories which I privately consider to be very
imaginative.<span style="">&nbsp; </span>But in taking part in this
project, I realize that my imaginative and creative capacity still has plenty
of room to grow. These are just some of the observations I have made in my
first week.</p>

<p class="MsoNormal"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>Okay,
enough personal feelings. Now let's talk more about game ideas.</p>

<p class="MsoNormal"><span style="">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>Our
game idea (in my mind) is to have a machine that is meant to do something, and
continues to do this thing no matter how we try to alter its structure or pull
it under our control. Machines are generally meant to fulfill a specific,
pre-defined purpose, and so, as the player constructs the machine, he has the
illusion that he has total or at least substantial control over what he is
making, just as we believe we have control over our own fate. But the machine
does not perform according to our expectation. That is the message that we are
designing our game to convey--that no matter how deep our convictions, and how
strongly the situation suggests otherwise, we can never alter our destiny.</p><p class="MsoNormal"><br /></p><p class="MsoNormal"><meta http-equiv="Content-Type" content="text/html; charset=utf-8"><meta name="ProgId" content="Word.Document"><meta name="Generator" content="Microsoft Word 12"><meta name="Originator" content="Microsoft Word 12"><link rel="File-List" href="file:///C:%5CDOCUME%7E1%5CGAMBIT%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_filelist.xml"><link rel="themeData" href="file:///C:%5CDOCUME%7E1%5CGAMBIT%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_themedata.thmx"><link rel="colorSchemeMapping" href="file:///C:%5CDOCUME%7E1%5CGAMBIT%5CLOCALS%7E1%5CTemp%5Cmsohtmlclip1%5C01%5Cclip_colorschememapping.xml"><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal" style="text-indent: 0.5in;">That's all for now!</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Mark =)</p>



 ]]>
        
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<entry>
    <title>Initial Design Sketches</title>
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    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3791</id>

    <published>2009-11-23T17:25:00Z</published>
    <updated>2009-11-18T20:39:38Z</updated>

    <summary>A tidbit from the design pages of Abe Stein (click for full size):...</summary>
    <author>
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    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://gambit.mit.edu/projects/sophocles/">
        <![CDATA[A tidbit from the design pages of Abe Stein (click for full size):<br /><br /><a href="http://gambit.mit.edu/projects/sophocles/assets_c/2009/11/Abe_GameSketch_1-1837.html" onclick="window.open('http://gambit.mit.edu/projects/sophocles/assets_c/2009/11/Abe_GameSketch_1-1837.html','popup','width=1000,height=728,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://gambit.mit.edu/projects/sophocles/assets_c/2009/11/Abe_GameSketch_1-thumb-600x436-1837.jpg" alt="Abe_GameSketch_1.jpg" class="mt-image-none" style="" width="600" height="436" /></a><br /> <div><br /></div><div><br /></div>]]>
        
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<entry>
    <title>Enter The Sophocles Project</title>
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    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3792</id>

    <published>2009-11-20T17:25:00Z</published>
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    <author>
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<p class="MsoNormal" style="text-indent: 0.5in;">Wow.<span style="">&nbsp; </span>You guys want to make a game based of <i style="">Oedipus Rex</i>?<span style="">&nbsp; </span>I'm in.<span style="">&nbsp;
</span>That's what I thought to myself during the MIT GAMBIT game lab's
Undergraduate Research Opportunity Program Open House (whew!).</p>

<p class="MsoNormal" style="text-indent: 0.5in;">When I tell people that I'm
interested in video games, in an effort to avoid the eye-roll-of-frivolity -
you know, the "haha, so what are you <i style="">really</i>
going to do with your life" look - I try to talk about the games out there that
are pushing the medium as a place of expression and as a (gasp!) art form;
games like <i style="">Braid</i> or <i style="">Hush</i> or even the cool things in bigger
more popular titles like <i style="">Bioshock</i> or <i style="">Call of Duty 4</i>.<span style="">&nbsp; </span>So when I found out that three positions were
being hired for <i style="">The Sophocles Project</i>,
I didn't just put my name on the application, I sent emails to the project
owners for days.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">So here I am.<span style="">&nbsp; </span>As the producer for this project it is
ultimately my responsibility to ensure a quality finished product.<span style="">&nbsp; </span>That means that I schedule everybody's time,
arrange meetings, make sure milestones are reached, and basically do all that
kind of stuff a project needs in order to run smoothly.<span style="">&nbsp; </span>Don't stop reading just yet.<span style="">&nbsp; </span>Remember my first task?<span style="">&nbsp; </span>Oh yeah, quality.<span style="">&nbsp; </span>What that means on a small team like this is
that in addition to all that managerial stuff, I lend a hand where ever one is
needed.<span style="">&nbsp; </span>I will dip my hand in on coding,
offer up concept art (or what passes for it from me, anyway), and design,
design, design.<span style="">&nbsp; </span>I really look at myself
as the team's anchor and focus.<span style="">&nbsp; </span>I'm sort
of like the team's NCO.<span style="">&nbsp; </span>It's up to me to
make sure we only get sidetracked so much during brainstorming sessions, and
that we don't ever forget the vision that is driving us.</p>

<p class="MsoNormal" style="text-align: center;" align="center">So in that spirit, "O
Light!<span style="">&nbsp; </span>May I never look on you again,
revealed as I am..."</p>

 ]]>
        
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<entry>
    <title>And so we begin...</title>
    <link rel="alternate" type="text/html" href="http://gambit.mit.edu/projects/sophocles/2009/11/and-so-we-begin.html" />
    <id>tag:gambit.mit.edu,2009:/projects/sophocles//17.3790</id>

    <published>2009-11-19T21:35:00Z</published>
    <updated>2009-11-18T20:23:08Z</updated>

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    <author>
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<p class="MsoNormal" style="margin: 0in 0.5in 0.0001pt;">"How terrible-to see the truth when the
truth is only pain to him who sees!"</p>

<p class="MsoNormal" style="margin-left: 3in;">-Tireseas, the blind seer.</p>

<p class="MsoNormal"><o:p>&nbsp;</o:p></p>

<p class="MsoNormal"><o:p>&nbsp;</o:p></p>

<p class="MsoNormal" style="text-indent: 0.5in;">And so we begin, this offering some
manner of joint introduction to process and product alike. I am reticent to
call this a beginning at all, the seeds of creation having been sown very long
ago indeed. </p>

<p class="MsoNormal" style="text-indent: 0.5in;">The mythic Kings of Thebes in all
their tumultuous glory predate history itself. From Cadmus, through Polydorus
and his young son Labdacus, to Laius and poor pitiful Oedipus, the story of
ancient Thebes courses with the blood of a cursed lineage. </p>

<p class="MsoNormal" style="text-indent: 0.5in;">Sophocles was born in Colonus,
Greece, early in the 5<sup>th</sup> century BCE. The son of a wealthy
businessman, Sophocles was no doubt raised like many Greek youth listening to
the centuries old stories of gods, heroes, monsters and kings that helped to
define ancient Greek culture and values. When exactly Sophocles first heard of
poor old blind Oedipus, and the curse of fate, we will not know. That some
years later, around 430 BCE, a crowd of people would first watch the
unraveling, uncoiling plot, born from Sophocles like Athena from the skull of
Zeus, we might imagine for ourselves what it must have been like sitting in the
soft glow of a Mediterranean sunset, as the pitiful king Oedipus of Thebes
first implores, "Oh my children, the new blood of ancient Thebes, why are you
here?"</p>

<p class="MsoNormal" style="text-indent: 0.5in;">It would have been hard to predict
that from Sophocles' enduring pen, a new curse of ceaseless suffering would
befall poor Oedipus. Never to escape the shame, the humiliation, and the pain
of his witless self-destruction, Oedipus must endure forever the cyclic
ignorance and self-discovery that definitively mark his tragedy. We need not
witness the events of his self-fulfilling prophecy, we need only to sit back
and watch as he learns the inescapable power of fate.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Sigmeund Freud was no stranger to
the stories of Oedipus. He must be thanked for helping to foster a perception
of a humanistic universality, to which we as designers, artists, and
storytellers owe a great debt.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">Paris, May 30<sup>th</sup> 1927. "Caedit
nos pestis," exclaim Stravinsky's chorus. "Theba peste moritur." Absorb
Oedipus' terrible, personally mandated mission of self discovery as he again,
thousands of years later, must repeat his tragic manhunt.</p>

<p class="MsoNormal" style="text-indent: 0.5in;">And here we are today, a mere
century, or few millennia away from a supposed "beginning." And yet we can only
hope that our meager, yet terrifyingly daunting offering will contribute to the
wealthy canon of Oedipal myth. And so we begin.</p>

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