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a forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment
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GDC 2008: I-fi: Immersive Fidelity in Games February 21, 2008 - by Ian Bogost Clint Hocking on immersion. For the last three years I've been the creative director on FarCry 2. I'm not going to talk about my game, but I want to contextualize my talk in relation to it. One of our first tasks opn FarCry 2 was to figure out what the core of the game would be. After a couple weeks, we identified a number of pillars, which formed a mnemonic, FORMIDable Freedom of Gameplay - play the way the player chooses with his own stragei As for immersion - I was grinding pretty hard to get the game done, and I figured by now I'd be on vacation, and that I had a pretty clear undrstanding of immersion. But it is a complex multifaceted subject I know nothing about. It's also divisive. Immersion - The Basics Sensual Immersion Knowing what this is and how to achieve it in a game are two different things. I think what we're doing is trying to close the gap between the player, his avatar, and the game world. As soon as I say these things, I imply something about the kind of games this talk is applicable to, and I don't mean to do that. The answer to this question can be found in the game Trespasser. Produced by DreamWorks Interactive as an expansion of Jurassic Park 10 years ago. The game promised to be the most immersive game ever made. There were many rendering innovations that took years to be standardized. It was the first game to offer features that are standard in games today. It boasted a needs-driven AI -- dinosaurs were autonomous agents. It promised a complete physical simulation where everything would be a physical object that could manipulate each other. More importantly, Trespasser used inverse kinematics driven animation and the complete removal of an on-screen HUD. These techniques illuminate what we are trying to accomplish. Trespasser's animation system was extremely sophisticated for its time. All animation was to procedural. Despite the failure of this in the game, it was another decade before this was really accomplished. Trespasser's animation system wanted to create a 1:1 relationship between player input and response. It is more procedural. The success of the Wii has a lot to do with the parallelism of response and action. When input is comparatively direct on the Wii, such as tennis, feel more immersive. Probably this is also the reason we have trigger like buttons on controllers given the popularity of shooters. Playing Guitar Hero on a gamepad is shittier than playing Simon. The immediacy of response in the animation tightens the loop between input and action, and attempts to make that action correspond more to the input. The trespasser animation system was also trying to increase the connectivity of the animation system, making the player feel more like they are touching the world itself. That's the animation system in Trespasser. What about removing the HUD? HUD is important in a shooter and provides a great deal of information. The amount of ammunition was updated vocally. The HUD removal attempted to close the gap similarly. Every game has to communicate the moment to moment state of the game. A game like Civilization reveals some of the game state at a given time. A first-person game is perhaps the most limiting game camera in terms of providing information about the game state. The idea is that the developers are trying to convert every meter in the game into something perceived directly by the player's senses, but without the mediating filter of a HUD. This strengthens the relationship between the player and the world. Formal Immersion What does our rational brain do? Brains are just sophisticated pattern matching machines, I think. They are really good at sorting things. We immerse by drawing our brains into different pattern matching routines. Games present problems that are larger and more complex as well as needing to be recursed... whenever we identify a pattern in a game, we need to find newer patterns nested deeper within it. Actively playing a game is a process of seeking "good" patterns ... the ones that persist. Standard openings in chess offer a comparison. Or think about Guitar Hero. It is a simple game with excellent and clear examples of recursive patterns. In fact, all games use patterns that be found on three axes Implication - the number of elements implemented in the pattern (in GH, the number of frets used) How do these immerse when well-used? When I am playing Guitar Hero, there are variations on a theme in a song. For the four or five songs in a given level, I get different themes with the same levels of implication, complexity, and tolerance. As I move through the songs,I get slight increases in complexity. The tolerance becomes harsher too. Increasing complexity, and implication and tolerance are immersing my left brain in the game. This sort of action seems universal in games. Immersion Arena Critics of sensual immersion suggest that this is the domain of film, and if we want to compete with them, we should not attack them on their home turf. Critics of formal immersion suggest that players get separated ... the ones who don't play are left behind. Games have to become decreasingly accessible to become more complex. Imagine if every mystery movie you watched made you better able to recurse through all the chains of alterations in previous ones. You'd need the mystery movie MMO with millions of possible murdered. Neils Bohr: the opposite of one profound truth may very well be another profound truth." Reconciliation POST A COMMENT
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