Shmups Phd

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
Post Reply
Berty-Mark2
Posts: 5
Joined: Thu Feb 24, 2011 3:08 am

Shmups Phd

Post by Berty-Mark2 »

Hi Folks,

Some of you may remember me from a few years back as 'berty' - I was in the process of writing a PhD based around Shmups. I finally got around to finishing it and it has just been printed. I am going to make an electronic version shortly but I want to publish a few articles from it first. I started a blog as well to point to the articles that I am working on. In the meantime, here is a picture of the final product as well as the abstract!

A big thanks to the Shmup community for all of the info over the years!

Image
IMAG0042 by bertybeatle, on Flickr

Abstract:
This study sought to examine the development of video games between 1987 and 2005 to ascertain, on an emotive level, whether video games have changed in that time. It is the contention of this study to demonstrate that video games have remained largely unchanged, bar graphical and other “aesthetic” updates. Based on this, it is apparent that the emotive traits defining effective video games of the past are still valid in the contemporary market.

Another aspect of the study is to demonstrate that nostalgia is one of the most significant reasons why gamers are drawn to certain types of game purchases. The study contends that gamers are getting older and carrying significant gaming experience, and that nostalgia impacted on their purchasing selections, hence informing game design. To support this aspect of the study, two small survey studies have been created. Disseminated and used in 2004 and 2008 these studies are used to support the main contention of the study and also prove the importance of modes of representation when it comes to the consumption habits of consumers. The findings of this aspect of the study demonstrate a pattern between year of birth, and specific nostalgic preferences of gamers.

The study compares the development of mainstream games to that of the Shmup genre, the longest and most prolific genre of gaming. Shmups, a contraction of the term “Shoot-em-up”, are epitomized by games such as Raiden and Ikaruga, which are top down, third person shooting games with fixed scrolling systems. Shmup games are the most appropriate game genre for this study as they are the only commercial game genre to have changed little on both an aesthetic and mechanical level since their inception.
The study undertakes an extensive literature review in order to determine the emotions most commonly associated with effective game design, and how these types of emotions could be produced within game creation using specific heuristics. These heuristics form the basis of a theoretical framework which is then used to compare the development of Shmups against other forms of commercial gaming from 1987 until 2005.

A series of structuralist, post-structuralist and constructivist theories are utilized throughout the study in combination to support new and emerging models of game analysis. This study aims to create a solid methodological framework that could be applied to the analysis of any type of computer and/ or arcade game, regardless of genre.

Findings demonstrate how each of the heuristics needed to be adapted given certain technological and social norms present during a game’s development and subsequent consumption, and that the heuristic sets could not be used in isolation. One of the core variables in this study is identified as being the process of representation. The same emotional responses were at the heart of all effective games, and that these emotional responses could be both implemented and evaluated using a set of specific heuristics. Research findings also demonstrate that specific means of representation provided powerful emotional cues that exploited an end-users sense of familiarity, specifically nostalgia, and that there is a predictable link between birth year and nostalgic peak.

Foreword
The title for this study is not a typographical error, but rather one of the most recognized ‘memes’ in gaming. Taken from the English port of Zero Wing for the Sega Megadrive in 1991, “All of your base…” has become synonymous with gaming culture and how the Japanese dominated the console market during the 1980s and 1990s. The phrase is also pertinent to this study. Not only is the phrase derived from the genre of gaming which is the focus of this study, but the era in which it came about also represents the focus on nostalgia contained within. The phrase embodies the time, culture and genre which this study focuses on and as such, is the most apt way of titling it. Further to this, the title of the study is a sign of “thanks” to the many people who are not associated with academia or the commercial side of Shmup development; you have all been an invaluable source of information for the case studies contained within. As such, when it comes to information about Shmups, “all of your base are belong to us.”
Last edited by Berty-Mark2 on Fri Jun 24, 2011 4:01 am, edited 1 time in total.
Chacranajxy
Posts: 430
Joined: Tue Feb 03, 2009 5:44 am
Location: USA

Re: Shmups Phd

Post by Chacranajxy »

Dang. As someone who's also done some scholarly writing about video games (though about the economics of the industry), I actually want to read this... So I'd consider that a job well done.
User avatar
Blackbird
Posts: 1563
Joined: Fri Dec 10, 2010 3:27 am
Location: East Coast USA

Re: Shmups Phd

Post by Blackbird »

I disagree with what I've read so far. I feel games have changed over the years - significantly so. The games made today are made by a completely different process compared to those in past years. The mentality of those making the games is different.

This is self-evident, really. The first games, by necessity, were pioneers. They had no idea which ideas would work and which wouldn't, and thus the earlier games were experimental in nature. Hence the alarming number of Atari 2600 games which can't be properly called "fun" =P. However, after a certain time had passed, certain ideas proved to be extremely fun, robust game ideas. Other games built upon these ideas, and genres became canonized. Game theory evolved, and now before a game is even made we have production teams examining past and current trends to make sure that everything will be as commercially marketable as possible. Games -must- have changed, because now we have a history to look at which influences our decisions, in the same way that art styles evolved over time because artists studied the successful artists of previous generation.

Shmups have changed less so than other genres, but this is because it is a very insular, niche genre with somewhat rigid characteristics.

It is true that nostalgia is a significant factor is gaming, but I strongly feel that gamers enjoy older games because many of them are objectively better. To again draw an analogy to another medium, one does not forget Citizen Kane or Jurassic Park just because never films have come out. The classics will always stand because they represent an unforgettable experience in one's life. Part of nostalgia is trying to seek out games that will recapture that feeling of playing that classic game.
User avatar
kid aphex
Posts: 1082
Joined: Wed Jan 26, 2005 8:24 am
Location: Moai Zone
Contact:

Re: Shmups Phd

Post by kid aphex »

What's the link to your blog? I would be fascinated with obtaining/reading a copy of this book.

Would also LOVE to read an argument about how videogames haven't changed ... all I can ever manage to write about is the dramatic ways in which they have...
User avatar
Siren2011
Banned User
Posts: 793
Joined: Sat Feb 12, 2011 6:51 pm
Location: The sky on my television set.

Re: Shmups Phd

Post by Siren2011 »

Shmup games are the most appropriate game genre for this study as they are the only commercial game genre to have changed little on both an aesthetic and mechanical level since their inception.
^ This makes me wonder how many Shoot 'em Ups you've actually played. The difference between Space Invaders and Espgaluda is radical. The former only has enemies to shoot, while the latter contains destructible structures such as the large ship parts in stage 3. In Space Invaders, you are only given one shot button and bombs if I remember correctly, while Espgaluda gives you four ways of taking down your foes; main shot, laser, a bullet slow down mode, and chargeable energy bombs. Each of these four tools are useful and increase complexity. Moreover, the bullet patterns that the enemies create are far more intricate than the enemy bullets in Space Invaders, and therefore require more memorization, exploitation, and faster reflexes. To my knowledge, Space Invaders does not even have a single boss. Galuda has five. I need not mention pure aesthetics (whoops!), because the differences between both games in that department are self-evidently large. I would dive into the scoring differences, but I'm tired of typing.

So already we have many differences between an old Shmup and a relatively modern one. I hope your book contains the many changes seen in these games throughout the short history of the genre. That's uh...pretty vital information when attempting to make an accurate account of something as big as this genre.
"Too kawaii to live, too sugoi to die. Trapped in a moe~ existence"
User avatar
Ghegs
Posts: 5075
Joined: Wed Jan 26, 2005 6:18 am
Location: Finland
Contact:

Re: Shmups Phd

Post by Ghegs »

I too would like to read your study, as the premise that games haven't changed much over 20 years sounds wild to my ears.

Also, I should point out that the phrase coined by Zero Wing's Megadrive port is All Your Base Are Belong To Us, not "All of Your Base Are Belong To Us".
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.

My videos
User avatar
ChainsawGuitarSP
Posts: 937
Joined: Mon Mar 14, 2011 2:25 am

Re: Shmups Phd

Post by ChainsawGuitarSP »

Siren2011 wrote:In Space Invaders, you are only given one shot button and bombs if I remember correctly
Space Invaders did not have bombs, only a single shot button. Infact, I don't think any shmup had bombs as a special screen clearing attack until Tiger Heli came out.
Innovations in Recreational Electronic Media
User avatar
JOW
Posts: 114
Joined: Wed Aug 12, 2009 12:15 pm
Location: Sheffield, England

Re: Shmups Phd

Post by JOW »

ChainsawGuitarSP wrote: Infact, I don't think any shmup had bombs as a special screen clearing attack until Tiger Heli came out.
Defender (1980)
oldmangray
Posts: 6
Joined: Mon Mar 21, 2011 10:49 am

Re: Shmups Phd

Post by oldmangray »

I'd very much like to read this as well.
User avatar
TransatlanticFoe
Posts: 1881
Joined: Mon Jan 24, 2011 11:06 pm
Location: UK

Re: Shmups Phd

Post by TransatlanticFoe »

That sounds like it was more fun than the average PhD, although I'd say if you don't have a spell where you lose the will to live for a prolonged period each year then it's not worthy of a PhD :wink:

The All Your Base muckup is like one of those moments where you realise you spelled your name wrong though!
User avatar
DJ Incompetent
Posts: 2377
Joined: Tue Jun 13, 2006 10:28 pm
Location: Murda Mitten, USA

Re: Shmups Phd

Post by DJ Incompetent »

TransatlanticFoe wrote:The All Your Base muckup is like one of those moments where you realize you spelled your name wrong though!

After the great find&replace revision, I would like to read this and the blog.
User avatar
Plasmo
Posts: 3534
Joined: Wed Jan 26, 2005 6:02 pm
Location: In a storm
Contact:

Re: Shmups Phd

Post by Plasmo »

Excellent work. Colour me very much interested.
I like chocolate milk

My highscores | Twitter | Twitch | YouTube
Berty-Mark2
Posts: 5
Joined: Thu Feb 24, 2011 3:08 am

Re: Shmups Phd

Post by Berty-Mark2 »

Ghegs wrote:I too would like to read your study, as the premise that games haven't changed much over 20 years sounds wild to my ears.

Also, I should point out that the phrase coined by Zero Wing's Megadrive port is All Your Base Are Belong To Us, not "All of Your Base Are Belong To Us".
It's good to see that the premise of the study has caused a bit of controversy - but it's really not black and white and some folk have alluded to. Sure there are plenty of thing that have changed about games, but these are merely representational elements. It was my theory that the affective traits that create an effective game experience are the same now as they were twenty years ago. For me, it all boiled down to the fact that humans really haven't changed that much on an emotional-needs basis. I can understand how this might be quite controversial to people, however please hold off your judgements until you can read the document. :D

I am currently trying to publish smaller parts of the document (It is about 600 pages and 140K words). One of the reasons why I haven't put up a digital copy yet is because some journals require an exclusivity period. I am hoping to release something soon though.

The title is actually intentional, but the more I get corrected on it, the more I wish that I would have gotten rid of the thing. :D

It started as an inside joke - the thesis went through so many different hands and basically every time it went out for editing or proofing, they would recommend suggestions to the title not realising that it was meant to be that way. People unfamiliar with the meme would always repeat the phrase out loud to me, often in a slow, doubting tone - hence the question mark at the end of the "All of your base..."

I decided to leave it in because it was meant to be ironic; how could we learn anything useful from this obscurely worded genre (Shmup), which often has really poor grammar associated with. (Don't get me started on all of the times people would spell it 'Schmup'!)

Anyway here is a bit of history...

I originally started this in 2004 with very different intentions about the end goal. What I knew for certain was that there was something very special about Shmups and it really needed to be investigated.

In about 2005, I posted up this document...
http://shmups.system11.org/viewtopic.php?f=1&t=13623

from about 2006-2007 I had changed my views quite radically and this let to a long period of needing to re-write the study. I submitted it in 2008, but did a series of massive updates to the document.

So how many Shmups did I play? I played 320 unique arcade Shmups (i.e. not including clones and regional differences) and documented their characteristics into an excel spreadsheet. I will upload this to my blog shortly - hopefully it will help the Shmup chronology page.
User avatar
Skykid
Posts: 17661
Joined: Sun Nov 18, 2007 2:16 pm
Location: Planet Dust Asia

Re: Shmups Phd

Post by Skykid »

I'm for the argument that videogames haven't fundamentally changed much in 20 years. Visual complexity and 3D space aside, the reflex actions, basic hand to eye co-ordination and motor skills involved are as similar today as they were then. Games still retain the most basic factors of risk and reward, and if you were to remove the TV during a game taking place within a 3D space and observed only the actions of the hands, I don't think there would be any discernible difference between now and then: it's just motions of thumbs after all.

I had a bloody long debate in the pub with a mate a while back trying to get the point across, so I'm glad someone did a PHD on it so I can tell him to read that instead. :)
Always outnumbered, never outgunned - No zuo no die

User avatar
Blackbird
Posts: 1563
Joined: Fri Dec 10, 2010 3:27 am
Location: East Coast USA

Re: Shmups Phd

Post by Blackbird »

Mmm, it's true the the fundamental way that we interact with games hasn't evolved very much. We're still projecting images on flat, 2D screens and manipulating the game largely with handheld controllers - buttons and a directional input of some sort.

If I grasp the thrust of the thesis correctly, it is that games are still triggering the same emotional reaction from players because their emotional needs have not changed. Put another way, there are only so many methods that you can use to elicit excitement or euphoria from the player - the manner in which you can positively interact with the player is extremely limited.

As an example: look at how heavily mainstream movies rely upon established tropes in order to trigger specific emotional reactions. The arts long ago mastered this - it is almost as if the media is the conductor waving his trope/genre baton, and the audience follows his movement to the desired emotion on cue. Games simply followed. The author must give the audience what it wants on some level, or else the product won't sell and the project is a failure.

This seems like a weak premise to me, though. Saying that humans haven't changed in what they need isn't exactly relevatory =P. Humans change very gradually, if at all. It seems far more interesting to me to examine -how- meeting those same basic needs has changed over the years.
User avatar
ChurchOfSolipsism
Posts: 1224
Joined: Thu Sep 25, 2008 12:12 am

Re: Shmups Phd

Post by ChurchOfSolipsism »

Leave it to the shmups forum to contradict something they haven't even read yet...
BIL wrote: Sun Jun 02, 2024 11:01 pm Imagine a spilled cup of coffee totalling your dick and balls in one shot, sounds like the setup to a Death Wish sequel.
User avatar
Obiwanshinobi
Posts: 7470
Joined: Sun Jul 26, 2009 1:14 am

Re: Shmups Phd

Post by Obiwanshinobi »

"Ken Rosenberg, Schmup of a lawyer, how's he gonna hold Vercetti's Leasch?"
The rear gate is closed down
The way out is cut off

Image
User avatar
dpful
Posts: 1205
Joined: Tue Feb 01, 2005 5:19 pm
Location: SLC, UT, US
Contact:

Re: Shmups Phd

Post by dpful »

Sounds awesome! Is there anything in there about budhist vs. Judeo-Christian shmups?
User avatar
Skykid
Posts: 17661
Joined: Sun Nov 18, 2007 2:16 pm
Location: Planet Dust Asia

Re: Shmups Phd

Post by Skykid »

dpful wrote:Sounds awesome! Is there anything in there about budhist vs. Judeo-Christian shmups?
LOL :lol:
Always outnumbered, never outgunned - No zuo no die

User avatar
Aguraki
Posts: 528
Joined: Wed May 26, 2010 3:52 pm

Re: Shmups Phd

Post by Aguraki »

Skykid wrote:I'm for the argument that videogames haven't fundamentally changed much in 20 years. Visual complexity and 3D space aside, the reflex actions, basic hand to eye co-ordination and motor skills involved are as similar today as they were then. Games still retain the most basic factors of risk and reward, and if you were to remove the TV during a game taking place within a 3D space and observed only the actions of the hands, I don't think there would be any discernible difference between now and then: it's just motions of thumbs after all.
what about the wii?
and now kinect too.
I agree games didn't change pre wii but def there is a change now.
Even the DS with its pen and micro where u blow on it,etc...
User avatar
Skykid
Posts: 17661
Joined: Sun Nov 18, 2007 2:16 pm
Location: Planet Dust Asia

Re: Shmups Phd

Post by Skykid »

Aguraki wrote: what about the wii?
and now kinect too.
I agree games didn't change pre wii but def there is a change now.
Even the DS with its pen and micro where u blow on it,etc...
The actual advancements these control methods have made to gaming is debatable. Personally I like the Wii, but never found the interface radically changed the way I perceive games. Most of the time I'm using the thumbstick, and occasionally I'm pointing at the screen to grab objects, or to aim crosshairs (light gun tech, basically).

Even swishing about in a game of tennis is just another way of striking the virtual ball from one opponent to the other.

I'd argue that motion based interfaces have only changed the method of producing an effect in a game, but the end result (within the game) is largely the same as it always has been.

Touchscreen is even less dramatic a departure, as it's not much different from the point and click mouse.
Always outnumbered, never outgunned - No zuo no die

Avatar Ignis
Posts: 144
Joined: Fri Jan 29, 2010 9:49 pm

Re: Shmups Phd

Post by Avatar Ignis »

I'd absolutely love to read this. What school/academic journal can i get a hold of this? I have access to UC and CSU databases. I assume its a social science publication?
User avatar
TransatlanticFoe
Posts: 1881
Joined: Mon Jan 24, 2011 11:06 pm
Location: UK

Re: Shmups Phd

Post by TransatlanticFoe »

Aguraki wrote:
Skykid wrote:I'm for the argument that videogames haven't fundamentally changed much in 20 years. Visual complexity and 3D space aside, the reflex actions, basic hand to eye co-ordination and motor skills involved are as similar today as they were then. Games still retain the most basic factors of risk and reward, and if you were to remove the TV during a game taking place within a 3D space and observed only the actions of the hands, I don't think there would be any discernible difference between now and then: it's just motions of thumbs after all.
what about the wii?
and now kinect too.
I agree games didn't change pre wii but def there is a change now.
Even the DS with its pen and micro where u blow on it,etc...
The problem with the Wii is that its "revolution" was quickly degraded to waggle party games.

I bought it because it gave me what I wanted since I first played Virtua Cop and Dark Forces - a FPS where I aimed the gun. Alas, resistence from the traditional dual analogue auto aim gang meant that it was never really taken seriously even if it did give me exactly what I wanted. Likewise with Tennis games - there are what, four or five of them on the Wii (over 5 years)? It just seems like someone decided it wasn't what players were after. There's only Tiger Woods for golf and as far as driving goes an actual steering wheel with pedals is preferable to the feeling you get with a Wiimote. Hell, they even tried to use it as a joystick without success (if anyone has played the rather excellent Sky Crawlers game, if not save yourself from the get-go and plug in a Gamecube pad).

It just seems as though very few people knew what to do with motion controls (driving and flying are very definitely closest suited to traditional peripherals). Aside from the few FPS games and Resi 4, motion control amounted to little more than light gun games and an alternative to button-bashing a la Track & Field.

Kinect has even less gaming potential. So yeah, motion control has changed little when it comes to the core gaming "experience".
User avatar
Obiwanshinobi
Posts: 7470
Joined: Sun Jul 26, 2009 1:14 am

Re: Shmups Phd

Post by Obiwanshinobi »

I believe just about any control method has great potential - it's just the matter of designing a game in a way making its shortcomings irrelevant.
Was the NES joypad all that great? I wouldn't say so. It just happened to have excellent games designed with it in mind. It was also decent at emulating arcade controllers (thus rendering arcade ports desirable) while being cheaper to manufacture and more reliable than cheap joysticks for home computers at the time, but it really boils down to games that happened to be good.
Remember Typing of the Dead? Sheer idea of a coin-op game sporting such a complex controller sounds demented, but here it is - much more accessible than something like Freespace 2.
The rear gate is closed down
The way out is cut off

Image
User avatar
mrsmiley381
Posts: 478
Joined: Sat Jan 01, 2011 6:37 am
Location: Canyonville, OR
Contact:

Re: Shmups Phd

Post by mrsmiley381 »

I'm definitely interested in reading this. While I can see people are already discussing potential dissent with it, I'm sure there are some interesting things for me to note, especially since game design seems to be where I'm still headed. I've had my own theories about shmup design, so maybe reading some of this might lead me in some new directions.

And holy hell, 320 shmups? With an Excel sheet of data. Give it to me.
Why is it called the Vic Viper/Warp Rattler? Because the Options trail behind it in a serpent-like fashion, and the iconic front fins are designed to invoke the image of a snake's fangs.
User avatar
Aguraki
Posts: 528
Joined: Wed May 26, 2010 3:52 pm

Re: Shmups Phd

Post by Aguraki »

to an extrem extent there is nothing new since centuries.
what is really new?
plane,internet.
plane is old now,phone is old,tv is old.
video games are transposition of live games most of the time(FPS=cowboy/indians,cop/bandits-tetris=puzzle games-race games etc...).
I can't think of anything new except the internet.
so yes you can be extreme like that...
or you can say video games evolved in the way we control them.
There will always be "soldiers" games,"puzzles game","music games" etc...
those are categories,it's close to impossible to create a brand new categorie.
everything has to be variation on a theme,and these variations occurs through graphical approach,design,controllers,system power,etc...

so saying nothing new is true and false at the same time,point of view matter.
Post Reply