Friday, 15 March 2013

Styles of Fback Interface


Styles of Feedback Interface

Visual
Visual information is needed for the player’s survival in game, and/or winning the game, through text, colour and size.

Iconic
This visual information can be manifested in different ways on the games screen. These manifestations can represent such things as; Health, Experience or Ammo. But this information cannot be displayed in the same way as everything else on the screen, so the best way to display this information is through colour. ‘The Legend of Zelda’ series uses these methods to their full ability by displaying information on how much health the player has, how much ammunition they wield and how much magic they have. The health bar is represented as hearts which indicate to the player that they must be vital for their survival.

Colour Psychology
Colour psychology is a huge part in the development of a video game. Colours can foreshadow what may happen in the game, such as displaying the colour red to infer that the player is in a dangerous situation, or increasing the intensity of calm/harmonious colours such as blue or cyan/ beige or cream.  It can also be referred to what’s important within the game, such as health bars and experience bars. Take the Pokémon franchise for example. These games use an array of colours that humans use as a reference to danger or progress. When the chosen Pokémon’s health is full, the health bar is green; green is a cool, natural colour. It represents nature and well-being, once the player notices this they will realise that they are safe and will be able to survive in battle. Once the Pokémon’s health is half way, its health bar will turn orange; orange is a more alerted colour as it is a combination of red (a colour that displays danger) and yellow (a colour that creates joy and amusement). And finally when the Pokémon’s health bar is nearly empty, it will glow red, which indicates danger. There are other games that can be frustrating with how they display their health bar and how they indicate to the player that they are in danger. I find that Skyrim has a very annoying health indicator; the bar is constantly red, which is understandable. But during combat, I don’t have time to pay attention to my characters health. And when I’m in danger of dying within the game, I have no opportunity to check whether or not I need to replenish my health. It would be much more helpful if the health bar changed colour or even at least glowed a little. 

Inference
Inference is the variable that interprets actions within the video game depending on the player’s actions (trying to guess the players next move). This can involve generating the world around the player depending on the player’s direction; a game that incorporates this method of inference is ‘Minecraft’. The game generates ‘chunks’ (16 by 16 block sections) of the Minecraft world depending on which direction the player walks. The game doesn’t generate the whole world because that would be using too much memory and could lead to game becoming glitched, slowing down or it could even damage the game platform. Another method of inference is the video controlling particular none playable characters so that the player has a challenger whilst playing single player. This method of inference is used in games like the Fifa franchise. The opposing team is completely controlled by the game’s artificial intelligence system, so it has to decide and control the direction of none playable characters and what they do to challenge the player.

Player Viewpoint
The player is also given feedback depending on their characters viewpoint which can either be used in first person or third person. First person allows the player to become more engrossed in the game as it replicates how the player views the real world. It can be used to create ease or fear for the player as the entire screen is almost identical to how humans use peripheral vision unconsciously. Games like Bioshock use this viewpoint to create intense fear of the unknown. The game uses movements at the edge of the characters peripheral vision to create fear and confusion. I find this an effective use of first person viewpoints however third person viewpoints can also be used in an effective way. Third person viewpoints allow the player to have more scope of the gaming environment; this is a much better choice for games that involve complicated combat screens where multiple enemies are attacking the player. This allows the player time to evaluate their situation whilst keeping an eye on the task at hand.  Games such as Gears of War use this method to its full effect. The player can rotate around the character and view to environment on a wider scale, and can also zoom in so that the player is viewing just above the character’s shoulder.

Camera Techniques
Games have started to become more complicated during development, and this has often led to games appearing more like movies. This is because game developers include more camera techniques and cut scenes during story line development in their games. Their technical camera angles can be used in various ways to change the player’s feelings towards characters or inspire them with beautiful cut scenes.  The Professor Layton series uses complicated camera angles to create suspense and awe.  Developers use close ups to express how a character is feeling or wide camera panning to show the player an enormous environment in the game. My favourite camera technique is when developers use ‘over the shoulder’ camera angles to show an important character smiling deceitfully behind the protagonists back, moments like that drive the player forward to find a solution  or answer to the mysterious events that happen in the game. However, these camera techniques shouldn’t just be used during cut scenes; they should be used during gameplay as well. This is where I believe the Professor Layton series suffers. Professor Layton’s strongest point is the puzzles that the player must solve to advance through the storyline. But to find these puzzles, the player must explore every section of the environment, so exploration shouldn’t just be a key feature within the game, it must also be aesthetically satisfying. But exploring the environments in these games is so plain and simple. The player is presented with a section of the environment on the screen through the eyes of the protagonist, and the player can explore the next section of the environment by tapping an arrow in the direction that they want to go. It is understandable why the developers have made it so simple, but that in itself takes away from the exploration of the game. If you could change camera angles or rotate in the centre of the environment the player would feel much more satisfied finding a puzzle they didn’t see beforehand.


Lighting Effects
Lighting effects can be used in various ways to change the player’s feelings whilst playing games.  Dark environments create fear of the unknown, and light environments help the player feel safe. But I have experienced games that use these effects in opposite ways to terrify the player. Take the video game Half-Life 2 for example. Half-Life 2 has small sequences placed throughout the environment where the player must survive a minor zombie attack. Now the player has an array of weapons and a torch at their disposal, but all the weapons can run out of ammunition and the torch can run out of power (for a short amount of time before it charges back up). There will be certain times in the game that the player is in a well lit room and they can replenish their ammunition, health and shields. This gives the player a relaxed feeling and a place where they can calculate their next move. This is the moment where the player is most vulnerable and susceptible to fear, and so, this is when a group of zombies burst through the doors and windows and slowly drag themselves towards the player, the player cannot keep up; they aren’t prepared, and because of this the player might lose valuable health and shield stats. The developers use moments like these to catch players off guard and so this acts as a punishment. If the player doesn’t want to lose their health or ammunition they have to always be prepared for the worst case scenario. But there are games where lighting doesn’t become a big part of the game play, and just ends up frustrating the player. LittleBigPlanet is a good example; there are parts where the developers felt they needed different lighting effects within the game which can be understandable as it is to act as a game play method or it changes the mood of the levels, but there were times where is seemed unnecessary. There are parts in the game where the player might be in an underground environment, so naturally it’s going to be a little dark. But seeing as it’s a platformer and there is a lot of jumping involved, it came to a point where the player has to decide where and how far they’re going to jump to advance. There was a large hole in the floor and there where platforms that rotated quickly in-between five second intervals above this hole. And although it was pitch black on the screen there where small lights in the background so the player could see the outline of the platform (only slightly as the light source was placed further up above the platform). So the player has to determine the best time to attempt to run and jump onto the platforms before they start spinning. I found this part so frustrating and tedious because I had no clue how far apart the platform and the ledge I was jumping from was. I couldn’t even see my own character standing there. So the only thing that was going to help me get across this giant hole was pure luck, and that is never something the player should have to rely on.

Physical

Vibration
Controller vibration is a good way of keeping the players interest whilst playing video games. When used effectively it can make the player feel fear, sorrow or even feel heroic. Developers usually assign rumble features to create a realistic feeling whilst playing games, such as using the vibration feature when an explosion occurs in game, or when firing a gun. ‘The Legend Of Zelda: Majora’s Mask’ was one of the first game titles (if not the first) to use a vibration feature during gameplay. And considering there was such contrasts in horror compared to the other Zelda games, the rumble features really made the game seem scarier. Especially since the rumble features where used during fight scenes against the games main antagonist, the possessed child know as the ‘The Skull Kid’. Sections of the game were full of demented chuckles and screams that already scared the player, but adding the rumble features terrified them into a state of not knowing what to do or where to go. I believe that this is a successful use of the feature, the fact that it can toy with the player’s emotions seems like an appealing use of the technology. But games that over use the vibration feature to a point where the player can’t feel their hands can be infuriating. Super Smash Bros. Brawl uses this feature a lot when the player uses their ‘Final Smash’ move. The final smash is a move that is specific to the player’s chosen character. The vibration features are used on both the player using the move and the player on the receiving end, however in contradiction to how I have described the rumble feature during the final smash (which was infuriating), the player who is initiating this attack feels as though a goal has been accomplished, in other words; the vibration feature creates a euphoric feeling within the player. But the way in which this rumble feature is infuriating for the player on the receiving end is because the player has no control during this process. If the final smash is already in motion they have no choice but to watch what happens. And whilst this is going on, the player’s controller is vibrating viciously and is a reminder that the player has failed.

Haptic
Haptic controls add a realistic effect during gameplay. They are usually incorporated into joysticks that are supposed to be used during games that use a form of vehicle, for the majority of the time the vehicles that the player controls are planes or jets. This is mainly because the joystick can easily be calibrated to the controls of a jet as they are a little similar in comparison. Haptic applies a form of resistance against the players control, for example if they push forward onto the joystic they will fell resistance the opposing direction. The resistance will bring the joystick back to the centre of the stage.  Again the reason for this is because realistic controls help the player feel as though they are actually controlling a jet or plane.

Audio

Ambient & Foley effects & mood
Sound is an incredibly important factor in games. It can increase the pace of certain scenarios, make environments epic and leave the player with a philosophical outlook on events that happen in life. But there are smaller clips of sound that can create spine chilling effects. These ambience sounds are used throughout the game industry. They are commonly used to induce fear in the player whilst they are exploring unknown territory; a game that uses this feature to its full ability is ‘Slender’. In Slender the player must explore a dark forest with nothing but a flashlight in order to find eight pieces of paper with hidden secrets about a paranormal entity that abducts people in the night. This paranormal entity is commonly referred to as ‘Slender Man’. The game uses normal everyday ambience sounds such as footsteps on grass when the player walks through the forest, and piece of paper being picked up once they find a page and a click when they turn their flashlight on and off. This is to create a feeling of realism whilst the player is playing; they feel a connection between them and the game because they recognise these sounds. But as the player collects these pages, small ominous sounds will play in the background of the game, such as a drum beating very slowly and quietly. The player will begin to feel anxious as they continue to explore the forest, and will on occasion, turn around out of curiosity. This is when they’ll see the games antagonist ‘Slender Man’. Once Slender Man comes into view on the screen, the game plays a loud chord which sounds as though it is from a piano. So ambience sounds are perfect for creating anxiety, curiosity and fear.

Music & Emotion
Music can be an amazing feature in video games. In the recent years it has become a huge asset in how developers want to make the player feel and has progressed to a point that major orchestras or bands have started developing music for huge game projects. The Portal franchise has always had an interesting collection of music, but it is very rare when it comes to game play. On occasion the player might find a small hole in a wall whilst they are navigating a test chamber. There are many secret rooms dotted about the portal games which have a sad story behind them, and better yet, in these rooms the player will hear music played in a minor key. This is an effective way to create sorrow and curiosity and will lead to discovery later on in the Portal franchise. But the music isn’t the only thing that creates sorrow and questions, at the end of both games the credits have been sung by the antagonist known as ‘GLaDOS’, which is very interesting in my opinion. The lyrics from these songs are in the format of a monologue; this can lead to intense character development and will definitely create a form of empathy in the player. After I played this game and heard the music, I felt the need to replay it and whilst playing it a second time I felt bad for GLaDOS. This is my favourite form of music in a game; I think that it helps the player understand the characters and also helps create an emotional attachment to them.

Dialogue
Dialogue is an asset that is used to carry the player through the story of a game. Depending on the characters, Dialogue can vary differently in many forms such as accents, tempo and length. I’d like to reflect on the content of dialogue that the Portal franchise contains. Throughout the game ‘Portal’ the player must listen to the voice of an artificial intelligence system that is in control of the facility in which the player must navigate to escape from its clutches. The voice that is in control of the facility is sarcastic, robotic and malicious. Seeing as though it is the voice of a robot, there isn’t much flow in the voice, it sounds like a ‘text to speech’ simulator is present. It’s only later on when the player confronts the deranged computer that we really get to hear he free flowing voice and it’s terrifying. She goes from something sarcastic to something with a deep slow voice. This is a very effective use of a voice. Plus using the dialogue, which I often find quite comical, adds an enjoyable route in the game. I often find myself playing it again and again just because I like what Portal’s antagonist say’s during the game.
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