Design Aspects in Augmented Reality Games - Online
Transcription
Design Aspects in Augmented Reality Games - Online
Design Aspects in Augmented Reality Games MARKUS WEILGUNY DIPLOMARBEIT eingereicht am Fachhochschul-Masterstudiengang D I G I TA L E M E D I E N in Hagenberg im Juni 2006 Erklärung Hiermit erkläre ich an Eides statt, dass ich die vorliegende Arbeit selbstständig und ohne fremde Hilfe verfasst, andere als die angegebenen Quellen und Hilfsmittel nicht benutzt und die aus anderen Quellen entnommenen Stellen als solche gekennzeichnet habe. Hagenberg, am 20. Juni 2006 Markus Weilguny ii Table of Contents Acknowledgment vi Kurzfassung vii Abstract viii Introduction 1 1.Foreword 1 2.Notations used in this Thesis 3 3.Structure of the Thesis 4 Appreciating Games 5 4.What is a Game? 5.A very concise History of Computer Games 6.A General Definition of Games 7.Self-Sufficiency and Interdependency 8.Goals 9.Rules 5 5 10 11 12 14 10. What is Game Design? 11. The Science of Game Design 12. Playability 13. Creating a Unique and Emotionally Appealing Game 17 17 18 19 14. Influences on Playability in Game Design 15. Story 16. The Player’s Impact on the Game 17. Challenges 18. Difficulty 19. Long-Term Motivation through Unpredictability 20. Diversity of Challenges 21. Action and Reaction 22. Strategy and Exploration 23. Playfulness and Goal-Orientation 24. The Meaning of Virtual Life 23 23 25 28 28 29 30 31 31 32 35 iii 25. Environmental Factors in Game Design 26. Rewards 27. Complex Computation and Simple Rules 28. Incentives & Details 29. Toys 38 41 44 46 49 Augmented Games 51 30. Augmented Reality 31. What is Augmented Reality? 32. Game Design for Augmented Reality 33. Development of Augmented Reality Applications 34. Interactive Art 35. Conceptualizing a Game: Buffet Battle 51 51 52 53 55 58 36. Design Aspects 37. Space 38. The Dimensions of a Game World 39. The Physical Dimension 40. The Temporal Dimension 41. The Social Dimension 42. Input and Feedback 43. Levels of Interaction 44. Choosing a suitable Technology 45. Input Dimensions 46. Physical Input 47. Haptic Input 48. Audio Input 49. Feedback Dimensions 50. Visual Feedback 51. Audio Feedback 52. Haptic Feedback 61 61 64 64 67 69 75 77 79 81 83 85 89 92 93 104 108 The Design of Neon Racer 111 53. Design of a Racing Game 54. Idea 55. Goals and Rules 56. The Racing Game Genre 57. Setting 58. The Player’s Impact on the Game 111 111 113 113 114 115 iv 59. Visual and Audio Content 60. 2D Graphics 61. Incentives 62. Bonus Items 63. Motion Lines and Skid-marks 64. Sound Design 65. Limitations of Audio Feedback 116 116 117 117 119 120 121 66. The Setup Space 67. The Physical Dimension 68. Hardware Setup 69. Area of the Game 70. Relationship between Real and Virtual 71. The Temporal Dimension 72. The Social Dimension 73. Number of Players and Participants 74. Competitiveness 75. Private and Public Space 76. Social Interaction 122 122 122 123 123 123 124 124 125 125 125 77. Input and Feedback 78. Control of the Vehicles with Gamepads 79. Interaction with Real Objects 80. Tracking 81. Game Engine and Obstacle Detection System 82. Physics 127 127 127 127 129 130 83. Conclusion 132 84. Team and Acknowledgments 134 Conclusion 135 85. Current Chances for Augmented Games 135 86. Developing Game Concepts 136 87. Technology and Emotion: Ideals of Future Games? 138 Contents of the DVD 141 Bibliography 142 v Acknowledgment In recent years, I have spent more and more time creating Augmented Reality games. This would not have been possible without my colleagues who shared the pleasure of creating new applications on the edge of technology and entertainment. My thanks goes out to all teammates, colleagues, supervisors, employers and professors who invested their hard work, endured my creativity and gave valuable feedback. Naturally, none of it would have been as meaningful and satisfying without the support of my family and friends. They shape my world. vi Kurzfassung Diese Arbeit beschäftigt sich mit Design Aspekten, die relevant für die Entwicklung von Augmented Reality Spielen sind. Es werden Einflüsse auf Spiele, welche die reale und die virtuelle Welt vereinen, untersucht. Das Ziel der Überlegungen dieser Arbeit ist es, dem Spieler eine vielseitige, unterhaltsame und langfristig ansprechende Erfahrung zu vermitteln. Diese Arbeit untersucht die Tiefe von Game Design anhand physischer Spiele, z.B. Brettspiele, Kartenspiele, Sportspiele, Kinderspiele, ebenso wie virtueller Computerspiele. Game Design von Computerspielen formuliert viele Design Aspekte, die auch in Augmented Reality Spielen ihre Gültigkeit behalten. Zusätzlich bieten diese noch die Möglichkeit, die physische Umgebung und die soziale Interaktion zu planen. Spieler können unterschiedliche Eingabegeräte und Anzeigen benutzen, sich in ihrer realen Umgebung bewegen, mit Mitspielern kommunizieren und sich so in das Spielgeschehen einbringen. Neben zahlreichen Beispielen zeigt diese Arbeit abschließend anhand von “Neon Racer”, einem Augmented Reality Rennspiel, eine mögliche, praktische Umsetzung der vorgestellten Game Design Aspekte. vii Abstract This thesis investigates design aspects which are relevant to Augmented Reality games. Entertainment applications that incorporate both the real and virtual world are subject to intricate design considerations. The complexity of designing an emotional and satisfying experience for the player is explored. To obtain an understanding of the parameters that influence the player’s experience of a game, board games, card games as well as computer games and interactive installations are analyzed. Numerous design aspects for virtual games are contained in the science of computer game design. Most of these guidelines are also valid in augmented games. Augmented Reality offers additional options to design physical and social interaction. For instance, the player can influence a game with unique input and feedback devices. Furthermore, he can move around in the real world and interact with other participants. In conclusion, the findings of this thesis on design aspects in Augmented Reality games are outlined on the example of Neon Racer, an augmented racing game. viii 1. Introduction Chapter 1 Introduction 1.1. Foreword Computer games have fascinated me since I was a little child. The earliest games I remember playing are the single-color versions of Diamonds, Frogger and Space Invaders. I did not like playing challenging or scary games myself then. Rather, I would sit next to my elder brother and watch him play and progress through the puzzles of Zak McCracken, the mazes of Ultima Underworld or the perils of Rosella. Sometimes, our entire family would sit around the “486” with a hard-copy of a King’s Quest walkthrough and argue about when to type in ‘jump’ to prevent Rosella from drowning in a frog-ridden swamp or from being dragged away by gargoyles. Together, we used to ponder our next actions and face numerous deadly corners in these early adventure games. Dyna Blaster and Worms even allowed us to play together simultaneously. Later, technology made LAN play possible, and we could enjoy get-togethers where we played games like Duke Nukem or Dungeon Keeper. Beside computer games, real world games, too, were an important part of my life from childhood to adolescence. Board games, social games and toys provided learning opportunities and fun, and they shaped my understanding of the world. Through Monopoly, Cops and Robbers, Punch and Judy, Lego and Playmobil, I grasped social behavior, explored fantasy worlds, and practiced my motor-skills. Playing off-screen games is a physical experience that involves both body and mind. When playing computer games you only have to move the mouse or 1 Introduction press some keys. In addition, the social aspect is often used as an argument against computer games, in which the focus of attention lies solely on the screen and not on people. In real world games the physical space is shared with your partners, so social interaction becomes more immediate and intimate than in computer games. Especially my teachers often expressed the fear that computer games might produce generations of physically weak, lonely and socially handicapped children and adolescents. I will not be the judge of these arguments. One possible solution out of the dilemma of a computer-loving generation with supposedly too little physical exercise and too many pseudo-social encounters is to be found in “Augmented Reality” (AR) games. AR provides the opportunity to integrate the advantages of both computer games and classical off-screen games. A wide range of stunning technologies bridge the gap between the real and the virtual and allow the user to interact with both worlds (Benford, 2005). The world of AR games is enriched by the social aspects of traditional board games. The gaming experience is enhanced by tangible interfaces and augmented reality can even encourage physical activity. The symbiosis of physical and virtual games offers exciting new ways for the design of games. Augmented Reality research has definitely redefined the possibilities of creating applications for entertainment (Piekarski, 2002), learning and communication (Figure 1.1). By putting both classical and computer games together, a modern, player-oriented and pervasive gaming environment can be created. In the long run, AR might even evolve a new generation of games that create new experiences and genres that, so far, could only be imagined. Figure 1.1: Augmented Reality could create a new generation of games by enriching the real world with virtual information. 2 Introduction 1.2. Notations Used in this Thesis Most expressions which are uncommon or used in a different manner from every-day language are described in detail at the point at which they are introduced. In general, the term “the player“ refers to any person who plays a game. Even though augmented reality is especially suitable for multi-user interaction, the singular form is used to convey that the individual is the center of attention for the game designer. In this thesis, the term encompasses every possible individual player. The term “the user“ is employed to describe people who interact with an interactive installation which is not strictly a game. A definition of games which seems suitable for an augmented reality setting is given in Chapter 2, Section 1 “What is a Game?”. “Augmented Reality“ (AR) is commonly defined as the enhancement of real, physical surroundings with virtual information (see Chapter 3, Section 1 “Augmented Reality”). The term is used often and is either spelled in lowercase letters or used as an abbreviation. The titles of games begin with a capital letter and are set in italics to distinguish them without the use of apostrophes, e.g. Chess, Quest for Glory. To improve readability, this thesis uses the masculine form wherever both male and female persons are referred to. For instance, “he” and “the player”, refer to both male and female participants of a game. This was done simply to enhance readability and does not reflect player demographics in any way. 3 Introduction 1.3. Structure of the Thesis In order to find ways of enhancing playability in augmented games, it is first necessary to look at the way we experience games in general, be it board games or computer games, since augmented reality games seem to encompass elements of all existing kinds. Secondly, an overview of augmented reality environments illustrates possible modes of interaction. By analyzing these interaction techniques, their emotional effects on the player can be better appreciated and targeted. The correlation between the elements of a game and the player’s emotional reactions can then be used to design a unique experience in an AR game. The first part, “Appreciating Games“, briefly presents the essentials of game design. It outlines the fundamental principles of designing an experience for the player and demonstrates the vast variety of influences game design has on this experience. The thoughts and emotions that a player experiences are shaped by the story, the rules, the visuals and the challenges of a game. The second part, “Augmented Games“, illustrates existing augmented reality games and interfaces. It shows different directions that the development of hardware and software can take to incorporate the real world and humanbody interaction. The chapter illustrates the range of options that are available today, by presenting sample AR applications and how they handle the design and partitioning of space, the use of social control mechanisms in multi-player games, etc. The applications presented should convey an idea of how to utilize these new technologies for game design. Ultimately, “The Design of Neon Racer“ presents a sample application of game design in augmented reality. The theoretical principles of this thesis are analyzed in their application during the development of Neon Racer, an AR racing game. The literature on game design ranges from psychology to programming artificial intelligence (AI). This thesis does not claim to be a complete description of all conventions and theories, but aims at creating an awareness of the versatile design issues and options that are available to the developers of AR games. This brief description of game design and AR games should merely illustrate some of the most important design principles. 4 2. Appreciating Games Chapter 2 Appreciating Games The following chapter deals with the nature of games and briefly presents the essentials of game design. Games are utterly versatile and they include social, psychological and emotional factors. The variety of games gives the game designer a broad range of actions to shape a unique and emotional experience for the player. 2.1. What is a Game? 2.1.1. A Very Concise History of Computer Games Early computer games were rather simple like Tennis, Pong and Space Invaders. The available hardware limited graphics and programs to a few kilobytes. Later, adventure games with their hand-pixeled backgrounds bloomed (Figure 2.1). It was the time of Roger Wilco, King’s Quest, Indiana Jones and Guybrush Threepwood. These adventures made far more complex interaction possible. The player had to work through a vast amount of options, which usually involved going through illogical puzzles and avoiding countless dangers and improbable death threats. As a prime example, flushing the toilet in Larry caused a clog and drowned poor Larry instantly. Adventure games employed narrative and suspense in a manner quite like traditional storytelling, as described by Campbell (1972). The games extended a narrative sequence with so many challenges and decisions that the player felt as though he himself was capable of determining the outcome of the otherwise linear story. The final victory of the virtual protagonist at “The End” appeared to be a victory of the player himself. 5 Appreciating Games Figure 2.1: Early adventures like King’s Quest offered hand-crafted backgrounds and complex stories. Technology evolved further and utilized advanced visual and audio content. Interestingly, the story and interaction of games became simpler again. This is illustrated by the hugely successful Diablo, Quake, Starcraft and Unreal Tournament (Figure 2.2). Figure 2.2: Action games like Diablo elevated a simple idea into a well-balanced gaming experience. These games were no less entertaining than their adventure-game ancestors, but they offered a very different experience. They managed to refine a simple set of rules, e.g. running around and shooting down opponents in order to 6 Appreciating Games win, into a well-balanced and enjoyable game. In this respect they were quite unlike earlier games, in which numerous possibilities had to be explored at every intersection. Strategy games also evolved from early ancestors into the well-established genre of today. The turn-based Civilization stands out as a cornerstone in the development of games that include exploration, managing resources and combat. It was followed by countless variations of the topic: Strategy games taking place on earth and in outer space, in the past and the far future. The rise of real-time strategy games was initially marked by the popular Dune 2, followed by Command and Conquer, Warcraft 2 and Starcraft (Figure 2.3). They sported mathematically complex, tactical systems with numerous units, buildings, factions and special abilities in a real-time environment. Figure 2.3: Real-time strategy games like Command and Conquer let the player control complex, dynamic systems. With the rise of online games and improved artificial intelligence, the trend towards adventure games has returned. However, they are now combined with the popular elements of action games. This has created an actionadventure genre, which offers the light-hearted and superficial slaying of 7 Appreciating Games monsters, combined with exploration and character development, but still lacks much of the refinement of yesteryears’ adventure games (Figure 2.4). Figure 2.4: The trend of online games such as Guild Wars is to combine adventure games with action and strategy elements. Parallel to fully featured games, the market for casual entertainment has grown tremendously. The so-called casual games such as card games, quizzes and puzzles, do not demand long-term commitment but can be played for a mere couple of minutes for entertainment (Figure 2.5). Tetris and Arkanoid have spawned masses of descendant puzzle-games and reaction-based games. They can be played online, on handhelds such as the Gameboy, on mobile phones and photoplay consoles at malls and cinemas, addressing players in a greater variety of environments than fully featured games do (Rollings, 2003). Casual games do not have a story filled with revelations and twists, neither do they require the player to learn complicated rules, but they can be grasped in a matter of minutes. Therefore, casual games are ideally suited for entertainment at fast-paced and stressful times, or at public places where players usually have little time and attention. Augmented reality games can be found in similar surroundings at exhibitions, shopping malls and conferences. Thus, AR can utilize game design considerations that have been proven by generations of casual games. 8 Appreciating Games Figure 2.5: Casual games such as Zuma create a light-hearted and superficial entertainment experience based on simple interaction. Casual games focus on a single, simple idea, similar to games like Diablo. This idea is supported by well-balanced rules, atmospheric background imagery and an intuitive interface, mostly point-and-click. It is these simple rules and interfaces that allow players to learn the game quickly. Players feel in command of the game from the start and yet they are constantly challenged to further increase their skills. Bit by bit, players can become experts at what they do and feel satisfied at every step of the way. Small step-by-step victories can create addiction: There is always another colored stone to click, another knob to turn. This phenomenon, by the way, is also an important part of fully featured games such as World of Warcraft, in which there is always another item to deliver, another enemy to defeat and another weapon to craft. Most people who have played this kind of computer games, will, at some point, have uttered something like, “just one more round”. 9 Appreciating Games 2.1.2. A General Definition of Games A definition of games has been attempted by numerous philosophers. However, a clear definition might be impossible. Wittgenstein (1953) remarked that a general definition of games would deter from their richness and diversity. Each game has individual attributes that can be similar to those of other games. However, there is no single, essential criteria shared by all games. For instance, rules are imprecise in language games and children’s games. On the other hand, most ball games and card games can be won according to clearly defined rules. Not every game needs to have rules, be entertaining or declare a winner and a loser. Games can be clustered into groups, depending on similarities between them. It is possible to distinguish ball games, children’s games, card games, social games, language games and computer games. However, none of these genres has strict taxonomical borders. There is a “family resemblance” between them (Wittgenstein, 1953). Each member of a family is unique and illustrates the rich diversity of its genre (Flatscher, 2002). Adhering to Wittgenstein’s proposition that the definition of games in general is at best fluid and vague, the following attempt at a definition does not claim to precisely distinguish games from other entertainment applications or pasttimes. The definition given shall, however, suffice in narrowing down the range of applications this thesis is intended for. To further illustrate the term, examples of games are given throughout the following chapters, particularly computer games and AR applications. Additionally, many game design principles can be employed to design all sorts of applications, and are not limited solely to games. A game can be described as a playful way of interacting with people or objects with the aim of achieving a goal. “Playful”, in a definition of Huizinga (1955), refers to a voluntary and absorbing interaction done for its own sake. Playing is never necessary, but a willing choice to do something that is not relevant to ordinary life. “Goal” can be defined in a very general sense of the word. It may, for instance, be a player’s goal to experience the outcome of a story, to determine a winner in a playful contest or simply to pass the time and enjoy himself. What creates a goal is the willingness of the player to put effort into reaching it (Costikyan, 1994). 10 Appreciating Games The term “game” may refer to many expressions of human playfulness, including idle play and creative expression. In general, games are defined as selfsufficient systems that have start and end points in between which the player can change the game’s fantasy world according to a set of rules. For the use of the term game in this thesis, however, some of the qualities usually listed in the definitions of games need to be examined in more detail. 2.1.2.1. Self-Sufficiency and Interdependency A game offers a fantasy world that is a closed system containing all relevant information and rules. It is only so far related to the real world as is required to support the player’s fantasy (Crawford, 1982). Inappropriate references from within the game to the outside world may even ruin the player’s illusion of being inside a completely coherent world. For example, a detective adventure set in America’s 1950s, should not confront the player with a safe, the combination to which is “Michael Jackson’s birthday”. The fantasy world of a game needs to remain self-sufficient. Also, a game is usually defined as having no implicit relevance to the world outside of the game. Caillois (1961), for instance, defines a game as selfsufficient in as much as it has no direct effect on unrelated games, work, hardware, or humans who are not participating as players. This definition must be reconsidered in the face of the latest development of game technology. Many games indirectly influence the outside world. They can, for example, influence work and sleep schedules, especially when a player is hooked to a game or is afraid to miss a crucial opportunity for a bargain or victory while he is off-line. A game might even influence the player’s finances, as is the case with professional gamers who make money by farming online games and selling their virtual profits to other players for real money, e.g. on eBay. The act of playing has become a job for professional gamers, with the goal of earning money and that goal is clearly outside of the game world. If self-sufficiency is a quality of a game, some games of today clearly defy their definition. Games, and this is especially true for augmented reality, can be designed to rely on input from the outside world to function fully. Real objects and players can be tracked to act as input devices to a game. Even spectators, who are not participating directly as players, can be tracked and used to influence the game. Without this input from the real world, augmented games would remain incomplete, predictable and boring. The main quality of 11 Appreciating Games augmented reality games is no longer self-sufficiency but the interdependency between the game world and the outside world. 2.1.2.2. Goals The story of a game is designed around a set of minor and major goals. These goals can be attained by adhering to the particular rules set by the game. The player progresses through the story and, by accomplishing minor goals, finally attains the main objective. The attainment of the major goal usually signals the end of the game. The degree to which the goals of a game are revealed to the player differs from game to game. In racing games, athletic games and strategy games, the goals are obvious to the player and are kept rather simple. Another prime example would be Poker, in which the main goal is to win real money. In simulations and story-driven games, such as adventures and role-playing games, the objectives are only gradually revealed. Many classical computer adventures such as Startrail slowly reveal their objectives (Figure 2.6). The player starts in unfamiliar surroundings and adventures through a fantasy world, exploring and learning along the way. With each encounter, new goals may arise that lead the player in another direction. Not knowing the final objectives can even be the fun of the game. This is most obvious in the off-screen game Scavenger Hunt. The goal is to uncover all predetermined clues bit by bit, until the final piece of the puzzle is solved. Looking for the next objective constitutes the entire content of the game. Many games start off by placing the player in a dangerous situation and indicating to him that his goal is to survive, as Costikyan (1994) points out. A common starting point is to take the protagonist out of his familiar surroundings and confront him with a situation similar to: “You are lost and alone, surrounded by [insert evil creatures here]”. Games that started off their story this way include Flashback, The Black Cauldron, Half Life, Quake, Oni, Heavy Metal, Neverwinter Nights and countless others (Figure 2.7). 12 Appreciating Games Figure 2.6: Adventure games such as Realms of Arkania: Startrail gradually reveal new goals throughout the game. These games take the virtual protagonist from his comfortable, nice and homely surroundings and throw him into intense danger, daring the player to help him out. This initial clash helps to start a relationship between the player and his protagonist. Afterwards, he can go on to explore the reasons for this first threat and explore the intricate and complex story of the game, ultimately finding the source of evil (Campbell, 1972). Figure 2.7: Many games start off with a situation that puts the virtual protagonist in mortal danger, daring the player to help him out. Burntime takes place in a post-apocalyptic setting where the fight for survival is exceptionally tough. 13 Appreciating Games Modern development, however, especially in online games, shows a tendency to more life-like human enterprises which do not end after a major victory. The player has to set new goals for himself after he has finished one storyline. Examples for this kind of never-ending adventures are Everquest, Guild Wars and World of Warcraft. These games have a main story that can be completed, with side-quests to add interest and length. Additionally, players can set their own goals, be it to gain experience and collect items or to team up with other players to vent their aggressions by raiding opponents. Interactive installations, on the other hand, do not set any goals at all, and in this respect installations can be distinguished from games. Installations do not have a proper starting point and they do not aim at achieving an objective. Even if installations offer clearly defined rules, they have no ending and offer no point of victory to the player. Additionally, the intention of installations usually differs from that of games. They try to foster creative expression in a playful manner but they do not attempt to channel the user’s creative efforts into achieving a specified goal. For a more detailed description of installations, see Chapter 3, Section 1.4 “Interactive Art”. 2.1.2.3. Rules Rules are the player’s means of achieving a goal. He can choose any action that corresponds to the rules. They are given meaning only by their relation to attaining a goal (Wittgenstein, 1953). Rules without an apparent correlation to a goal might be seen as unnecessary restrictions. The player will understand rules that are either personal values, a role’s responsibilities or a conclusive part of the game. The personality of the player defines what he is willing to do in a game. Moral values can influence his decisions as well as the desire for respect and admiration from other players. In the game Fable, the player individually decides if he is willing to kill innocent people to advance his goals or if he follows a path of righteousness and protects the weak. Both options lead to a similar outcome in the game and essentially the choice only depends on the player’s desire to be good or evil. A role’s responsibilities are similar to personal values in the way that they arise from moral values. When the player controls a noble, dragon-slaying knight in a fantasy game, his character will have different options to choose 14 Appreciating Games from than a sly, drunkard investigator in a science-fiction detective game. The virtual character has certain psychological attributes that limit his ability to make decisions in the game. As a result, these limitations restrain the actions that the player can take to achieve his goals. He can also take on roles in offscreen games. In the board game Heimlich & Co., he plays a private eye who has to hide his identity. In volleyball and other physical games, the player can take up defensive or offensive positions and accept the corresponding responsibilities within the team. Rules that are an inherent part of the game are commonly referred to as rules. They define how far a figure can move per turn in a board game, whose turn it is to roll the dice next, what the figures in Chess do (Figure 2.8), how long it takes to build a house in a strategy game, how much damage a sword inflicts in an action-adventure, how much it costs to buy flowers for a girlfriend and so forth. Figure 2.8: Rules define the options that the player can choose from to attain goals. Chess assigns each figure different abilities to make the game dynamic. Rules formalize the setting of a game into comprehensible, computable and logical parts. Good rules make it clear to the player what he can and cannot do, by using intuitive, understandable and fair conclusions that can be de- 15 Appreciating Games duced from the fantasy setting of the game. For instance, in a strategy game in which units can learn different professions like engineer, scientist and worker, it makes sense that research of new technologies requires scientists. Furthermore, the research can be sped up with a greater number of scientists. The exact time it takes to do research on a particular technology depends on the complexity of the technology, its importance to the course of the game, and the available resources granted to the player. In this way, rules balance a game and keep it within fair and reasonable limits for all participating players. Rules are a frame shared by all players of a game to interact in an equal and fair environment. According to Klages (1999), players abide to rules, while being fully aware that they are doing so only to take part in the game. Schiller (1795) even describes this combination of being aware of the rules and yet loosing oneself in the game, as an educative quality, because it combines the need for personal freedom with voluntary restraint. 16 Appreciating Games 2.2. What is Game Design? 2.2.1. The Science of Game Design The aim of a game is to offer enjoyment and entertainment to the player. A state of continuous enjoyment is often referred to as flow, suspense or immersion. It is a state of complete balance between challenge and emotional reward, without excess frustration on the one hand or boredom on the other, in which the player can explore the fantasy world of a game and, for a certain time span, even forget his real world anxieties and worries (Overmars, 2005). The science of game design addresses numerous influences that shape the way players experience the world and story of a game. Consequently, game design encompasses a wide range of subjects, e.g. psychology, pedagogy, social science, arts and even philosophy. The science of game design also features software engineering issues, issues of human-computer interaction, computer graphics and artificial intelligence, as well as issues of hardware and interface engineering (Overmars, 2005). Due to the many influences on game design, the process of developing a player-oriented game is full of variety, challenging and subject to constant change and adaptation. The game designer has to be similarly flexible and resourceful. Rollings’ book “Anatomy of a Game Designer” (2003) describes the ideal game designer as imaginative, technically and mathematically competent, showing aesthetic awareness paired with drawing skills, able to communicate and to compromise. The task of every game designer is to shape the story of his game into a unique experience for the player. To accomplish this, he would have to be an excellent technician, a creative artist, a pedagogue and a psychologist as well. The versatile nature of game design makes it impossible for one person alone to create an enjoyable game. Game design is a holistic process to which every member of the development team has to contribute. It takes all sorts of abilities and know-how and permeates every part of game development. 17 Appreciating Games 2.2.2. Playability Playability could be defined as the amount of satisfaction a player gets out of interacting with a game. It is the underlying and most essential criteria of quality for a game. Playability describes the experience that players have and thus the way they feel about the game. It includes parameters that are hard to define like fun, challenge, satisfaction, enjoyment, achievement and motivation that the player feels. Game design is the art of shaping innovative ideas on many levels and structuring them into a bigger picture which fully supports the player’s experience. Whenever a decision has to be made concerning the introduction of a new feature into a game, the first and foremost criteria should be whether or not it enhances playability. Playability can be seen as a sort of social relationship between the player and a game. People want to be understood and accepted for who they are. When communicating with another person, a prime human desire is to be accepted and to have one’s efforts appreciated. Furthermore, these efforts should serve a purpose and give meaning to the player’s enterprises. They should, for instance, contribute to making the environment better, safer, more beautiful or more impressive. Most importantly, a person’s efforts should be rewarded, be it by making the individual feel successful, satisfied, proud or content. Players have similar desires and expectations when communicating with or within a game. The game has to invite the player to stay connected. To accomplish this, it has to appear attentive and welcoming to the player, without being superficial or overly polite. Almost like good teachers or parents, games should appreciate and support the player’s accomplishments, yet be critical enough to ensure talent development—and they should never patronize. Games have to take the differences in their players’ expectations into account in order to be fair and meet the needs of the individual player. Games can and should even offer a way of achieving goals that are meaningful to the player in his real world and with which the player can identify as a real person. Like in the real world, what constitutes meaning and purpose to a person depends on that person’s interpretation of the world. Purpose can be attained by improving one’s skills (Tetris, TrackMania), by accompanying a 18 Appreciating Games character through the course of an unfolding story (Guild Wars, Neverwinter Nights), by creating new worlds (Civilization, Populous), or by raising a unique creature (Black & White, Creatures). Generally, the player should feel good about what he is doing and enjoy himself, so he will want to spend more time with the game that meets his individual desires. 2.2.3. Creating a Unique and Emotionally Appealing Game The aim of game design is to create a unique, coherent and emotionally appealing experience for the player. This experience results from all aspects of a game acting together to create a whole. Therefore the goal to create uniqueness, coherence and emotional appeal must guide all design decisions, from game design to software engineering and hardware development. In this respect the creation of a great game relies on the choice of genre, theme, story, atmosphere and duration. Furthermore, it relies on the design of virtual and physical surroundings, of visual and audio content, as well as software features. The theme and the story constitute the core and the overall framework of a game. If all the features of a game correspond to the theme, the game will appear to be made from a single mould and the player will experience a convincing and coherent fantasy world. Sirlin (2000) gives an example: If you want to make a game that creates the over-the-top, action-packed experience of being a super hero, then everything else follows from this. The game-play can’t be based on slow paced exploration. You’ve got to get as much craziness on the screen as possible. The music has to be high energy. The menus have to feel like super-hero menus, whatever that means. Would Wolverine want to sit through a long cinematic sequence at the beginning of the game? No way. Wolverine wants to rip though all that crap and beat someone up as soon as possible, preferably within 5 seconds of turning the game on. (Sirlin, 2000) The creation of an enjoyable game is a long and winding road which requires critical thinking, reflection upon the game designer’s own experiences and knowledge, reevaluation of achievements and the ability to change ideas for a greater good. Developing a unique experience for potential players requires one to understand their desires. Who should want to play the game? What do these people 19 Appreciating Games enjoy? What do they expect from a game? How familiar are they with computers? How much time do they want to spend with a game? How often do they play? Do they like to play for ten minutes a day? Do they want to get totally addicted to a game and play non-stop for two weeks? One way of evaluating the uniqueness and appeal of a game is to state its theme in one sentence. What reaction does the statement invoke when telling a friend or a stranger? Are there any unique propositions in it that differ from existing themes? What will the player remember as especially entertaining? Confronting the idea of a new game with questions like these can help to solve several potential problems and discover necessary features. Considering as many aspects as possible in the early stages of game design is invaluable. At the beginning of the development process, changes that are made usually cost comparatively little time and money. Refining an initial idea over and over again is crucial in clearing up discrepancies. Sometimes, it is easier to find problems when leaving the design process for a couple of days. However, there is often not enough time to ponder an idea for long. Instead, an idea can be improved when discussing it with members of the target group. Important feedback can also come from colleagues or coresearchers, friends and non-gamers, grown-ups and kids. Especially people who usually have views differing from those of the game designer can provide invaluable information. Some of the comments might be contradictory. Including all the different perspectives into the planning stages can become quite a challenge. However, it is not necessary to incorporate all of the input from one’s interviewees into the design process. As stated above, only those features that are relevant to the theme and the story should be included into the game design. It is important to focus on a specific target group and to consider what features the game can offer to that particular group. A player will not gain the most from a game that is made to be suitable for people from ages 3 to 90, because a game design will have to make a lot of compromises to accommodate such a large and diverse group of players. In a case like this, the purpose of the game might have to be reconsidered: Should many people be able to play it, or should the game provide the most amount of fun and enjoyment possible to a smaller target group? 20 Appreciating Games Analyzing existing products, their use of technology, or how they address certain groups of players, can help to understand the benefits and draw-backs of particular approaches and solutions. The way they use game design to employ rules and challenges, interfaces and technology for creating a pleasurable experience can serve as a basis for understanding the current expectations of players. Existing applications serve as models of how to satisfy the desires of players. These models can be computer games, but may also be found in other media like board games, on mobile phones, even on radio shows and in movies. Common ideas like puzzles, can be transported in a variety of different media. Puzzle gamers who like Tetris or Memory will like the same game idea in an AR environment, while Quake gamers might enjoy infra-red guns or throwing balls too. To make decisions about features or the technical setup of a game, it helps to imagine the intended emotional experience of the finished game. When a choice is made for a certain feature, it has to be developed for the game. All features are commonly structured into a game design document (Lilleike, 2006). Features can be categorized into technical requirements and game design aspects of varying importance. Game design features require certain technology to be implemented, therefore, it is recommendable to put the technical and game design features into a timeline that lists the order of prerequisites. Technical expertise is necessary to judge the time it takes to develop the technologies necessary for the finished game. Many features that enhance playability can be implemented with comparably little technical effort, e.g. a flashing start button, a heads-up display for hints and tutorials, an animation instead of a still image or a sound that gives immediate feedback to an action. Complex technical features are not always crucial to playability. For example, it might not be necessary to create a new pathfinding AI or a speech-recognition agent who can engage in non-trivial conversation with the player. The essentials of playability are in the details: an interface with an intuitive and customizable layout, a way of giving the game world a personal touch, challenges that are neither too hard nor too easy, atmospheric graphics and sound, etc. The fundamental technologies required for most of these features can be implemented by programmers with little effort or even as a means of relaxing their brains. 21 Appreciating Games The more time-intense part is balancing these features. The aim of balancing is to create a fair and delightful experience for the player from the available features. Every option that the player has, every opponent that can stand in his way, every twist and turn of the story has to be integrated into the rest of the game. In general, features should be tested as early as possible to leave time to adapt and balance them. Parameters and default settings can be tweaked to adapt the amount of damage that a weapon does, the friction in a racing game, the brightness of a button or the position of a map. Details can make the difference between an unfair and unplayable game and a challenging and engaging one. New games need not be totally different from existing ones, and this is true for AR games as well. They can build on the know-how and conventions of existing games to offer the player the necessary amount of familiarity he needs. Yet, they should lead on to unfamiliar grounds, offer new solutions to problems found in existing games, offer new interfaces to achieve a better quality of interaction for the player, offer alternative displays and feedback devices to convey a more intense atmosphere. The combination of popular gaming traditions with new approaches can create a unique, enjoyable and well-rounded experience for the player. 22 Appreciating Games 2.3. Influences on Playability in Game Design The following chapter gives a brief outline of the complexity and importance of game design. It introduces parameters that can be influenced and lists issues that need to be addressed in order to design playable and entertaining games. More specific information on game design aspects which are unique to augmented reality can be found in Chapter 3. A game starts at a certain point for each player. From this starting point, a story guides him through the course of the game. Throughout the story, there are goals that the player can reach. However, no goal can be attained without an effort. The game dares the player to fight for his goals by winning in challenges. Still, not all goals can be reached, because some might contradict each other, like the noble king wanting both his sons to be heirs to the entire kingdom. Decisions have to be made according to the player’s personal values. Each decision has an effect on the game world. In a game, decisions can only be made in adherence to rules. Furthermore, for decisions to matter, the player has to have a goal that he wants to reach. 2.3.1. Story The story of a game defines the atmosphere that the whole game conveys to the player. It sets the background of the game that contains all necessary details to bring the fantasy setting to life. It defines the history of the world, the visual style of architecture and its inhabitants, the background musical score and voices, the choice of a realistic or of an abstract comic world. In this way, the story ensures that all relevant information is presented within the game. What constitutes relevant information that needs to be introduced in a particular game does not only depend on the kind of story. It is also defined by the player’s prior knowledge of the real world. For example, in a racing game, the player has a large amount of knowledge from experience in the real world and from playing other racing games: The car moves forward, it is influenced by gravity, it can crash, be steered left and right, etc. When a game is labeled a “racing game”, then players will automatically expect fast cars, intuitive controls and high octane. 23 Appreciating Games The story also defines the player’s role in the game, either as a participant in a battle like in Quake, as a God-like entity, for instance in Populous, etc. The role defines the perspective from which the game world is seen. Depending on the role of the player, a racing game can either be viewed from inside a car, or from a bird’s eye view, or from a chase camera and so on. A story in the classical sense refers to a continuing plot with twists and turns. Campbell (1972) mentions the “hero’s journey” as the fundamental structure of every story. This structure of suspense and character development describes starting points, challenges, and the growth of the player as he overcomes these challenges and finally achieves victory or experiences a revelation. The hero’s journey can be found in a game’s overall story, or spanning over several missions, but also within single maps and rounds. The stories on a smaller scale, e.g. within each mission, contribute, in various degrees, to the main story frame. They enhance the pace, maintain suspense and lead the player through the story step-by-step. A game needs multiple levels of stories to communicate depth, versatility and unpredictability. In an adventure game, step-by-step achievements lead to the discovery of new items and areas or they might cause a change in the story’s plot. Sometimes, the plot even leads the player to a revisitation of a previously lush and fruitful area that he is already familiar with and that is now scorched and lifeless, in the face of new revelations in the story. According to Costikyan (1994), strategy games often disregard the structure of the hero’s journey. The player builds a base, defends it against occasional attacks and fights to expand his position. After the first half of the game, the player either dominates his enemies or is economically ruined. Usually, the ensuing clash of armies only serves to let the dominant player enjoy his victory, but it is no longer the intense and unpredictable climax of an epic strategical battle (Figure 2.9). Side quests are constructed in a similar manner to the main story line. They are independent stories and have no major relevance to the main plot. However, side quests can give depth to a story and bring new revelations to the surface. They can contain in-depth information on characters, background stories and history or shed light on other parts of the main story. Additionally, side quests let the player occupy himself with less relevant past times to gain new items or a fresh perspective on the main plot. It is common to offer re- 24 Appreciating Games wards to the player for taking the time and effort to complete side quests. These rewards can be bonus items, information, friends or areas that make the challenges of the main story easier for the player. The value of the reward should be weighed against the difficulty and duration of the corresponding side quest. Figure 2.9: Strategy games such as Starcraft often disregard the structure of the hero’s journey. A game is often decided after the first half due to economical reasons. After this, further developments often become predictable. 2.3.2. The Player’s Impact on the Game The fantasy world of a game is designed to evolve in various degrees by influencing certain predefined parameters. These changes must be brought about by the player’s own actions, either directly or indirectly. He must feel that his achievements have changed the fantasy world, for the better or the worse, and that his his decisions have an impact on the game. If the player of an adventure game slays a few evil minions, his actions will enrage a virtual antagonist, who then destroys the player’s village. Even though the destruction of the village is not within the player’s control, it was brought about by his own actions and is thus coherently integrated into the evolving story. Crawford (1982) suggests that the reason why interactivity has such a large appeal is because interactivity reflects reality with all its intricate dependen- 25 Appreciating Games cies, its chains of cause and effect, its seemingly random events triggered by the actions of people, etc. A picture or movie cannot convey these intricacies as lively and vividly as an interactive medium can. Every interactive application, therefore, should make intensive use of this unique quality and convey richness and intricacy of plot and character development. Interactive installations should not progress along preset courses of events but react to what the user is doing, whether he is playing according to the rules, making horrible blunders, or acting too passively. However, there is a downside to interactivity. The more influence a player’s decisions have on the evolution of the artificial world, the more complex and difficult it is for the developers to keep the game balanced. In the computer game Red Faction, for instance, the player is allowed to burrow through the ground and even to use explosives. Radical activities like this can easily sidestep the intentions of level design. The player might destroy the fantasy world of the game, which would be counterproductive. The game would come to a premature end. To prevent this, Red Faction places indestructible metal devices at the most inconvenient places. This is annoying, because it betrays the whole idea of choice, freedom and efficacy that interactivity promises to the player. To keep the balance between leading the story of the game along preconceived lines and giving the player the freedom to design his own story is a crucial task in game design. The game designer has to find a balance between the player’s true freedom of choice and the complexity and problems which that freedom causes in game development. An adventure game, in which the player can choose not to go to work but pick flowers instead, or in which he can tell lies, smash a window or go on holiday whenever he likes, would be utterly complex. Possibly so much so that no AI could handle the effects of all the possible decisions and no company could afford hiring all the people necessary to produce the content of the game. Therefore, the freedom of the player has to be limited within reasonable boundaries, while retaining the impression for the player of being able to make valuable decisions in the game. In the game Façade, the player communicates with a married couple (Figure 2.10). As the evening progresses, the couple starts to argue and might split up. The player interacts with them by typing text that is interpreted by an AI. The responses of the couple depend on the player’s input (Mateas, 2003). In any game, the player will be satisfied when he feels that his actions shape his experience of the game, even if the story progresses in a mostly predetermined way. 26 Appreciating Games Figure 2.10: A game has to give the player the impression of being able to determine the outcome of its story, while challenging him with uncontrollable elements. In Façade, he has to speak with an arguing couple. In the installation Fishies (Stuppacher, 2005), the player can leave the game and come back at another time. For example, a player might have tried to propagate a certain breed of fishies, or he has tried to make red skin-color dominant. When this player returns, he will want to see some results of his prior actions. Depending on the time that has passed since his last visit, he might still see a few red fishies of his favorite breed. If, however, he no longer recognizes any changes he has made, he might feel disappointed, frustrated or even futile, because his prior actions were not important enough to have had a lasting effect. An appealing game has to try and maintain as many lasting changes as possible, while balancing the immediate and intense effect triggered by new input with the goal of maintaining an exciting, predetermined and goaloriented design. Especially in games like Fishies whose game design is based on the player’s influence on the outcome of the game, it is important to prevent the game world from changing too rapidly in too short a time. The game design has to regulate the changing stages of the fantasy world and to keep them within certain boundaries. The player should be able to experience cause and effect satisfactorily, but he should not be able to overthrow the overall plan. Restriction of the impact of a player’s input is necessary to maintain control over the story and to avoid having to bluntly reset all the game’s parameters and erase 27 Appreciating Games all prior changes. An unwise decision that the player made several hours ago should not keep him from progressing in the game at his current location. To keep the impact of the player minimal, while giving him the feeling of being able to make the best possible decision at any time, the game can focus his attention by offering a dramatic and captivating story. Furthermore, challenges can keep him focused on his goal, while limiting his perceived range of actions. Finally, incentives can offer him the creative freedom to personalize his gaming experience. 2.3.3. Challenges A game has a starting point and offers one or several goals that the player can try to attain in the course of the story. To achieve his chosen goal or goals, the player will utilize the rules of the game to his best knowledge but he will also use his own personal skills that he can bring into the game: skills at decision making or at handling the interface, his concentration and his perception and so on. The appeal of a game will partly rely on its ability to challenge the player’s skills in a well-balanced way so as to keep the player interested without frustrating him. Challenges are created by placing obstacles between the player and his goal. However, as Adams (1998) points out, whichever challenges are introduced to make a game more interesting, they must be part of the fantasy created within the game. Dropping monsters onto the player’s track in an action-racing game set on a mutant ridden planet would seem quite coherent. Dropping monsters on a racetrack in a Formula 1 racing game to challenge the player would be utterly illogical and outside of the game’s fantasy world. 2.3.3.1. Difficulty In every challenge, there is a risk of losing, e.g. of losing status, happiness, or time. On the other hand, the incentive of gain and victory spurs the player on, e.g. revelations that are important to the story, reaching new levels, getting maps or new characters, a sense of achievement, posting a personal high-score on the internet, etc. The balance between the risk of losing and the achievement of winning is reflected by the level of difficulty. It should ensure the most enjoyable experi- 28 Appreciating Games ence for as many players of different skills levels as possible. If the difficulty is well-balanced, the player perceives a high risk of losing, but is still able to beat the game most of the time. This ensures a feeling of high self-efficacy. The level of difficulty should not be kept constant, but should add a certain rhythm to the game. Sirlin (2000) suggests the difficulty level to follow a sine wave. Challenges can be more difficult at times, when they are followed by a relaxing and comparatively easy part. In comparison, the arch of suspense that Campbell (1972) describes, can be employed to make a game gradually more challenging. The rise in difficulty has to give the player time to learn and increase his skills. After the culmination of suspense, the level of difficulty can decrease to allow the player to bask in his success and make use of the numerous things he has learned throughout the game. When in doubt about how to balance difficulty, it is preferable to choose a setting that is easy rather than one that is too hard. Few players will complain about games being easy, but many players will give up altogether when a level or a puzzle is too hard for them. However, games that are too easy are in danger of becoming boring sooner or later. To prevent this, the game designer should employ incentives (see Section 3.6 “Incentives & Details”). When using high difficulty levels, the retry time should be short. The racing game TrackMania includes many ways of failing the course, making it a very difficult game in regard to reflexes and skill. However, the laps are very short and a race can be instantly restarted by pressing the Delete key right above the arrows used for driving. This keeps frustration low and makes the sense of achievement, after finally beating a race, even greater. 2.3.3.2. Long-Term Motivation through Unpredictability Long-term motivation depends on the potential of a game to create new and unexpected challenges. Challenges keep the player involved in the game and motivate him to measure his skills against that of others. • Early adventures were based on a rigid storyline with only a single, predesigned and predictable path. • Randomization introduced a certain unpredictability, which could create puzzles with more than a single solution. 29 Appreciating Games • Scripted events were introduced which generated seemingly intelligent reactions to the player’s achievements. However, scripted events can become predictable for a long-term player, which makes the game less compelling. • The use of AI can generate different reactions to similar events, depending on the player’s prior actions. However, AI is usually very limited to certain tasks, such as seek-and-destroy in first-person games, e.g. Unreal and Quake. In these cases, advanced players can predict the responses of the AI rather accurately. • Multi-player games allow players to engage co-players of varying skill levels, without ever being able to predict each individual’s response. The somewhat volatile nature of human tactics poses the problem of keeping veteran players from killing off new customers. In an open game environment, it is hard to keep players of different skill from competing. A solution employed in online games is to have separate ares like tutorials for rookies, quests for intermediates and arenas for experts. Augmented reality can incorporate all these methods of ensuring long-term motivation and of creating an exciting experience. Storylines can serve as the underlying structure. Randomness can create small details and minor changes. Scripts can keep players on the right track. AI can challenge their reflexes, while the co-players ensure unforeseeable events and shape the social experience. Another factor in long-term motivation is the possibility to experience a game through different perspectives or characters. Star Wars makes it possible to play a good Jedi or enforce the dark side, World of Warcraft lets the player choose in the conflict between humans versus orcs. Additionally, different professions can be selected, each with individual skills that can change the way that the player experiences an otherwise unchanging game. 2.3.3.3. Diversity of Challenges A game can challenge the players on many different levels. It can test their attention, challenge their physical skills, let them ponder a logically challenging situation or question, have them opt for certain values and beliefs, etc. The challenge of a game can focus on the player’s social skills, like communication and cooperation, or his dexterity, agility, reaction and reflexes, his thinking strategy, his tactics or his memory. A game can motivate its players to improve their skills. It can teach them to communicate with each other, understand so- 30 Appreciating Games cial frames of reference, enhance their language skills, or improve tactical and strategic thinking. Intentions for the design of AR games can vary, just like in the design of any physical game. For example, Poker and Golf can be viewed as games that serve either no inherent purpose other than entertainment, or they can be used as a means to socialize, or earn money. In computer-related games the most common reason for playing is to have fun and be entertained. Games for quick entertainment focus on a single challenge. They are usually short and easy to learn. These games often consist of repetitive tasks that have to be done quickly, e.g. sorting blocks in Tetris. More complex games incorporate different kinds of challenges. They can contain puzzles and mazes, social collaboration, as well as fast-paced action where the player has to do multiple things simultaneously. Many games combine social aspects and entertainment with skill training and sometimes they even include higher level learning. 2.3.3.3.1. Action and Reaction Games based on action and reflexes like Quake, consist of a clearly defined challenge that the player has to respond to. The player is not required to conjure up complex strategies or make large-scale decisions in order to defeat the system. He is concentrated on reacting to very simple tasks and stimuli such as seeking out and destroying opponents in Quake. Nevertheless, the player can constantly challenge his own skills by learning to improve the routes he takes and the tactics he uses. Examples of this kind of games include the realtime computer action-games Mario and Sonic, Counter-Strike and Unreal. Many physical games like ball games and EyeToy, are also mostly based on action and reaction. 2.3.3.3.2. Strategy and Exploration Strategy games challenge the player to think and develop strategies. The player is required to understand complex systems of cause and effect, to assess his current situation in order to find the best possible decision. Most strategy games have a time-limit which increases the challenge to the player. Strategic and explorative games include Battle Isle, Masters of Orion, Indiana Jones as well as puzzles and card games. A genre in between action games and pure strategy games are Z, Zelda, Warcraft, Lemmings and Tetris. 31 Appreciating Games 2.3.3.4. Playfulness and Goal-Orientation As stated before, the word “game” is used in very different contexts and has many different meanings. There is a wide range of what constitutes a game. “Are you game? Olympic Games, The hunter’s game, Don’t play games with me! It’s just a game.” Sometimes the word refers to playfulness and lightheartedness. Other games adhere to strict rules and require critical thinking, some can even be harsh and challenging competitions. This degree of playfulness has little influence on the theme of a game. It can concentrate more on creative expression, making decisions or on action and reflexes. Any combination of playfulness and theme is possible like a painting contest (competitive creative expression) or throwing a ball just for the fun of it (free reflex-based play) (Figure 2.11). Figure 2.11: A game can offer different degrees of playfulness, ranging from free and goal-based play to harsh competition. The game can focus its theme on creative expression, decision making or action and reflexes. Games that deal with Creative Expression usually show a very high degree of playfulness and a very low degree of challenge. There is usually no clearly defined goal that ends the game. The user simply interacts with an interface to explore his options for artistic expression, e.g. painting, making music or creating other emotional or symbolic content. This mode of playfulness is found in many interactive installations. In the installation Fishies (Stuppacher, 2006), a virtual aquarium is projected onto a wall and virtual fishies follow users who pass in front of the wall. When a user stops there and waves, or moves around, fishies gather to feed on his movement, thus getting bigger. The user 32 Appreciating Games can, for instance, decide to feed certain fishies while neglecting others, thus creating an evolutionary reaction. He can nurture fishies to become fat and big, spawn a horde of tiny fishies, create colorful diversity, or bring about the rule of beastly-looking carnivores. Fishies creates an ambient, playful environment that does not require the users’ full attention. There are no predetermined goals and pathways. The user is free to explore and enjoy the results of his often random interaction with the installation (Figure 2.12). Figure 2.12: Fishies allows the player to experiment with a population of fishies inside a virtual aquarium by moving around in front of a projection. There are also computer games that do not have predetermined goals but are focused on the player’s exploration of possibilities. The most popular example is the “Sim” series, e.g. Sim Life, Sim City, The Sims, etc. Will Wright (Maxis, 1992, p. 4), the creator of Sim City, calls the program a toy, not a game. In Sim City, the player creates a goal for himself, like building the tallest skyscrapers, maintaining a city only by public transport or running it entirely on solar energy (Costikyan, 1994) (Figure 2.13). Complex simulations allow the player to build a fantasy world to his own liking. Contemplative thinking, developing strategies and Making Decisions are the main active ingredients of the game. Essentially, decision-making games challenge the player to optimize problem solving (Dreiseitl, 2005). 33 Appreciating Games Figure 2.13: Sim City does not present the player with predefined goals. He has to develop his own story, challenges and goals during the course of the game. The player’s decisions are influenced by the opportunities presented by the game which can be of high or low complexity. High complexity can be found in the “Sim” games. In contrast, card games such as Solitaire and reactionbased games like Tetris are of comparatively low complexity. Thus, decisions are influenced by fewer parameters and are easier to make. On the other hand, reaction-based games offer very little time to the player to make his decision, as is the case in Tetris. This creates an additional challenge for the player. It is crucial to weigh the complexity of decisions to the time available to the player. The action-puzzle game Abe’s Oddysee is a cross-over between a puzzle and a reaction-based game. It involves several puzzles that can only be beat by sound logical reasoning, as well as fast Action and Reflexes to put the theory into practice and beat the game (Figure 2.14). Games that focus on action and reflexes are made up of intense challenges, often involving physical contest and the competitive comparison to others. Usually reactions are not complicated, but test the player’s reflexes instead. Examples include most physical games such as Catch and multi-player computer-action games like Quake. In contrast to decision-making games, the player is not expected to make far-reaching strategic decisions. 34 Appreciating Games Figure 2.14: The action-puzzle game Abe’s Oddysee combines logical reasoning with action and reflex elements. 2.3.4. The Meaning of Virtual Life Games should foster individual creativity. The player is given the opportunity to shape the fantasy world of the game he has engaged in, and he can achieve something that he cannot usually do in his real life. A game serves to support the player’s fantasy, it should not recruit him to act out predetermined scenarios. Decisions are necessary in situations where the player cannot do everything that he wants. In other words, they are necessary when it is impossible for the player to reach all of his goals. He has to decide which goal is more important to him: Sell a precious painting to earn money but risk a fight over it with his lover? Steal food to have something to eat but risk being caught and imprisoned? Decisions are made for values. The player has to ask himself, what goal is most important to him (Costikyan, 1994). At every stage of a game, the player should perceive options that allow him to shape the game to his wishes. Only then will it make sense to him to try and make a decision that brings him closer to his goal. The player will choose from the options that he perceives to be available to him, weigh the possible benefits against the risks of each option, and then decide his further course of action. This process is identical to the way in which we make meaningful decisions in life. Längle (1987) describes the process of making the best possible decision, at any given moment, as the meaning of life. The same process allows the player to shape the fantasy world to his best intention and, as a result, feel satisfied with what he is doing. In this respect, games might be called meaningful. 35 Appreciating Games Frankl (1979) distinguishes between three levels of human existence, each of which has to be sufficiently satisfied, in order for us to make decisions on a higher creative level (Maslow, 1943). • On the physical level influences like hunger, cold, fatigue or noise can disturb a human’s well-being. As long as desires like hunger or thirst are not satisfied, we are reluctant to make decisions on a higher level. Computer games cannot influence this level. Augmented reality installations, however, can influence the temperature, dim the background noise and maybe even offer snacks (Ikeda, 2002). • On the psychological level we need to receive attention, care, love and friendship. We need to feel safe and secure in order to go on to the next level of human enterprise. Computer games should satisfy this level as well. The feedback a game gives to its player can make him feel accepted or even appreciated. The social interaction the game offers can simulate friendship and the feeling of togetherness. Games should always include this level and satisfy its players’ needs in this respect. • Frankl (1977) includes a third level that has usually been neglected in the history of psychology: the noethical level. When human beings feel satisfied on the physical level, when they feel secure and content, they are encouraged to strive for higher values. Creativity and the willingness to reach for higher goals sets in. Work and craftsmanship, art and music, technology and science originate on the noethical level. It is rewarding for humans to work and fulfill their dreams, to strive to achieve a goal or to shape the world according to their values. The decisions that we make in a given situation depend on the level which our mind is focused on at the moment and on the possibilities or values we perceive in this particular situation. The options that we choose will depend on the values that we ascribe to these options. When a value is important to us, we put all our efforts into supporting that value. Doing so gives meaning to the decisions we make and gives us the feeling of being successful. Frankl, who, besides Freud, Adler and Jung, has founded an influential school of psychotherapy, describes three kinds of values that influence our decisions. Interestingly, these values can also be found in games. They even seem to be crucial for the success of a game. 36 Appreciating Games • Sensual values pertain to aesthetics, beauty, social life and love. Examples include watching a sunset, enjoying a delicious meal, or a meaningful conversation with a close friend. In computer games, a sensual experience is created mostly through visuals and audio. These stimuli remind the player of sensual experiences he knows from the real world. Reminding him of a freezing snowstorm or a beautiful sunset on a beach will add many of the emotions and sensations he experienced in the real situation to the game experience. Augmented reality even goes a step further. It can directly involve real world sensations, like vibration, electricity or other haptic feedback and combine these with artificial experiences. Thus AR is perfectly suited to offer sensual values to its player (see Chapter 3, Section 2.2.4 “Feedback Dimensions”). • Creative values shape the world around us. By creating art, technology, scientific discoveries, by raising a child, sustaining a family, by fulfilling a job we make creative values become reality. In games, it is common to have big, over-the-top creative values, like gaining wealth and power, raising a huge army, unraveling the plot of a royal intrigue and so forth. Games allow us to toy with possibilities that real life commonly does not offer. Alternatively, we can try out possibilities that we would never choose as important or morally acceptable in real life. Small achievements, too, make life and games diverse and enjoyable. The experience of creation can be very satisfying. Building a sand castle with a child on the afore-mentioned beach is done for the mere pleasure of creating something. It does not even matter if anyone else notices the ingenuity of the creation. The value of a creative effort lies in the individual’s sense of achievement. Of course, positive feedback can spur us on, but appreciation by others should not be the only value of our efforts. In games, the richness of the game and the pleasure to the player is also often hidden in the details, like the possibility of equipping a virtual hero-avatar with a unique outfit, leaving a personal insignia on a tree in a far-away wilderness, or assembling a unique hovercraft (see Section 3.6 “Incentives & Details”). • Philosophical values determine how we regard and judge the world around us. We are free to think of things as stupid or without purpose, or we can choose to regard them as things full of potential and possibilities that are waiting to be fulfilled. Even though it is not really necessary to deal with hopeless situations in games, because every player can choose to stop playing and continue life in the real world, games have to consider their players’ potential for philosophical values. How does the player deal with frustrations waiting for him in the course of the game? How can the game designer 37 Appreciating Games assure his players to show the right attitude towards mishaps and obstacles, towards virtual death and injuries? Games do restrict the player’s options and it can be seen as a fundamental attribute of a game, that the available options are limited. The player cannot do anything he wants at anytime, but is restricted by the pre-set goals he can achieve and by the rules he has to adhere to. Like in real life, he can only make the best possible decisions, given his current circumstances. So even when playing just a game, a player is requested to show a philosophical, maybe sometimes even a stoical valuesystem to accept the limits and dangers a game confronts him with. It lies in the duty of the game designer to assure that the player is offered enough incentives to accept the limitations of the game. 2.3.4.1. Environmental Factors in Game Design Players come from different cultures, environments, and areas. They have varying experience with games and computers. Their ages, interests and fantasy diverge. Different kinds of players have different interests at different stages in life. For example, wealth and power are not desirable to everyone playing Sim City. Some players might find satisfaction in creating a society without starvation and disease (Adams, 1998). In order for a game to appropriately reflect the diversity of its players’ goals, interests, intentions, values and wishes, it has to offer a variety of options for shaping the fantasy world or characters in order to address these needs. For example, a role-playing adventure allows the player to explore a fantasy world and its inhabitants, equip his hero with custom-made paraphernalia, craft armor and weapons to make him more unique. All these actions serve to express the player’s individuality (Figure 2.15). In Peter Molyneux’ Black & White, the player raises a god-creature that is influenced by good and bad deeds. It changes its appearance and skills, depending on how the player fosters the light or dark side of his character (Figure 2.16). 38 Appreciating Games Figure 2.15: In games like Guild Wars, the player can give his hero a personal touch by choosing gender, looks and hair-color and selecting from a broad range of outfits and weapons. Figure 2.16: In Black & White, a personal pet changes its looks and behavior according to the player’s good and bad deeds. The best possible action that the player will take not only depends on his value-system but on the environment inside and outside of the game as well. For example, in a bar, someone is playing a virtual card game on a touchscreen arcade. With every card he moves, he will try to get closer to the goal of winning the game. Sometimes, he might have to decide to make moves that reduce his score like putting a few cards on a side stack in Solitaire, in order to 39 Appreciating Games increase his chances of winning in the end. During his game, he will be distracted by the people in the bar and the noisy environment. Loud music, smoke, the bartender asking for the next order, or friends inviting him to join them at a game of Darts can interrupt him at any time. This will take some attention from his game, influencing the way he plays. He might decide to stop playing for a few minutes, to continue after the distraction has passed. These eventualities have to be considered when designing the card game. There will probably be no stressful time limit, the range of interaction will simply be point-and-click and no intricate decisions will be necessary to advance in the game. Thus, the game respects personal and environmental factors that the player is bringing into the game. If the game cannot control the player’s surroundings, interests, intelligence, etc., it has to limit the range of interaction accordingly. The downside to a reduction in the variety of interaction has already been mentioned. It diminishes the player’s individual freedom. If the player can only press a “yes” button or a “no” button to view branches of a predetermined story, his influence on the game’s fantasy is greatly reduced. His role is narrowed from being a complex individual with a variety of wishes and desires, to being a pawn focused on a low-level stimulus-response interaction. This limitation, however, can be a necessary feature, if games that only offer simple choices are addressed to the right audience in the right environment. A point-and-click game that consists solely of clicking on every red shape that appears on the screen does not take a lot of time and reasoning skills. Simple, reflex-based games can be great fun because they do not require a lot of active thinking. The player can relax his mind, enjoying his aptitude at quick reaction. In this respect, simple games are similar to watching television. They are slightly interactive, but do not require any higher level thinking or making long-term choices. In a computer game called Moorhuhn, birds fly through a 2D environment horizontally. The player has to click on birds to shoot them down and gain points. More points can be gained by shooting smaller birds that are harder to hit (Figure 2.17). The challenge in Moorhuhn lies in optimizing the simple point-and-click shooting of birds. Only if the player is totally inactive, he gains no points; he may shoot badly and still gain some points as a reward; if he is good, he gains more points. Through constantly increasing rewards, the player 40 Appreciating Games is conditioned to try again and again to further improve his skills, in a way similar to Skinner’s experiments (1948). Figure 2.17: The click-and-point game Moorhuhn reduces the complexity of its rules to a minimum and rewards simple interaction. There are always more birds than can possibly be shot down. Furthermore, the game offers a random selection of birds each time, changing their flight patterns and sizes randomly. Thus, the player might be successful once but not the next time. These two unpredictable factors prevent him from ever feeling that he has truly beaten the game. 2.3.4.2. Rewards Totally reduced interaction like the repetitive clicking in Moorhuhn or playing slot machines (Figure 2.18) can result in addiction. Repeated action that is intermittently granted simple rewards such as points, acts like any of Skinner’s (1948) conditioning and training of rats and pigeons. The behavior becomes habitual which can have a significant negative effect on the player. Addiction not only affects the player’s state of mind in the long run (Klages, 1999). Repetitive and addictive activities can leave the user drained and miserable when he finally tears himself loose from the game. If he is lucky, he will not return. 41 Appreciating Games When creating AR interfaces, designers should be careful not to create another generation of slot machines. Random-number games are dull, plain, unchanging, and unsophisticated. AR technology should offer new chances that enrich the player’s gaming experience. The player should be encouraged to appreciate his achievements and continually increase his self-regard. In most games, there are always more levels to explore, more gadgets to discover. No matter how good the player is, there is always a way to enhance his current situation. Throughout a game, he is challenged to fight, improve, gain, explore, reach and accomplish (Figure 2.19). Figure 2.18: Slot machines can foster addiction by offering simple and repetitive interaction with the hope of gaining money. Before big winnings are made, the player’s behavior has usually become habitual. The idea of a game is to entertain and improve the player’s life. A game is obliged to offer emotional rewards. When the player is successful and has attained an important goal, he should not only be rewarded, but be encouraged to bask in his feeling of success and emotionally enjoy the fruit of his efforts. Many action adventures such as World of Warcraft and Neverwinter Nights, reward the player with experience points, skills and items, like weapons and armor. He can use these to improve his current inventory and gain advantages in future quests and adventures. However, the moment of reward, the experience of success, the elation of victory only lasts for a single click. The moment 42 Appreciating Games is shortened by trivialities like first having to travel back and forth, just to speak to whoever burdened the player with the quest in the first place. This person then bequeaths some experience points onto the player. Usually, there is no way of telling where these experience points originated from. The player might have rescued an alluring princess from the legions of the damned, vanquished a dreaded demon, assassinated a respected nobleman or simply slaughtered a horde of farm animals. The reward for these actions is usually a handful of clean and sterile experience points. Figure 2.19: In most games, the player is constantly challenged to his limits but rewarded only for a short span of time. Quake uses colorful statistics at the end of a round as a reward. Currently, online action-adventures are starting to introduce a more versatile mode of reward, where a player’s actions determine his standing with certain factions. If a player helps faction A, he is respected by them, but looses face with the opposing faction B. Gaining social esteem or fame within a group one admires seems to be even more rewarding than being able to buy new items or skills. The interdependence between a player’s decisions in the game and the development of the character enables the player to individualize his hero through his own actions which, in turn, increases the identification of the player with his hero. 43 Appreciating Games 2.3.5. Complex Computation and Simple Rules A game has rules to control the interaction of players. Rules define the starting point and the end, and the path that players can take between these two. When a game starts, it usually resets specific default parameters like the location of player figurines in board games or an empty inventory in computer adventure games, etc. This serves to define the exact state from which the players can progress, in order to control the development of the round. As the game progresses, the ways in which players can interact with the fantasy world of the game are defined by its rules. Players can influence parameters like the movement of a character, e.g. in board games, and first person shooters, or the combination of certain objects and triggers, as is required in adventure games and puzzles. The rules limit the amount of control that each player has over the game. The player’s actions are interpretations of these rules and limitations. Rules should be fair, yet challenging to every player. The process of tuning the rules is called “balancing”. A game ends when either the victory or loss conditions are fulfilled. A game is lost when a player can no longer influence parameters to achieve victory, which is the case when having reached the end of a time limit, after having died or having gone bankrupt. Imagine a financial game where players have to gain the most money in order to win. A player who has invested all his money and is no longer able to buy anything, might have lost. However, perhaps a prior investment can still afford him new cash, allowing him to continue playing. This sounds trivial, but a game has to coherently manage all parameters that can influence each other. Clearly defined loss conditions can help to achieve this. A victory condition can be reached, for instance, by crossing the finish line in a racing game, or by reaching the damsel in distress after having slain the dragon in a classical adventure. After a game is finished, the player has to be kept interested enough in the game to play another round. While this is mostly determined by the overall quality of a game and the promise of further challenges, it is also important to lead the player on to the next round by simple interaction, like having to merely press a single button. 44 Appreciating Games In general, rules should be simple, yet allow a vast number of possibilities for the player. He should be able to create his own individual experience while playing. Rules that are too rigid to allow creativity or too complicated to allow the player to focus his talents, his attention or interests on the game can easily become frustrating or boring. The Japanese game Go serves as a prime example of simple rules and complex possibilities. Two players compete on a square board by placing stones of two colors, black or white. The intention is to simulate tactical warfare between the black and white armies. Stones can be placed anywhere on the board. They can form lines, circles or filled spaces. The aim is to encircle an opponent’s group of stones or to break a defensive line (Figure 2.20). There is only a handful of rules in Go, but their tactical diversity has been filling books for more than a hundred years. Figure 2.20: The Japanese board game Go has simple rules that create a complex game with virtually endless variety. In computer games, rules can be tremendously more complex than in board games. However, rules should still appear simple to the player. The argument for simplicity does not insinuate unsophisticated rules. The game’s internal computation should be well-balanced and can be very complex. Developing rules can be a treat for mathematical minds. Balancing rules by testing and playing the game can be a lot of fun, too. The player, however, should see only what he really needs in order to play - in contrast to the developers. In a simple racing game, it should not be necessary to assemble and modify a car before being able to play. The player might want to tune some attributes of his vehicle, like friction and acceleration, after familiarizing himself with the 45 Appreciating Games game. The game should offer suitable default parameters and keep most of them internal. For example, the multitudinous parameters influencing an AI opponent do not need to be visible to the player. He should only see a single difficulty setting or, if possible, the AI can autonomously adapt during the course of a game. AI games can, for example, become more challenging when facing advanced players, or friction can increase on snowy racetracks, etc. In order to balance the complexity of rules to their multiplicity, the number of parameters that can be influenced by the player should be kept at a minimum, while letting parameters cross-influence and overlap each other. Complexity can be achieved through internally complex and sophisticated computation of a game’s reaction to the player’s input. But, as has been said before, no matter how complex internal computation might be, it should always appear intuitive and understandable to the player. When he cannot grasp the correlation between his input and the game’s reaction, the game will seem unfair or stupid. Eventually, confused players will become frustrated and walk away. To keep the player from getting frustrated, the learning curve should be kept low, too. The player should progress easily from his very first encounter with the game to learning and evolving along with the gradually unfolding story. Particularly, a complex story with many rules must introduce rules step-bystep. In the first stage, no more than two or three rules should be necessary for success. This will gratify the player right from the start and keep him interested in the game. If he continues playing, more detailed rules will be introduced, making the game more diverse and interesting. After the player understands the entire set of rules required in the game, he can still be led to discover advanced tips and tricks that help him become more efficient and successful. As he spends more time with the game, he will understand its inner working and develop new tactics to utilize his knowledge. 2.3.6. Incentives & Details Details give a game structure, texture and a feeling of intensity. They make the game seem closer to reality by offering many, seemingly irrelevant, visuals and possibilities. In World of Warcraft, the player controls a character who can run around the world to explore, slay monsters, trade and so forth. This basic setting is brought to life through details: different skins and clothing for each race, landscapes with grass that moves, animals that populate the landscape, a 46 Appreciating Games market hall built from old wood that gives the impression of a lively bazaar (Figure 2.21). All these details are irrelevant to the rules and challenges of the game, but they are most important in transporting an experience of reality and immediacy to the player. The game would be utterly lifeless and bleak if it sported only a dreary, dead landscape with a repeating texture, a gray cement market hall and no animals except for hostile beasts. Figure 2.21: The World of Warcraft creates an emotional experience for the player through its detailed, unpredictable and lively fantasy world. Details that gradually reveal themselves act as incentives, unveiling depth and complexity as the game progresses. Players can make new discoveries all the time, gaining a sense of learning and achievement. Sirlin (2000) calls these gradual rewards “small doses of fun”, that keep the player entertained and feeling successful. Incentives can be offered through new content, like visual sets, that change the atmosphere (“The beach maps are really great, but the ice levels are always the tough part to get through.”), or tactical instruments, like upgrades, extras and new units. Online games sometimes present new content on holidays like Halloween, Christmas or Easter (Figure 2.22). 47 Appreciating Games Figure 2.22: Online games such as Guild Wars occasionally present new content as incentives on holidays such as Halloween. Another important kind of incentives allow the player to express his individuality in an environmental context. Players want to give their surroundings a personal touch, similar to real life where they decorate rooms, use customized backgrounds on their computers and so forth. The player should be able to leave a personal mark, even if it is only small things that do not change any game parameters, e.g. painting his logo on certain objects, changing the look of this character or car, uploading a photo, building a virtual house for others to marvel at, or speaking his mind to other players (Figure 2.23). This allows him to satisfy individual wishes and desires, which is essential to identify with a game. Figure 2.23: In FireArms, each player can spray-paint a custom-made logo onto the virtual surrounding to give it a personal touch. 48 Appreciating Games 2.3.7. Toys A game is mainly based on human interaction, be it humans interacting with each other, or humans interacting with devices. I shall refer to such devices, that are intended solely for the use in a game, as toys. Toys can appear to be inherently sentient, like computer consoles, or they can be intermediary, acting as go-betweens for the player and the fantasy world of the game. The most fundamental interaction is to use the human body. Games that utilize the capabilities of the body, ‘un-augmented’ with toys, can be played almost anywhere, at anytime, by anyone. No helping medium is required and there are no unfamiliar devices that have to be handled. In addition, purely physical games are often extremely challenging, invigorating and satisfying. Examples include running to play Catch, playful wrestling, or Rock-PaperScissors. Toys make it possible to achieve extraordinary feats, which would be hard if only the human body were used. For example, baseball bats and tennis rackets let players shoot balls in a way that would not be possible with bare hands. Passive intermediary toys are used to enforce rules, like the wooden frame that marks a goal, or lines of chalk that mark a tennis field, a table with a backprojection screen. Architecture and hardware design guide players through a game, like a maze or race-course. In addition to passive toys, which create the backdrop of a game, active intermediary toys serve as the actual input devices for the player. These include balls, baseball bats, mouse and keyboard, buttons and many more. Examples for games using a combination of passive and active intermediaries are football, hopscotch, twister and most other physical games. Active toys have to be available to every player, they should be robust, light and safe. Intermediary toys can be designed for a specific purpose, like bow and arrow and baseball bats. These are optimally engineered for a single task and are normally not reused for other purposes. Alternatively, intermediary toys can be designed to be multifunctional, serving any purpose that the players come up with, while they adhere to the rules of a specific game. For example, balls, dice and cards, Lego bricks, mouse and keyboard, PDAs and others that serve more than a singular purpose. 49 Appreciating Games Sentient toys can react to a player’s input and come up with changing, but not entirely random responses to similar situations. This creates a more unpredictable and flexible environment for the player, resulting in the feeling that another sentient entity is convening with the player. In computer games, artificial intelligence algorithms attempt to simulate another player. The AI player has to act according to the rules of the game, just like a human player. This restricts the AI to play fairly. On the other hand, it also has to challenge the player. This would lead to very intricate AI in complex games. As a result, AI players are sometimes designed to cheat. In strategy games, for example, it is not uncommon for the AI player to gain money without resources, construct buildings more quickly or get free reinforcements when in danger. AI players who cheat too obviously will not challenge the player, but offend him, often resulting in anger or counter-cheating by the player. To avoid this, the AI should be kept simple and well-tested, cheating only where the player cannot detect it. Augmented reality can combine both physical interaction with the human body, with intermediary toys, like tangible interfaces and display technologies, as well as sentient toys, which are well-known from computer games. 50 3. Augmented Games Chapter 3 Augmented Games 3.1. Augmented Reality 3.1.1. What is Augmented Reality? “Augmented Reality“ (AR) is commonly defined as the enhancement of real, physical surroundings with virtual information (Azuma, 1997). The classical AR application uses a see-through head-mounted display that allows the user to view his environment, overlaid with virtual 3D computer-graphics, displayed on his eye monitors (Figure 3.1). Figure 3.1: The real world is overlaid with virtual information in augmented reality. Real-time applications like Archeoguide or ARIS demonstrate 3D graphics embedded in a real environment. 51 Augmented Games The percentage of real and virtual elements within an AR application varies. Milgram (1994) describes a continuum between the real, physical environment and the purely virtual world of computers. This continuum spans from reality, via the augmentation of reality with virtual elements, over the enhancement of virtual worlds with real elements, to pure virtuality. AR research has led to the development of so many applications of diverse technology that it is difficult to clearly define the boundaries of augmented reality. The combination of the real and the virtual seems to open up boundless possibilities. In this thesis, augmented reality refers quite generally to applications that utilize both virtual and physical elements. Games that make use of this technology are no longer ‘just’ computer games or traditional games. They can create a new gaming experience through the use of AR technology and are hence referred to as “Augmented Games“ (AG). 3.1.2. Game Design for Augmented Reality In conventional computer games, the player’s attention is focused on the screen rather than on the real world. This reduces the range of activity and social collaboration. Intuitive interfaces free the players’ attention, allowing them to concentrate on their fellow players and enjoy the experience together. Alternate interfaces, such as cameras and microphones, also change the way the player interacts with the game. Through the novel approaches of AR, the player gets involved in the game both mentally and physically. He can use his own body to manipulate objects. The virtual game can be extended by real obstacles, by sound input from real environment or by constantly changing custom-made interfaces. Revolutionary technical features ensure a playeroriented and enjoyable experience. The additional possibilities of AR can enhance playability enormously. AR games can learn from both computer games and off-line games (Schmalstieg, 2005). Fundamentally, game design for augmented reality is the same as for classical computer games. However, the methods currently available to describe games are no longer complete for augmented games. Game design for AR must encompass all the additional aspects, focusing on the question of how to combine elements of classical computer games with the technology of augmented reality to create an entertaining and satisfying experience for the player. 52 Augmented Games In addition to the game design aspects introduced in the previous chapter, there are, therefore, many more options for the game designer of augmented games. The following chapter discusses different aspects that are unique to AR games. Amongst the numerous options, Szalavári (1998) mentions the ability to display different information to each participant, to encourage social communication between players and to allow interaction with the game physically and in real-time. 3.1.3. Development of Augmented Reality Applications Augmented Reality applications are usually developed with the goal of creating a technical prototype. The intention is either to test new ideas, investigate possibilities or conduct technical studies. These prototypes lead to a better understanding of current technological possibilities and spur further research. Many prototypes are intended to illustrate a novel idea or technology. They do not need to be flawless products that could be sold at stores. Playability is usually not an important factor in the development of prototypes, either. As a result, many ingenious prototypes are presented in a way that keeps many spectators from realizing the potential of the new technology or interaction device. Getting attention and user feedback, however, is always beneficial to the development of a prototype or theory. Games at conferences and innovation shows offer a good way of attracting audiences and transporting an idea in a casual and non-committal way. At conferences people are in a sort of learning mood and more willing to experiment with new interfaces or technology. Additionally, games that are introduced as prototypes can be designed to focus solely on a certain aspect of a new technology. The feedback from players, too, will be centered solely on this aspect (Starner, 2000) and will therefore be more to the point. Even if only intended as a prototype, a game should be fun, challenging and entertaining, and it should not only fascinate the initiated by amazing technology. To quote Csikszentmihalyi (1977), “a game must engage all players on an emotional level”, making the technology behind the setup seem irrelevant to any player who is tied up in the game. This will result in a positive experience and leave players interested (Trappey, 2005). 53 Augmented Games For creating player-oriented prototypes, it is crucial from the start to make the player the center of the design. The game should think in the player’s terms. The technology inside the game should be the interpretation of the player’s wishes. Consequently the game design process needs to focus the entire development effort on the finished, enjoyable product even before the first lines of code are written. Schmalstieg (2005) differentiates between the “how to implement” phase that sometimes does not progress to the “what to show” phase. If game design focuses mostly on featuring a new technological aspect, while leaving the game design process for later, some technical features might have been implemented unnecessarily, because in the process of game development it becomes apparent that they are of no use to the mechanics of the final game. On the other hand, many desirable game design elements may be restricted due to technical reasons if the technological framework has already been implemented. Whether a prototype is focused on the technology or on the finished product and the player, its purpose is to convey an idea to the public. Consequently, the main goal should be to refine a key aspect of the technology into a wellrounded game-prototype. It is not necessary to make grand rearrangements in the development pipeline of AR prototypes. Game design can enhance the established development process to create richer and more satisfying game prototypes. In the development of games, particularly in technical research, there is a compromise to be made between what is technically feasible, what is economical and what the player might enjoy most. On the one hand, the technology needs to be robust and the software has to run without errors. A game has to be thoroughly designed and refined into a well-balanced and enjoyable experience. On the other hand, the amount of working hours, the number of people working on the prototype and the funding are limited. Limiting working hours, however, by designing simple games or focusing the game on a single means of interaction reduces the complexity of the game, the intensity of the experience and its emotional depth. It also reduces the impact on the player and, maybe, the success of the game. Designing a prototype is a matter of finding a balance. 54 Augmented Games At present, most prototypes of AR games are not developed into commercial products. In the mobile sector, companies have been supporting research, with the result that several location-based games have become rather successful, with communities supporting these games. Mobile applications run on existing hardware and are much cheaper to produce and to distribute than most AR applications. For these, the money and time necessary for a prototype to evolve into a finished product are usually not available. 3.1.4. Interactive Art Interactive art installations are different from games, but they also employ AR elements. Their use of augmented reality technology can also shed new light on AR games. Itsuo Sakane (1997) broadly defines interactive art as “simply art that involves the participation of the viewer”. Weiß (2004) uses a similarly general, but more technical definition and describes it as “an artistic activity that would be impossible and meaningless without the computer”. Interactive art installations usually attempt to induce a user response like a sensual experience, be it amazement, bewilderment or simply a short distraction. To achieve this, interactive installations are often focused on utilizing a single means of interaction. Users concentrate solely on one interface made available to them. For example, Small Fish by Masaki Fujihata employs a projection with abstract elements like lines, rectangles and bubbles. Each element influences musical elements, similar to musical notation where written notes define the sound of music. Users can shift and change the abstract elements to experiment with the resulting composition. In this way, users are engaged to analyze how abstract elements and music correspond. They can do this by either playing leisurely with the installation or attempting to understand the underlying structure of the synthesis of abstract elements with the music (Fujihata, 1999). The famous Videoplace (Krueger, 1974) lets users interact by using their silhouettes. The application switches between several modes of interaction whenever a new user enters. The image of the user can be translated, scaled and rotated. One user can scale the outline of another or let it balance on his finger (Figure 3.2). 55 Augmented Games Figure 3.2: Videoplace places the user’s silhouettes in a virtual playground. In Camille Utterback’s Text Rain (1999), the user moves in front of a wallprojection, where letters fall down and collide with his shadow. The position of the user is tracked and aligned with the virtual world so that the virtual letters and the user’s shadow interact (Figure 3.3). Figure 3.3: In Text Rain, letters drop and collide with the user’s shadow. In the installation Butterfly Garden, the user can cause new butterflies to appear, by holding his hands above an arrangement of flowers. The virtual butterflies are projected onto the user’s palms and onto the flowers. They fly around as autonomous entities until they disappear between the blossoms (Montandon, 2006) (Figure 3.4). 56 Augmented Games Figure 3.4: In Butterfly Garden, the user can spawn butterflies in the palm of his hands. By concentrating on a single method of interaction, interactive art offers a sort of laboratory environment to experiment with new interfaces. A single kind of interface technology can be analyzed for user feedback (Nielsen, 2003). This can aid game designers to analyze the experiences created by the installation, in order to understand exactly why its elements form that particular kind of experience (Sirlin, 2000). Attributes such as common ways of interaction and user responses on a tactile or emotional level can be derived for each kind of interface. These attributes can be useful for the controlled design of a user experience. This is required in games, where different interfaces can be employed to create a certain experience. For example, the designer of an AR racing game might choose between controlling cars with gamepads that allow users to accelerate and steer, and a gesture-based control where cars always go to the spot where the player points with his index finger. Each control offers a different experience to the player. The first approach conveys a more direct feeling of speed and control, whereas the second alternative involves the player more as a commander than as a driver. The game designer has to decide which interface is most suitable for the experience that the racing game should convey. 57 Augmented Games Understanding the effects of new tangible interfaces and other interactive technologies is the basis of employing them knowingly in a game (Barrett, 2000). Every interface influences how the user regards the installation and his own options to influence it. A simple, cheery and colorful interface differs from a complex, technical and sterile interface in the effect it has on the user both mentally and physically. Several interactive-art installations already make excellent use of different interfaces to create an intense illusion for its participants and to produce a free and creative environment for the user. Not many of these installations, however, attempt to create an immersive gaming experience. An enjoyable augmented reality game needs to present a robust and yet innovative technical interface, while being as engaging as a traditional computer game. By combining the approach of interactive art, to experiment with a single interface and analyze feedback, with the research aspects of developing new AR applications, it is possible to create well-tested and innovative games. It is one of the challenging aspects of designing new AR games. 3.1.5. Conceptualizing a Game: Buffet Battle Every initial idea, be it for a computer game or an AR game, faces endless revisions and corrections, constantly adapting to new problems and challenges. However, in AR the designer does not only have to consider all the usual problems of classical games. He has to take the physical and the social dimension of the player’s real world into account as well. The following example is intended to illustrate the numerous considerations that can influence an AR game concept. Imagine a projection-based strategy game in which players control opposing armies, called Buffet Battle. The armies are seen from a top-view and the player controls them with his fingers by selecting groups of soldiers and pointing to targets. In this case, the game is a classical on-screen application, with the only difference that instead of a mouse pointer, the player interacts with his fingers. Because the interaction only involves two-dimensional information, very similar to the way a mouse is used, there is no need for augmentation; there is no reason within the game design for a complicated setup and interface. 58 Augmented Games However, the player can move his fingers in three dimensions, not only two. A planar game limits the physical possibilities of his hands. If a game were to incorporate the natural movement of fingers in a three-dimensional space, augmentation could be valid. A 3D AR-game would be more suited for fingerbased navigation. It is still possible to restrain the interaction to a flat surface. Magnets, for instance, that stick to the game plane could be used for a two dimensional version of Buffet Battle. A magnet’s position could correspond to the position of a cohort. However, the speed at which magnets can be pushed around by the player would make the game based on fast action and reflexes. In order to maintain realism of the movement speed of the soldiers in the virtual game, they would need to be designed not to exceed a certain maximum speed. A way past such logical inconsistencies is to use the magnets as a target location for a cohort. The movement of the cohort itself is controlled by an AI agent. The player shapes the battlefield by placing the magnets or other real obstacles on the game plane, thus influencing the routes of his troops. At this step of the game design, another problem becomes apparent. By restricting the influence of the player on the progress of the game, his experience of being in control of the battle also diminishes. As soon as an outside influence, like the AI in this case, appears to influence the outcome of the battle, players who are on the losing side will blame the system or the controls for their demise. As was stated before, the player should never feel cheated by a game. The need to be accepted and appreciated has to be considered first and foremost by the game designer. A possible solution would be to keep the individual AI agents to run the members of the opposing armies, but to change the role of the players from commanders to spectators. The players could watch the unfolding events on the battlefield like the ancient Romans did in the amphitheater. For a game, however, simply watching the action from above would be boring. Spectators like to have some control over events, even if this control is restricted to exploring and understanding the events of the game and cheering or booing to them. Why not put the action inside the world of the spectators, so they can explore the events on the battlefield? Imagine high-tech faeries battling grim ogres on the buffet tables at a conference or business meeting. 59 Augmented Games The virtual soldiers would remain invisible to the human eye until the spectators use magic monocles, e.g. hand-held shutter-glasses, to inspect their surroundings. Then, between white ceramic dishes, for instance, and a pile of oranges, the spectators would behold a group of three ogres working their way to a faerie hideout. A spectator could take sides against the ogres and interfere by moving the oranges to block the ogres’ track or even to crush a few of them. Thus, the spectator could interact with the game, change the fantasy world of the game and become a fully appreciated player again. The idea of the game described above shows only a few possible ways of reasoning in game design. Considering the multitude of influences on the experience of the player is of vital importance. It helps to present innovative technology in a player-friendly way and meet the needs of modern consumers and product managers. Augmented games can make use of the enhancements that new technology offers, but they should go beyond building purely technical prototypes to illustrate a new interaction device, tracking algorithm, headmounted display or 3D shape-extraction setup. New technology should be employed to enhance playability and offer new and improved gaming experiences. In the long run, augmented games might develop into a rich and versatile market with quality products that appeal to the general public and take the experiences of computer games further, enriching them with emotions and interfaces that today’s players and non-players have not yet dreamed of. In the near future, AR games could help to saturate public casual-gamer markets, while supporting the trend of technological innovation of recent years. 60 Augmented Games 3.2. Design Aspects 3.2.1. Space The design of the space of a game is one of the most interesting ways to shape augmented games. In regular computer games, virtual worlds take place in an entirely simulated environment of time and space. All aspects of the game are controlled: visuals, sound, time and movement of the virtual player (Ruedenberg, 1995). This makes it easy for a game to convincingly convey a fantasy. In contrast, AR games always face comparison with the real world. The player can move around in his real-life environment and time seems to pass as it ought to. This has an effect on both the virtual and the physical part of an AR game: Virtual shadows of objects have to seem as real as that of their physical counterparts (Supan, 2006). Furthermore, if the player can move freely in the physical world, movement within the game cannot be affected by a collision-detection or messages like “You cannot go there!”. Every restraint in movement has to be logically deducible from the game and must be comprehensible to the player. Space controls movement and attention in an utterly immediate manner. It supports the emotional experience, shapes the actions and movement of the player and can convey a game’s rules in a graspable and intuitive way. An emotional experience is conveyed by the design of space within the game. Dark and brooding settings induce uncertainty and fear; futuristic and technical surroundings may seem sterile and austere; while lush greenery and nature with wooden and earthen tones inspires warmth, security and serenity. Clearly visible technological gadgets such as cameras, projectors, cables, sensors, blinking computer-stations and trusses convey an experience of an amazingly advanced and chaotic research lab that ought to have people with white coats scurrying around. Space is one of the major factors in bringing the experience of a game to life. This is applied at set design and matte painting in movies (Figure 3.5), at stage lighting in theaters and at level design in computer games (Adams, 2002) (Figure 3.6). 61 Augmented Games Figure 3.5: The architecture of space conveys an emotional experience. This has been applied in theatre and film since early movies like Nosferatu. In these cases, the viewpoint is controlled by either the camera in a movie, the seats in the auditorium of a theatre or the player’s character in a computer game. Similarly, the virtual content of an AR game can be controlled by the virtual camera. However, in the physical world, players can look and move around freely - unless the game setup controls the player’s movement. This control can be achieved in several ways, illustrated by the following examples taken from the real world: In a hospital, directions are given by color-coded lines on the floor, for patients who are unfamiliar with the environment. In front of a cinema, a waiting-line directs people to queue in a zigzag line. In a maze, directions are limited by walls, corridors and junctions. In a computer racing game, the course is defined by the color and shape of the road, its border, and other elements such as ramps and loopings. In an AR tabletop game, players can be invited to take their places at a four-sided table with four control devices. Figure 3.6: Computer games also employ the design of space to express setting, emotion and foreboding. Extreme architecture like that sound in The Day of the Tentacle, can be achieved more easily in the virtual world. 62 Augmented Games Space is defined through the design of architecture and other physical elements, as illustrated above. Space can also be established through the relationship of moving game elements like players and obstacles. In the AR game Human Pacman (Cheok, 2004), players chase each other almost like in a game of Catch. One player is the “king of the hill” who has to be captured. In Human Pacman, the spatial relationship between the players defines the current state of the game, whereas the position in absolute space is irrelevant (Figure 3.7). Figure 3.7: In Human Pacman, space is defined mostly through the position of the players relative to each other. The player (right) runs around the real world (left), avoiding capture by human ghosts. To escape, he is guided by another person (top right). The architecture of a game space also determines and supports rules, like a goal in soccer does, or chalk lines in Hop-Scotch. The design of the space should make use of existing conventions like paths, door-handles, arrows or buttons, in order to convey the rules and restrictions of the game as clearly and directly as possible (Andrews, 2005). A physical game called Quasar uses a hall which is separated in two halves for two opposing parties and which contains obstacles to be used as cover. Players wear low-intensity laser rifles attached to plastic armor with light sensors. The hall, with its obstacles and predefined pathways, conveys a feeling of restricted movement. It implies a competition between the two team’s areas. Additionally, the obstacles serve as a tactical playground, containing visual cover and obstacles to focus the attention of the players. The player can only encompass information that is made available by the space that is provided by the game designer. Consequently, the game designer 63 Augmented Games can manipulate the information and attention of the player by space (Adams, 2002). Most of the player’s perception is defined by space. By controlling the player’s perception, his basis for decision-making is limited. He cannot make a global tactical decision, because only a part of the game is visible to him. When designing a game, it is necessary for the game designer to step through every position in space, imagining the player’s most likely decision. This way, probable routes that lead through the game can be analyzed and adapted to support the story and goals of the game. 3.2.1.1. The Dimensions of a Game World The dimensions of a game are very versatile. They can be spatial, temporal, emotional or social. The game can lead the player on a spatial trail like a racetrack, a storyline or along a musical composition. 3.2.1.1.1. The Physical Dimension The Area of an AR Game is freely variable in size. A game can take place indoors or outdoors. Participants can move within a room, a hallway, in front of a screen or they can play outdoors, on a football field or even use a city as their playground in a GPRS game such as The Journey (Jakl, 2004). Imagine, for example, a stealth-op tactical game in which players take on the roles of seekers and runners, with the aim of locating a target, or avoiding capture, similar to Cops and Robbers. Seekers attempt to capture runners by coming within their perimeter. Runners can win by avoiding capture until the end of a time limit. The game could be played on individual computer screens in the same room, with each player steering an avatar like in a first-person shooter. In an alternate real-world setup, the players could move around in a large, futuristic room, looking for each other. The room is furnished with a cushioned interior that forms tracks, hideouts and covers. Each player is equipped with a one-eye see-through head-mounted display (Microvision, 2006) to display game information and group members. When a seeker comes near a runner, he scores a point. On an even larger scale, the game could take place in an open environment, with players moving around in the open. Each player is equipped with a GPRS device that displays the positions of other participants. Once a hunter is within a certain minimum range to a runner, he has automatically captured him and thus increases his own score. 64 Augmented Games The area of a game has to fit the experience and fantasy setting of the game. The area that can be used depends on which technologies can be employed and financed. The Area of Interaction describes the space that the player can directly influence with his decisions. The player’s decisions have an impact on the game, but he can only bring about changes in a part of the game area. Usually, the player will only influence his immediate surroundings, causing changes that he can see. He has to be able to understand the correlation between his actions and the effect on the game world (see Section 2.2.4 “Feedback”). The player can influence his surroundings through the use of smaller or larger devices. He can play on handhelds such as PDAs or mobiles, touch a computer screen, move around large, fluffy objects, influence a wall-sized projection or a room-filling electronic setup. The Movement of the Player, on the other hand, is limited by the area of the game. The amount of physical participation of the player depends mostly on the challenges and goals of the game. He can be required to walk slowly, run around incessantly, remain in the same place, or even perform kung fu moves and aerial stunts (Hämäläinen, 2004) (Figure 3.8). Figure 3.8: Intense movement is required in games like Kick Ass Kung-Fu. 65 Augmented Games The Real and Virtual Environment stand in a spatial relationship to each other. In augmented reality, real distances mostly correspond to virtual space. For example, in the game Ruptured Skies (Schmidmayr, 2003) the player steers a virtual airplane with his arms held out to the side. His arms correspond to the wings of the plane. By moving his outstretched arms to the left, the airplane veers to the left. In this respect, virtual distances correspond to real distances, and even real angles are reflected in the virtual world. There are no side-scrolling games in AR yet, where the virtual world moves independently from the real world. There are, however, applications in which the scale of the real and the scale of the virtual world differ. Augmented games allow the player to experience such differences in scale much more directly than he could in computer games such as Populous, Battle Isle or Sim Ant. Imagine a table-top projection game on which a green landscape with abundant vegetation is displayed. On the table, there live a herd of creatures which the player has to look after. In relation to the virtual landscape, the player is giant-sized. This corresponds to his in-game role as a sort of minor God who takes care of his creatures. The perception of real distances, in relation to the game, is influenced by the display devices of the game. The player can look down on a table-top projection, making him all-seeing, bigger than life and in control, while an HMD severely limits his vision and, with it, his overview and omniscience in the game. Alternatively, a projection on the ceiling can force the player to look up occasionally, making him feel watched or threatened. This experience can be enhanced with an occasional scary noise emanating from somewhere nearby. The possibilities of positioning feedback, be it visual, audio or haptic, inside the game space are endless. The Virtual Representation of the Player defines what role the player takes on in the virtual part of the game. In computer games, the player acts either as himself or is represented by a virtual avatar. In most casual games, the player has no virtual representation. In puzzles and click-and-point games, but also in strategy games and God games, the player can imagine himself as being free of restraints in manipulating the world or commanding his minions. In many computer games, avatars are used to draw the player closer to the vir- 66 Augmented Games tual world. The player can control the avatar and influence his actions, with the result of forming a kind of emotional relationship or even identification with the virtual representation. Avatars are employed in story-driven adventure games such as Larry and King’s Quest, third-person action-adventures like Tomb Raider and World of Warcraft, as well as in numerous other genres where characters evolve throughout a story. In augmented reality, avatars can be used to assign a robot, a car or other controllable entity to each player. However, in AR it is often not necessary to draw the player into the virtual world. Instead, he can be immersed in his real surroundings, as is the case in physical, full-body games. Other AR games that focus on short and intense interaction, casual puzzles, quick stimulusresponse or social challenges do not require the player to be represented by an avatar in the virtual part of the application either. If an augmented game tightly incorporates both the real and virtual world, an avatar would only remind the player of the difference between physical and digital. When the player is no longer aware of the divide between real and virtual, an avatar can even be bothersome and distracting. Virtual persons might be better suited as advisors and guides who explain game rules and dynamics to the player where necessary. However, such tutors should only be employed sparsely. They should be avoided wherever simpler rules, better interfaces and other self-explanatory content can be used instead. 3.2.1.1.2. The Temporal Dimension The story of a game can be played out in a matter of minutes, hours or occasionally even days. Action and reflex games take only minutes, while strategy games based heavily on complex decisions can last for hours, and “live-action role-playing” games (LARPs) that are played in the real world can even span over several days. The length of the story of a game should be adapted to the time that players are willing to spend playing, the location of the setup and the effort it takes to interact. For example, passersby in a shopping mall might be prepared to play for ten to fifteen minutes. They might enjoy engaging other players. However, they will not want to play a physically challenging game that makes them exert themselves and start sweating. 67 Augmented Games The smaller the intensity of an interaction is, the longer a game can last. When the player does not have to concentrate intensely and does not have to focus on numerous different aspects of a game, but can relax his mind or take a break once in a while, the game can last longer. For example, there are some GPRS games that give players several days to reach a certain destination. In Fishies, players can leave at any time and the concentration required is so minimal that it is not necessary to have short rounds with clearly defined goals. Games with such a loose temporal dimension could be referred to as “ambient games”. Arcade games intend to attract passersby who only have a limited amount of time to spend. Rounds in these coin-up games usually last somewhere between 60 and 180 seconds. This time is packed to the brim with incentives, visuals and action-packed interaction with the aim of having the player come back for another round. In general, AR games can learn about timing from arcade consoles. However, augmented games can also use portable or ambient setups that can involve the player over a longer stretch of time. Additionally, as mentioned before, interaction should not be too simple to avoid mindless games focused on addiction and monetary gain. The time within a game does not have to adhere to the passing of real time. The player can experience a story that spans over months within the game in a couple of hours of playing. In Peter Molyneux’ game Fable, the player’s hero even ages from childhood to adolescence in the course of the game (Figure 3.9). Figure 3.9: In Fable, the player guides his character from childhood to old age as the story progresses. 68 Augmented Games Alternatively, game time can correspond to real time. In these games, the player is often focused on stimulus-response and strategies that he has to employ. Time in games can even be slower than in real life. This allows the player to experience a world in slow motion or view it from the eyes of a fly. The passing of time does not have to be fixed. A game can bestow powers of time manipulation on the player. He might want to speed up the game when he is traveling or slow it down to consider complex situations. The game itself can intentionally change the pace of a game by manipulating time. If a player has less time to react to obstacles or for making decisions, he is challenged to concentrate harder and to react spontaneously, rather than being allowed to ponder his options. A particular kind of time segmentation can be found in turn-based games. These games do not simulate the passing of time, but only display stages of the game. A turns is a fixed state in which the player changes the game world. Many strategy games use turns to allow the player to master situations of growing complexity. In Sid Meier’s Civilization, the player manages a growing civilization from the first settlement to world domination. As time progresses, he has to manage more and more resources and make decisions for each city and unit. The time required for this process increases with the progression of the game. However, the time that the player takes to complete each turn does not matter, because the game only differentiates between turns. In the next turn, the game computes the effects of his actions. This is continued until the player has reached a victory condition or has lost the game. 3.2.1.1.3. The Social Dimension The contact with others is very important to players (Trappey, 2005) and should be fostered wherever possible. Socially oriented games sometimes include challenges solely to get players together. The story of the game itself is secondary and just a means to congregate players. In a playful way such games allow social conduct that even eludes norms outside of the game. They allow players to express themselves and get to know each other in unusual ways. A prime example is Activity, where participants work together to guess the meaning of charades, drawings or descriptions. Even though Activity requires some knowledge and skills from the players, these skills are not essen- 69 Augmented Games tial for the entertainment and fun that the game provides, because the main focus of the game is on the social level. Augmented reality is an ideal medium to nurture social interaction. Augmented games let people come together in a shared physical space, participating in a fantasy world in collaboration. They can share a gaming environment and explore the possibilities of the augmented world together, challenging them on both an individual level and as a group (Magerkurth, 2004). Together, they can overcome problems or face them in playful competition, enhancing the gaming experience. It would seem a waste of opportunity not to include social interaction in an AR game. Its shared environment enables a gaming experience that ordinary computer games cannot offer. Emotional Depth varies from game to game. Losing at a board game when playing with friends can enrage or humor us, can cause laughter or shouting. Computer games on the other hand, are often focused on a screen and players are essentially alone in their physical surroundings. Even in online multiplayer games, social freedom is often limited to communicating via text and speech (Turkle, 1984). Most computer games do not intend to create emotional depth. Instead, they address the desire for superficial entertainment by providing fast-paced action with simple point-and-click interaction and screaming visuals inside a shallow story. In this regard, many computer games are comparable to shallow action movies. They serve as a means of light-hearted entertainment that do not require too much emotional involvement of the viewer. Still, shallow action movies are a valuable part of the scope of films because of their entertaining and superficial nature. However, if all movies were action movies, a major part of the emotional potential of film would remain untouched. Naturally, not all games are limited to superficial entertainment. There are notable exceptions such as Half Life which manages to combine a first person shooter with a complex and subtle story that is made totally captivating by excellent storytelling. In Half Life, emotions such as fear and anxiety are unusually intense. These primal emotions are also the focus of horror games like Resident Evil. However, if these games are comparable to movies, they reflect the genre of B-movie horror thrillers (Figure 3.10). 70 Augmented Games Figure 3.10: Some games like Resident Evil go beyond shallow entertainment and confront the player with emotions commonly found in horror movies. An exclamation of emotion while playing like crying or cheering, is extremely uncommon. A player jumping up from the computer, screaming in jubilation would seem inadequate, at best, to people around him. This is because the joy that the player experiences is not shared by other people in the vicinity and would probably cause alienation to a certain degree. It is this environment of secluded play that takes much of the emotional and social experience from playing computer games (Szalavári, 1998). Augmented Games stimulate the full scale of emotional reactions that board games, physical competitions and social games induce. It is only a question of design to make use of these emotions. Games and players have to contribute to an environment of openness and respectful understanding, in order to allow each participant to forget the world around him and become willingly absorbed in the fantasy of the game. To achieve this, a game has to foster positive social experiences. Socialization, however, takes time and the players’ attention. A game that is particularly social must give players time and space to communicate and socialize. Parts of the game that are not relevant to the social experience have to be reduced and simplified. The Number of Players and Participants influences the social experience. Augmented games are predestined for multi-player applications. The number of players is interlinked with the physical dimensions of a game. It defines how many people can interact with the game and with each other. 71 Augmented Games In general, fewer players will have a more intense and personal experience when playing together. The game can focus on their individual input and change the game world in an immediate and noticeable manner. On the other hand, a player in a larger crowd will feel like contributing to a whole. He can be part of a bigger group and identify himself with the achievements of all its members. However, individuals in a crowd tend to have a more superficial relationship with a game and be more willing to leave at any time. The number of participants is not limited to the people who can control the game as players. Especially in social games, spectators can give support and enhance the fun, e.g. by commenting or giving hints and tactical recommendations. They can help the players of a flight simulator to navigate or give clues in puzzles and quizzes such as Buzz and You Don’t Know Jack. Spectators can also actively participate in a game. In Neon Racer, they can directly manipulate the physical surroundings of the game, thus shaping the racecourse for the primary players. Competitiveness is also rooted in the social dimension. Social play can be encouraged by competition and cooperation. Players can form competing teams or work together on cooperative missions that are fought against virtual opponents. Common examples are games that involve strategy elements, e.g. Masters of Orion, Dark Age of Camelot and Counter-Strike. In cooperative games, opposition is created by the game in the form of AI enemies, level design, plot twists, puzzles and other challenges. Board games, for example, rely mostly on level design and chance. The board game Hugo uses an enemy figurine, Hugo, the ghost of a haunted castle who moves according to the roll of the players’ dice. Hugo is moved by the players, but his moves depend solely on the random throw of the dice. Whenever Hugo catches a player’s figurine, it is trapped in the castle’s cellar. Players try to escape the ghost by hiding in the rooms of the castle. The game focuses the players’ attention on Hugo and creates tension through his unpredictable movement. In this manner, Hugo is basically an AI opponent. Real opponents create more diversity and unexpected challenges than AI players. Real players are especially valuable to AR games because they offer varying challenges, they are unpredictable and enhance the social experience with communication, criticism and curses. 72 Augmented Games Increasing the number of participants induces group behavior. There are many psychological influences that should be taken into account when designing social games. Players can can choose to elect and follow a leader, to take sides and enhance competitiveness, or they might act out personal problems within the game, etc. The game designer should investigate the psychological theories on group dynamics and make use of this knowledge when navigating large groups of players within a game, in order to to keep competition playful and enjoyable. Make-Believe Play allows the player to become absorbed in its fantasy. It allows him to focus his actions and his awareness entirely on the game (Csikszentmihalyi, 1977). The player can lose himself in the game and act solely according to its rules (Caillois, 1961). He chooses to be part of the game and act outside of the “ordinary” world. While playing, he is inside a makebelieve world where common social expectations are not applicable. The player leaves behind the responsibility of having to behave according to social norms (Honigmann, 1977). He can act out fantasies in the make-believe world. This is especially important for adults, because for grown-ups, make-believe play is only appropriate in special situations such as in art, acting and charades, at parties and within certain groups (Handelman, 1976). In this regard, games are a playground for the mind, allowing the player to sidestep norms and do something extraordinary. Most games allow the player to act out fantasies inside the game world. Some games focus on letting him experiment with dark desires and socially disdained actions. The computer games Dungeon Keeper and Evil Genius put the player in the role of an evil overlord who has to manage his dungeon and hire, train and discipline minions to fight the ‘bad’ heros who attempt to steal treasures and to prevent the player’s goal of world domination (Figure 3.11). Private and Public Spaces can be available to the players. AR games can employ classical real-world game-play where players socialize and compete in a shared physical space. Additionally, players can participate from remote locations by utilizing network and tele-conference technologies such as 3D Live (Wolfmaier, 2003; Barakonyi, 2004). Additionally, each player can have his own private area within the game space (Kruger, 2003; Tse, 2003). This allows the game to display personalized information that can be secret or relevant only to a specific player or in a certain context (Szalavári, 1998). 73 Augmented Games Figure 3.11: In Dungeon Keeper, the player takes on the role of an evil overlord who can drill his minions to fight against treasure-robbing heroes. AR offers many individual feedback channels to address players individually. Amongst the most well-known are HMDs and other portable displays like PDAs (Szalavári, 1998) (Figure 3.12). Furthermore, directional sound sources, vibrating chairs and countless other feedback channels can deliver information to players on a personal level. Figure 3.12: AR can display personalized information to each player. In Mahjongg, the tiles of other players are hidden from view. 74 Augmented Games 3.2.2. Input and Feedback The true quality of a game lies in its interactive and immersive quality. Its strength is to let the player imagine himself a part of the game world and experience that world with his entire awareness. A big part of the experience of being inside a game world stems from the player’s options to manipulate the world and experience the effects of his actions. The way in which the player can interact with a game is generally referred to as the interface. The interface focuses the player’s attention, channels his freedom to affect changes in the game world and gives him feedback on these changes. It is the central element of the player’s interaction with the game. The crucial role of the interface, not just for games, was expressed by Hix and Hartson (1993) in the words, “To users, the User Interface is the system”. The interface affects the player’s emotional experience during the game. For example, a game that takes place in a science fiction setting might utilize displays embedded in metal frames. It may allow the player to control the game with his hands and arms by placing them in moveable exoskeleton sheaths. The aesthetic design of these interfaces, as well as their mechanical look support the atmosphere and communicate it to the player. When transporting an existing computer game idea to an AR setting, a new interface has to be designed. In most cases, the original game was made to be purely virtual and run on mouse and keyboard. In AR, these restrictions no longer apply and the creation of a unique interface is part of the AR design process. Haptic alternatives to mouse and keyboard can be found which feel entirely different from working on a PC. The mode of interaction can be changed from virtual to real or any kind of hybrid between these two alternatives. This can greatly influence the dynamics of the game as well. For instance, the Solitaire PC game is a point-and-drag card game played with only the mouse. It could be transformed into an AR projection-based game that tracks the player’s fingertips. The game would still be using the same pointand-drag interaction. Simply tracking hand movement would not make use of the extended possibilities of an AR space. The player could use several fingers or both hands at once, even play together with other people. Yet, none of these possibilities are inherent in the game dynamics of the PC version of Solitaire. The game dynamics need to be adapted to suit the new form of physical inter- 75 Augmented Games action. Thus, the technology offers new possibilities that demand a change in game design. To use custom interfaces in a game with due finesse, it is necessary to analyze existing interfaces and the way they shape the player’s emotional experience. In general, every interface consists of input and feedback channels. Input channels determine the ways in which the player can communicate his wishes to the game. He can control its flow by making his decisions known to the game. Input can be primarily physical like body movement, haptic such as buttons, and acoustic like speech. Changes in the game world are reported back to the player via feedback channels. Feedback, too, can be visual, using screens and projectors, acoustic like sound effects to mark a certain event, and haptic like force-feedback vibration. All of the information that is relevant to the player in the course of a game must pass through input and feedback channels, as Shneiderman stated for interfaces in general (1998). No information outside the feedback channels can reach the player, nor can the player influence a game but through the input options that is available to him. When a player first approaches a game, the feedback channels inform him of the rules, for example by displaying an on-screen tutorial and a blinking “press a button to start”-image. Then, the game waits for input which the player in this example delivers by pressing a button. The game will inform the player that the press of the button was successfully registered, e.g. by playing a sound and displaying the start-screen of the game. Throughout the course of the ensuing game, player and game continue to communicate through the available input and feedback channels. The player needs to perceive how the game is responding to him. He must be able to figure out a causal relationship between his input and the feedback he is given. In a game, a certain action has to trigger a repeatable and foreseeable response. This allows him to plan his actions in order to achieve his goal. If each response were different, the player would not see a connection between his action and the feedback of the game. Responses from the game need to be consistent (Krueger, 1991). The feedback has to be closely related to the input, both in the time that passes between input and feedback and in their logical 76 Augmented Games coherence. Feedback should be immediate and clearly related to the input that was just given. All possible input and feedback events of a game need to be analyzed. Every possible input has to cause a suitable response from the game. The continuous flow of input and feedback must never ebb or break. If the player is left without a reaction from the game, he will assume an error. Planning a game’s input and feedback responses leads to a sort of storyboard that can give a good overview of the options that the player has and the complexity that the game has to support. Being aware of the complexity of the input and feedback of a game is especially important in early stages of development. Programmers and designers can decide which features are crucial or easy to implement, and which ones should be dropped because they would take too much time in development while offering only a small benefit to the player. 3.2.2.1. Levels of Interaction In AR games, input and feedback channels can be focused on either the virtual or physical space. An example of primarily virtual input is when the player controls a virtual avatar with mouse and keyboard. The physical world is the focus of the player’s input when he has to move around or interact with real people and real objects. Similarly, a game can focus its feedback on a virtual level, e.g. HMDs or PDAs, or in the physical space, using force feedback or other mechanical actuators. Besides virtual and physical space, interaction can take place on a conscious or subconscious level (Figure 3.13). Conscious input is committed willingly and in full mental control, such as when pressing a button or moving around an object. Subconscious input analyzes parameters that cannot normally be controlled by conscious thought such as the player’s posture, his heart-rate and other biometric parameters. 77 Augmented Games Figure 3.13: Input and feedback can focus on the real or the virtual world and on a rational, conscious level or an emotional, subconscious level. Feedback, on the other hand, delivers information to the player, so he may analyze a problem and draw logical conclusions before giving his input. Two classical examples of consciously given feedback are the display of a healthbar or a timer. When the health bar is low, the player is signaled to avoid danger. When the countdown is approaching zero, he knows he must hurry to reach his goal. Subconscious feedback is the attempt to directly affect the player’s emotional state, while avoiding a conscious analysis of the presented information. Colors, images and sounds cause emotional response, for example, soothing chill-out music or unsettling horror-movie imagery. Means to evoke emotion are employed in advertising, in film, architecture, computer games and most other genres of art and design. AR has the additional option to use haptic feedback. A cold burst of wind and a splash of water, combined with the creaking of wood planks emanating from the floor, can make a sailing game intensely more emotional than it could ever be on a computer screen. Add to this a feeling of vertigo, caused by electrodes affecting the vestibular of the inner ear (Maeda, 2005), and the challenges of sailing face the player headon. In general, it is best to focus on a single conscious dimension for each input and feedback channel. For example, in a two-player tactical game, participants have to construct a pipeline from point A to point B before their opponent does. The game uses HMDs and employs primarily visual feedback. As a result, the player’s attention is on the display device. To avoid distraction, all relevant tactical information like a game map, the next pipeline tile the player has to place and so forth, should be conveyed on the conscious visual level. 78 Augmented Games Acoustic and haptic feedback should only serve to enhance the experience emotionally. For example, the background music might support the game’s pace by matching the players’ heart-rate. To avoid confusion, no tactical announcements like “Your next pipeline-tile is curved” should be made via the acoustic channel. A further advantage of focusing on limited input and feedback channels is that the interaction is easier to design and balance. When fewer technologies interact inside a game system, development, testing and maintenance also become much more manageable. 3.2.2.2. Choosing a suitable Technology Modern PC games have been sporting technical features and better graphics as a point of sale instead of idea, emotional appeal, story and challenges. AR applications have been following a similar trend of putting technology before interaction. Naturally, it is easier to advertise a new technology than it is to present the fleeting satisfaction gained from a novel interaction-technique, because the effects of better hardware can be measured more easily. It is often tempting to use a well-tested, existing interface and attempt to combine it with a completely unrelated game idea. This is one of the most common problems in current AR prototypes. However, if the game idea is not suitable for the interface as it is, either the hardware or the idea will need to be revised. For example, if 2D visuals are insufficient to convey appropriate feedback, it is necessary to find an alternative and more suitable display technology. Of course, interface devices can also be designed without a specific game in mind. Many interface technologies have been developed to test an idea, rather than to create a game. For example, a PDA equipped with a video camera can augment captured video with virtual content (Figure 3.14). This makes an enormous variety of applications possible (Wagner, 2005). Furthermore, PDAs constantly get user feedback from all around the world which helps to improve the interface. This refines the interface in general and thus makes future games on the PDA better. 79 Augmented Games FIgure 3.14: Interface devices like PDAs can be used for a wide variety of applications and games. Camera images are augmented with virtual content to create the game Invisible Train. The challenge in creating a game for such an interface originates from the fact that each game has its own features, commands and hardware requirements. A PDA can be adapted to suit a specific game by leaving out unnecessary hardware or enhancing the interface with game-specific hot-keys, gestures and buttons. This way, requirements for the game are met, while benefitting from all the improvements that already exist for the PDA. It is generally a good idea to preserve proven genre-specific concepts in new games. In a Jump and Run game, the right-arrow should move the virtual character to the right. In a shooter game, conventions used in PC games like common weapons and their effects should be maintained. Of course, the keyboard-control from shooter games does not need to be adapted. It might be better to find alternative input devices all together. When making an augmented board game, it might be a good idea to keep the turn-based interaction or the physical figurines. Equally, in strategy games, the point-and-click metaphor is so embedded in the player’s expectations that it should be kept in one way or another. To achieve this, Magic Land (Cheok, 2005) uses physical plastic cups to pick up, place and move around virtual characters on a table. This creates an intuitive means of interaction in the AR setting, while maintaining the point-and-click metaphor for players who are used to PC games (Figure 3.15). 80 Augmented Games Figure 3.15: The setup of Magic Land uses cups to pick up and move virtual characters. This creates an intuitive means of interaction, while maintaining the point-and-click metaphor of computer games. 3.2.2.3. Input Dimensions Input channels are the means to let the player influence the game world. Through the input, the game receives information from the player and reacts to it. The visual design of input elements should mark them as being manipulatable (Groiß, 2003). Buttons are meant to be pressed, knobs and handles can be turned, pressure sensitive plates need to look robust enough to step on and so forth. Input elements that are designed to be visible and recognizable allow the player to understand what he can do to influence a game. A manipulatable input element also needs to convey the effect it has on the game. A button might do anything, while a big, red button with black and yellow stripes encircling it might be used to destroy something. Similarly, a lever might affect any number of things, but if it is placed in the visual surroundings of the console of a flight simulator, it might be interpreted as a thrust control. The design and placement of input elements can make them self-explanatory and give the player an idea of what he can do to influence the game (Nielsen, 2004; Krueger, 1991). 81 Augmented Games The technology of AR is very complex, however, this complexity is not handed on to the player. Augmented games may even address people who do not normally play on the computer. When the technical parts of input devices remain hidden, the player does not need to be familiar with current technology to play the game. The most important input elements are those that the player needs most often. The input channels should be efficient for repetitive tasks and not require the player to do things in a complicated manner, similar to Huffman-coding (Huffman, 1952). For example, an action-adventure game, in which the player controls a hero, has an inventory of different items like weapons, potions and armor. Potions are needed often to heal or restore energy. In this game, to gain access to his supply of potions, the player has to press the Escape key to open a menu, select the ‘Inventory’ entry and then the ‘Potions’ entry and finally the potion he needs. This would be a logical but inefficient way of offering the player access to his inventory. Instead, many PC games employ a “quick bar”, onto which items can be dragged that can then be accessed by pressing the number keys (Figure 3.16). In this case, the number keys act as hot-keys. They allow the player to activate commands without having to navigate menus. Hot-keys can also be used to bring up menus, repeat the last action or switch between button layouts. Figure 3.16: Repetitive actions should be simple and efficient for the player. One way to achieve this are quick bars. Neverwinter Nights uses three stacked quick bars which can be accessed by holding down the Shift and Control keys. Important input elements should be clearly visible and easily accessible (Apple, 2002). For instance, a certain game has two buttons which are equally necessary for playing and, additionally, one button to start and end the game. The two important buttons could be big and centered, while the start button might be smaller and placed apart. Of course, the placement depends on the design of space and the atmospheric style of the setup. Wherever possible, the most 82 Augmented Games obvious input elements should lead the player to a complete and enjoyable gaming experience. Furthermore, different input elements have different effects and should be placed accordingly. They can be grouped into clusters of related elements to facilitate navigation. These clusters can be placed according to their meaning, e.g. attack, communication, decision making, visual effects or magic. A general theory of how to place elements within an interface can be found in the field of “Neuro-Linguistic Programming” (NLP). Its basis is a correlation between brain activity and eye movement. For example, when trying to remember an image from the past, the eyes tend to look to the upper-left corner of their field of view. Pondering a situation to reach a decision lets the eyes’ attention drift to the lower right. This is used primarily in advertisement but also in 2D interface design, e.g. the ‘OK’ button is in the lower-right corner while ‘Cancel’ can be found to the lower-left. The theory can be useful in any 2D or 3D environment in the virtual or physical space. Whenever the position of the player is known, visual input elements can be placed with respect to his line of sight. 3.2.2.3.1. Physical Input Physical input refers to body movement which is directly measured by a game. The game interprets full-body movement like walking, jumping or doing martial arts. Hämäläinen (2004) presented Kick Ass Kung-Fu, a beat-em-up game that can be played in a large training area. On the left and right-hand sides of this area, two large projection screens are mounted which both display the game. The game is similar to Street Fighter, with the exception that players interact with their own body and fight virtual opponents by punching, kicking and jumping around in front of the screens (Figure 3.18). A similar mode of interaction is used in EyeToy. The package EyeToy Kinetics focuses on physical exercise as found in a gym (Figure 3.19). A camera records the player who moves around in front of a television set. The screen displays the camera image overlaid with virtual information. An advantage of this setup is that it is small, transportable and inexpensive. 83 Augmented Games Figure 3.18: In Kick Ass Kung-Fu, the player battles virtual opponents with physical movement. Figure 3.19: EyeToy Kinetics also focuses on physical exercise, but uses a smaller setup than Kick Ass Kung-Fu. Physical input also refers to the use of parts of the body, limbs like arms, fingers and legs, lips and eye motion. Advanced physical recognition can analyze 84 Augmented Games gestures like waving, pointing and shaking one’s head. The velocity of these movements can also serve as input for a game. Twister is an example for an off-screen game that relies mostly on physical input of the limbs. The game’s setting is a mat with large dots of different color. Every turn, each player puts either a hand or a foot on a certain colordot until he fails to twist all four of his limbs to match the pattern of randomly selected dots. A game can also interpret stillness, or absence of movement, as input. Sony’s EyeToy package contains a game in which the player takes on the role of a secret agent who has to avoid detection by staying motionless when a spotlight or security camera passes near his position. In AR, it is not possible to restrict the player’s physical movement arbitrarily, but it is possible to give him positive feedback when he stops moving for a while. A game may also interpret the overall physical shape, size and posture of a player. Starner (2000) mentions the possibility of using bio-signals like the heartbeat or moisture of a user’s hands, i.e. the skin conductance level, to influence the speed and difficulty of a game. A study has been presented by Holger Diener at GDC 2005 in which users were monitored during a game of Tetris. According to their emotional state, the Tetris game adapted its speed, likeliness of certain pieces falling, the reliability of the keyboard and other parameters. Players were enraged by an unreliable keyboard and too high or low game speed. In effect, the study seems to show that improperly balanced game parameters can easily cause anger. This suggests that balancing a game should not depend too much on the player, but that a well-rounded experience is formed according to game design aspects. 3.2.2.3.2. Haptic Input For haptic input, the measurement of movement is mediated by objects. Haptic input devices include buttons, mouse and keyboard, pressure sensitive floorboards, musical instruments, ARToolkit markers and many more. A keyboard does not necessarily have to be made of plastic. There are several approaches to project the buttons visually onto a table’s surface. The user’s fingers are tracked, allowing him to type directly on the table. One example is an all-in-one box that displays the keyboard layout with red laser-light and registers the fingers when they occlude a laser-beam (Figure 3.20). 85 Augmented Games Figure 3.20: Keyboards and buttons do not always have to be made of plastic. The laser keyboard projects the button layout onto any flat surface. In the installation Psychic Space, Krueger uses a room, entirely filled with pressure sensitive tiles, on which the user moves around to trigger responses. Similar hardware setups have been used to design AR games, mostly based on transporting computer game ideas like that of Bomberman (Figure 3.21) and Space Invaders to augmented reality (Velikovsky, 2004; Zhou, 2004). Figure 3.21: Pressure sensitive plates can be used to locate players. Computer games such as Space Invaders and Dyna Blaster have been adapted to such a setup. 86 Augmented Games Ishii (2002) and Piper (2002) use sand and clay to model a surface in the real world. The surface is overlaid with projected information, containing geological data like height, slope and even virtual water-flows (Figure 3.22). When the user alters the surface, the projected information changes accordingly. Such an interface could be a powerful intermediary for AR tactical strategy games, in which players change the physical landscape to control virtual agents (Barakonyi, 2005a). Figure 3.22: A physical surface can be modeled in Sandscape. Virtual information like height and even virtual water-flows can be displayed on the surface. Interfaces that require physical exercise are becoming more popular, as tracking becomes faster and more accurate. In Legible City, Jeffrey Shaws (1991) used a bicycle, fixed to a mount, to navigate a 3D space which was displayed on a projection screen in front of the bike. Marnix de Nijs (2001) adapted the setup to use a treadmill instead of a bicycle (Figure 3.23). Figure 3.23: Virtual displays combined with physical exercise in Legible City (left) and Run Motherfucker Run (right). 87 Augmented Games To encourage physical movement, Weilguny (2006) employs a punching bag that reacts when it gets hit, cursing or screaming when a punch jolts an embedded motion sensor. The fitness application could be made into a game by extending it with challenges and incentives. The player might have to hit certain areas or use specific kicks and punches to unlock different sound sets. On the consumer market, there are currently a few consoles like the Playstation, that have extended their virtual on-screen games with physical and haptic input devices (Marks, 2001). Besides unmediated physical exercise as offered by EyeToy, musical instruments are very popular like drums, guitars and bongos (Namco, 2006; Nintendo, 2005; RedOctane, 2004) (Figure 3.24). These input devices are simple and intuitive, making the games more accessible and thus easier to sell (LA Times, 2004). In the words of an online review for Nintendo’s Donkey Kong Jungle Beat: I was skeptical about the controls for Donkey Kong Jungle Beat, but when I decided to give it a try, I was dumbfounded at how amazingly well they work. In fact, this game breathed life into the dying genre of 2D side-scrollers because of the amazing control. (cikesef on rr.cube.ign.com) Figure 3.24: Musical instruments are employed in many commercial console games. Donkey Kong Jungle Beat uses plastic bongos as a controller. 88 Augmented Games Self-explanatory haptic input devices that are well designed, can transport fun and casual entertainment very quickly. Simple devices and intuitive rules keep the learning curve low, no matter if the input device is a Taiko drum or a Teddy-bear robot (Sekiguchi, 2001). Sadly, less technical devices like common toys (see Chapter 2, Section 3.7 “Toys”) are not yet used in AR games often. Softballs or rackets, playing cards or paint-balls, dolls or building blocks can enrich physical interaction with their tangible and familiar nature. Any input device that is easy to use will allow the player to apprehend the game quickly. As a result, he will have more time to enjoy and explore the game. 3.2.2.3.3. Audio Input Acoustic input can be analyzed for a variety of features. The most common attributes are outlined here. • Loudness: A sounding body transmits energy to its surroundings. This causes variation of air pressure at a certain point in space, referred to as loudness (Randel, 2003). The perception of loudness is different for individual people, for different times and emotional states as well as prior influences on the ear, partial deafness, etc. Perception also depends on the background noise and on the frequency and duration of the sound (Weber, 2006). Common ways of volume-based interaction are shouting, whispering, banging pots and pans or creating noises with other objects. • Frequency: A more refined way of analyzing acoustic input is to distinguish between different frequencies. Low frequencies are generally referred to as bass. The human voice is most present at mid-frequencies. High frequencies give distinctness, sharpness and texture to perceived sounds. For instance, frequencies can be used to distinguish voices from background noise, singing from screaming, etc. • Direction: Human ears can locate the origin of sounds. Sound waves hit the earlobes at a certain angle. Because sound takes time to travel through the air, the left ear may perceive a sound slightly before the right ear does. This mechanism, along with other factors, lets humans perceive the direction from which sound waves arrive. As a result, sound waves that are reflected by glass walls are perceived to originate from the wall and not from their actual source. This can be used in the design of space, to give the player a heightened or even contradicting perception of sound. Devices that are em- 89 Augmented Games ployed to convey direction include stereo speakers, surround sound setups and headphones. • Duration: The duration of a sound is simply the length of time between the first and last continuous occurrence of a certain sound. Duration can, for instance, be used to estimate the size of a screaming person’s lungs. • Timing: The flow of volume, frequency and duration come together to form rhythm, suspense and emotion. By analyzing all acoustic factors in combination, sound events can be appreciated in more detail. Timing is essential in judging the rhythm of clapping, the order of notes played on a keyboard or even the quality of someone singing to a certain kind of music. Between sounds, there is always a transition, during which one sound passes into the next. Sounds can also be morphed into each other, to create a more dynamic transition. Morphing is also used in image processing, where two images flow into each other according to certain parameters. Conscious Audio Input is generated by the player willingly. He can employ his voice or use his own body as a percussion instrument, e.g. clapping, stomping, snapping fingers. In an AR setting, the player’s acoustic input is always overlaid with some background noise. It is difficult to filter the noise from the actual input. Loud and clearly defined input can be more easily recognized by the system. Voice input can be processed to act as a speech command. The player can tell his phone to call mother, order a game to turn off the lights or a radio. Speech commands can also affect only specific game elements. For instance, the player might order a robot around by speaking: “forward, left, right, fire”. In this case, the command “fire” could also be called “shoot” or “attack”. If the game only recognizes “fire” and the player says “shoot”, then he will deduce that he probably cannot shoot a gun in this game or if he is technologically knowledgeable, blame the poor speech processing. To avoid this, the game must consider alternative words that the player might wish to use and include a complete list of synonyms for each possible command (Christian, 2006). Additionally, words can mean different things in different contexts. When a player controls a robot that drives on chains or wheels, the command “left” will most likely refer to “turn left”. On the other hand, if the command is given to a humanoid, it might imply “step left”, “continue moving left” or “turn left”. In such a case, the game has several options to offer alternatives. It 90 Augmented Games can use commands that are not ambiguous like “clockwise”, composite commands like “walk left”, reduce the options of the player to affect the game element or control it in a way that is not based on acoustic input. Conscious audio input can be the basis of games like Karaoke, a sing along, a dreamy music-star competition or a test of masterhood in cursing in fake Japanese. Another example game would be a children’s fairy tale game, in which a wall-sized projection displays the colorful world of a fable filled with all sorts of animals. The game is like an illustrated, interactive version of children’s books that progress from scene to scene. The players take on the roles of animals like cow, a cat, a dog, a raven and so forth. As the fable progresses, each player gives acoustic input to activate a cue from his chosen animal. For example, the fox, the chicken and the dog are in a scene together. The fox slowly sneaks up on the chicken. Children who are watching can scream “woof, woof!” to activate the dog and make him bark at the fox to deter him from eating the chicken. Then, the story continues depending on the decision that the players have effected. Ambient Audio Input which is not consciously made can also influence a game. Examples include talking people who are not participating in the game and the general background noise at an exhibition or in a museum. Conscious input like clapping causes an echo that depends on the surroundings of the game. This echo can be seen as the ambient part of the audio signal. As such, it can be analyzed to enhance or distort the effect of the player’s clapping. In general, ambient input should only affect ambient or subconscious feedback. For instance, the background noise in an installation could influence the color tint of a background animation. The frequencies of ambience could influence weather patterns and cloud overlay in a strategy game. The tone of voice of a player can influence how much a virtual gnome salesman trusts the player and make it easier to haggle. A science-fiction action-game using headsets can analyze the player’s breathing and amplify it to achieve a spaceodyssey atmosphere. Ambient noise can be turned into an integral part of the game. In a racing game where the player competes against a computer opponent, the cheering of real people who are watching the game could make the player’s vehicle faster than that of the computer opponent. Through the backing of the spectators, the player gains a measurable and definite advantage in the game. 91 Augmented Games However, it has to be clear to the player that certain elements of the acoustic background influence clearly defined elements in the game. In the case of this racing game, a visual meter could display the background volume and powerup graphics could illustrate its effect on the speed of the player’s vehicle. This way, the ambient input is turned into a conscious input channel. 3.2.2.4. Feedback Dimensions Feedback conveys changes in the game world to the player. Feedback is crucial to establish the illusion that a game reacts smartly and attentively to the player’s actions. When he has affected an input, the game should show its effects quickly and in a clearly understandable way. The amount of feedback should convey a complete picture of the game. Details deliver an emotional experience and enhance the player’s understanding of the game. On the other hand, feedback needs to be limited, so the player’s attention is not disturbed by irrelevant details. Internal variables and compiler exceptions do not need to be forwarded to the player (see Chapter 2, Section 3.5 “Complex Computation and Simple Rules”). In other words, what feedback would be given if the game device were magic? Additionally, feedback informs the player about changes in the game world. For instance, in a strategy game, the weather might influence the movement of units. The game has to convey this via feedback channels, to inform the player what state the weather is in and how this affects the movement. Visuals have to clearly show heavy rain to be different from bright sunshine. Icons might inform the player that movement speed for all infantry units is halved when it rains, but vehicles move only 25% slower (Costikyan, 1994). Also, a weather forecast might be necessary to allow the player to make tactical decisions about his next attack. Feedback also tells the player about rules and goals as well as his ways of providing input to the game. Amongst others, racing games, adventures and strategy games expect the player to use certain routes, roads or paths. Each game has different ways of achieving this, e.g. by placing walls and gorges as physical limits, colored boundaries that mark a racetrack, flashing beacons that act as waypoints, etc. The player knows that an obvious and clearly outlined path is one that will most often lead him to victory. 92 Augmented Games The requirements of feedback channels are primarily influenced by the number of players and the dimensions of space. Depending on these, it might be ideal to use either large, wall-filling projections, speech announcements, HMD displays, table-top projection, vibrating chairs or PDAs, etc. Feedback serves to illustrate the game’s fantasy world and enhance the emotional experience of the player. Graphical elements, appealing music and countless details support the fantasy of the game. However, feedback cannot be seen solely as an aesthetic means. It serves a purpose of communicating relevant information to the player. Therefore, the importance of feedback channels lies primarily in enhancing playability, interaction and flow for the player. Myron Krueger stated as early as the 1970s, “The visuals should not be seen as artworks, the sounds should not be judged as music. The only aesthetic concern should be the quality of the interaction.” 3.2.2.4.1. Visual Feedback Visual feedback is the central element of most games. Computer and projection-based games, board games and even athletic games rely heavily on visually presented feedback. The number of a dice roll, the point where an arrow hit its target and the position of a racing car are primarily made up of visual information. Of course, and this illustrates the many dimensions of feedback, a lot of information can be gathered through other feedback channels. The number of a dice roll could be determined by touch, the impact of an arrow can be heard, as can the racing car. However, to gain complete and accurate knowledge of these parameters, visual information is essential. Visual information is directly analyzable, but also as very emotional and closely related to memory and imagination. Numbers, progress bars and coordinates can display accurate information. On the other hand, an emotional level is touched when watching the sun set beneath reddened clouds, when the rain drips off of a forest with countless, lush, green leaves or when recognizing the face of someone dear in a crowd of people (Figure 3.25). The visual spectrum that can be seen by the human eye, has an enormous range of colors, hues, intensities and textures. These visual attributes allow us to distinguish between different kinds of information. For example, we can see where one object ends and another begins, we can differentiate text from ornaments, we can tell surface color apart from depth and light and shadow. 93 Augmented Games Additionally, we can judge distances between ourselves and other objects and estimate the spatial relation of objects within our field of view. A multitude of different information can be deciphered through the eyes. Figure 3.25: Visuals can communicate abstract and encoded information (left), but also immediately emotional scenes (right). Focusing Visual Perception is essential to guide the player’s attention. Perceptual psychology states that the flood of information that we receive through visuals needs to be filtered. We scan our environment to find information that is relevant to us. As a result, many details go unnoticed or are registered only “in the back of one’s head”. In a game, there are also background visuals that transport the atmosphere and are not meant to be actively perceived. To assist the perception of the player, visual design can label information to be of higher or lower importance. If the information that we receive is already labeled as important when we see it, it will more likely be analyzed consciously. Information can be labeled by using bright and intense colors, memorable and unique shapes as well as moving or animated images. Visuals that are closer to our center of attention and our field of view are also more likely to be analyzed consciously (Figure 3.26). Information of secondary importance can be displayed on the edges of the player’s visual range, with small or semi-transparent icons, etc. Heads-up displays, menu bars and context sensitive information that can help the player to find whatever he is looking for. 94 Augmented Games Figure 3.26: The children’s game Zoombini does not use text to prioritize information. Instead, items are color-coded, clustered and positioned around the screen-area. Context sensitive information is displayed in a particular circumstance or when the player seeks more information. Many computer games use floating textual information that appears when the mouse is over an icon, or is clicked on a certain object (Figure 3.27). Other context sensitive messages can appear when they are relevant to the course of the game, e.g. a flashing attackwarning or countdown. Additionally, the input possibilities can adapt according to the feedback information. For instance, when a player’s health is low, he will want to use a health-up extra like a potion. In the game Fable, a context sensitive hot-key is automatically assigned to using a life-potion whenever the character is wounded. Similar chunks of information can be grouped together to be easily recognizable. In a racing game for example, the lap time and current rank can be displayed close together when crossing a checkpoint because they offer tightly related information to the player. 95 Augmented Games Figure 3.27: Context sensitive menus display relevant actions in Neverwinter Nights. When the player clicks on a friendly character, the menu is different from that of an enemy or inanimate object. Visual feedback can be grouped by using different areas, visual style, color codes and other topical structures. For instance, a projection-based strategy game could offer a touchable menu-bar near the top of the display area to manage economy and construction, while all commands related to battles and warfare are grouped near the bottom of the display. In addition, the economy menu can be color coded a soothing yellow, while the warfare menu is kept in a cold, grayish blue. These two modes of haptic input have created a setting for the player and he knows that yellow information at the top relates to his economic endeavors and blue information at the bottom to his battle plans. When designing the games feedback, these two color-coded standards should be taken as a basis. Any textual information about economy can be displayed in yellow, as can buildings on the mini map that are not war-related and other icons associated with resources. Visual Feedback Devices which are commonly used in AR environments, differ in how they transport information to the player. The input and feedback devices in a game contribute to the emotional experience. Similar to the design of space which is inherently visual, even if it does not actively deliver visual 96 Augmented Games feedback. The shape and color of walls, the use of plastic or wood and of illumination. All design decisions add to the player’s emotional experience. Moving gadgets, vibrating haptic devices, heads-up-displays and decorative elements can strengthen the atmosphere of a game as well. There is a vast range of predominantly visual feedback devices in augmented reality. Firstly, screens that are used for computer games and television are available in an AR setup as well. They include CRT and TFT monitors, large plasma and LCD displays and TV sets. Each of these is known from other surroundings and is often associated with its original medium. For example, a CRT monitor will be seen as the extension of a PC by most users, even if a non-computer generated image is displayed on it. Projectors can display visuals on a larger area than screens. Projectors come in a variety of shapes and sizes, specialized on back or front projection, wide or narrow angle, dark or bright surroundings. In projection-based AR games, the setup is usually fixed to a certain space, because of the projectors, cameras and the architecture which controls lighting conditions, the audio-visual environment and the flow of the players. In general, projectors are especially suitable for larger areas, darker environments and several participants. Inami (Tachi, 2003) presented a cloak fitted with retro-reflective material onto which an image is projected. The image is a video of the real world, as seen from the back of the cloak’s wearer. The video is captured by a camera behind the wearer and the image is projected onto the front of the cloak. As a result, the cloak appears transparent when viewed from the front (Figure 3.28). Screens and projections can be made interactive by using image processing or touchscreens. This combines physical input with visual feedback in a single device for the player. Most touchscreens can only recognize the position of one finger at a time. However, there are many approaches to create multi-user touchscreens. Philips has presented a prototype of a flat, 30” LCD multi-point touchscreen that is can be placed on a table and displays classical board games (Hollemans, 2006) (Figure 3.29). 97 Augmented Games Figure 3.28: Video image from Tachi’s retro-reflective cloak. A camera captures the background and a projector displays the images onto the cloak’s surface. Figure 3.29: Philips’ Entertaible is a multi-point touchscreen that displays traditional board games. Other very common display devices are head-mounted displays (HMDs). These are usually light-weight plastic helmets with goggles, in which two small dis- 98 Augmented Games plays are attached (Figure 3.30). Each display addresses one eye separately which allows the game to display stereoscopic information to convey depth information for a three-dimensional experience. Figure 3.30: A head-mounted display provides separate information to each eye, making stereoscopic vision possible. HMDs can display information in the private space of each player. Thus, games that employ HMDs can offer each player individual information that should not be seen by his opponents (Szalavári, 1998). A significant drawback of head-mounted devices is their weight and fragility. The weight of most HMDs makes interaction that lasts for a longer period of time rather strenuous on the neck muscles. Even in games that do not require the player to move around much, HMDs should not be used for longer than approximately 20 minutes. There is a risk of damage when the display slips off the player’s head or is incorrectly taken off. To avoid effects such as these, the player should not have to move around with significant physical effort in HMD-based games (Figure 3.31). Expensive technology like HMDs, also limits the number of players who can interact simultaneously. Equipment has to be available for every participant. Additionally, backup equipment is needed in case of hardware failures. All in 99 Augmented Games all, fewer people can play when the equipment is complex, personalized or expensive. Figure 3.31: ARquake uses head-mounted displays. While HMDs can display individual 3D graphics, the hardware is cumbersome. Joe Paradiso mentioned another consideration about equipment that needs to be carried around. At Siggraph 2000, he remarked, “We use the light switch connected to the room instead of wearing a headlamp when we enter a dark room. In the same way, we should try to create intelligent spaces equipped with sensors, instead of carrying everything on us.” HMDs are usually employed to track the position of the player’s head and use that to calculate 3D visuals. Newer generations of head-mounted displays weigh less and have better displays. Still, the underlying problem that the user carries all the equipment with him, remains. Instead of delivering information directly to the user’s eyes, head-mounted projectors display images onto the outside world (Tachi, 2003). A headmounted projector allows the position of the head to be tracked and used to display 3D images on a real-world object. A similar approach has been used in Virtual Showcase. The user’s head is tracked to adjust a 3D projection to suit his point of view (Figure 3.32). 100 Augmented Games Figure 3.32: In Virtual Showcase, the user’s head is tracked and 3D images are projected onto a mirrored cone with correct perspective distortion. All kinds of lights and lamps can be used as visual feedback devices. There are spotlights and area lights to illuminate static elements (Figure 3.33). Moveable lights such as scanners can be controlled by a computer to move in animated sweeps or change color according to events in a game. Scanners are spotlights with small mirrors that can be rotated to direct the beam of light (Figure 3.34). Additionally, cutouts, called go-betweens or gobos, can be placed in front of a light’s lamp to produce shadow-shapes (Gruber, 2004). Figure 3.33: Static lights such as illuminated floor-boards (left) and LED-lights (right) can be part of an interactive gaming-environment. 101 Augmented Games Figure 3.34: Moving lights like scanners (left) and spotlights with moving heads (right) can follow players or goal-objects in an augmented game. Lasers and LEDs can also make the lighting of a game space more interesting, when they are employed with care. Blinking, moving or reflected and refracted beams can be a supplement to certain events in a game. Lights are mostly employed in architecture and on stage, but are of course suitable for AR setups. They are a cost-efficient alternative to projectors, especially in cases where the visual complexity of images is limited. In these cases, lights are cheaper, brighter and often more robust. Lights are ideally suited to create a visual atmosphere with rich and intense colors. They can focus the player’s attention by highlighting certain objects or areas of a game. The First Impression at Public Spaces can attract potential player through visual feedback. Potential players can arrive and leave at any time. They need to be invited to approach the setup and take a look. People will stroll by, take a peek at the game and be dragged on by their peers, unless the game immediately captures their attention. The player needs to be mesmerized, so he will want to stay. The timespan available for this is usually no more than 20 seconds. Within that time, the game needs to make a good first impression. This impression should correspond to the experience that the game can deliver to the player. The game setup needs to communicate the experience. Messages that a game can formulate might be: “I am a magic book with cheerful stories for youngsters”, “I am an action-packed star-ship shooting-game that is great fun” or “I am a tricky robot puzzle-game that will make you feel like a genius if you beat it.” 102 Augmented Games The first impression is mostly shaped by visual information. The setup space and visual feedback channels are the best means to design a game to convey its experience in a self-explanatory way. Firstly, the game setup has to be clearly visible and easily accessible. Parts of the setup should be visible at all times, even when a crowd of people is gathered around to play. Of course, a crowd will also spawn interest in passersby. Secondly, the design should present the most important and entertaining elements of a game. For example, the installation Gulliver’s World at the Ars Electronica Center is a complex assembly of different interactive terminals. The central element is a large table with cups on it, faced by a large projection screen that displays the scene on the table augmented with virtual figures (Figure 3.35). Each cup on the table controls a virtual character. From this central element, the player can explore all the other terminals step-by-step. The terminals allow the player to create his own characters from clay, change the virtual landscape and even capture video recordings of himself to use as a virtual character (Kato, 2005). Figure 3.35: Gulliver’s World is an complex installation consisting of numerous terminals. However, the user is guided by the structured design of space and the use of visual interface-elements that give cues about their meaning. 103 Augmented Games In general, potential players should be invited to experiment and play. A game should welcome them and make them feel good about being there. For instance, players should not be alienated by by a complicated-looking keyboard or by a clearly visible camera that is aimed at them. Another method of welcoming new players is to employ friends, presenters, guides, and info-screens that might sway people to investigate a game. Outside influences can also encourage users who are already interested in the game, to take a closer look. They can help them to get a mental picture of what the game expects them to do. Of course, one of the best ways of teaching the game to new players is to let them watch others play. 3.2.2.4.2. Audio Feedback Audio feedback enhances any gaming experience and is extremely important to a game’s appeal. Sound and music are intensely emotional and support the visual and haptic experience of the player. Contrary to visual information, audio is not consciously analyzed by most players (Trappey, 2005). Sounds are ideally suited to convey vague and emotional information: the feeling of stepping on creaking, aged, wooden floorboards, the intensity of icy wind blowing past scantly covered ears, the close distance of a dangerously growling jungle-animal on a dark night. Audio can be employed enormously well to enhance the emotional experience. Sound can support or contradict the emotions delivered by other feedback channels. In stressful situations during a game, the music can match the strenuous pace with an intimidating tempo. Alternatively, the setting can be juxtaposed with a slow, reverberating and foreboding melody. The intricacies of combining music and sound with visuals and other feedback channels are the subject of art and science, thus, only the cornerstones of employing audio in games can be outlined here. Audio installations can be very strenuous or even intimidating, due to their direct emotional effect. Ikeda (2002) uses sterile sine wave signals and pairs them with architectural design to produce patterns of echos. When users walk through the space, their bodies cause acoustic reflections that alter the audible sounds. In an installation entitled db, Ikeda uses a dark, anechoic chamber 104 Augmented Games with low-frequency sounds and another, brightly lit, reverberating corridor with high-pitched noise to create a unique emotional experience (Figure 3.36): db is an installation consisting of two extreme spaces: a pitch dark anechoic chamber, and a corridor with over 100 fluorescent tubes reflecting in its bright white walls. With the use of sine wave interferences among others, Ikeda constructs multidirectional sonic pieces out of acoustic waves and oscillations from low to high frequency, to be ‘physically experienced’ (rather than simply ‘heard’) in a nearly deafened state in the anechoic chamber. In the other, whited-out space, the visitor experiences bright lights accompanied by a single high frequency, which trigger a rather cold sense of well-honed disillusion. (Ikeda, 2002) Figure 3.36: Two architectural scenes from the audio installation db. The dark, low-frequency room (left) and the bright, highly reflective corridor (right). The emotionality and vagueness of acoustic information also has its drawbacks. It is difficult to clearly transport exact information without speech. Exact values like numbers or a percentage, the level of health, the number of shots left in a gun and so forth are not suitable content for audio feedback. In the PC game Fable, the player’s character can draw his bow longer to increase the power of the shot. When clicking shortly, the character draws and lets loose immediately, doing only limited damage. When drawing longer, the bow is soon stretched to its maximum with the arrow inflicting a large amount of damage. However, the only feedback given by the game about the exten- 105 Augmented Games sion of the bow is a vague acoustic sample. No visual feedback is displayed on the screen, no progress bar, no color-coded marker. Furthermore, the character is invisible to the player when he is aiming his bow. Thus, the player is left without exact information, while the virtual character and the game itself know precisely the shot’s strength. As Adams (1998) points out, this restricts the information that is available to the player for no apparent reason. Some rather exact information can be delivered exclusively through audio. Many games feature alarm sounds to warn the player of low health, a click to indicate an empty gun, a jingle to signal the attainment of a new level of experience, etc. Weber (2006) suggests to use the capabilities of audio to increase the emotionality of such informative sounds. For example, low health could be indicated by a petrifying violin-solo. The Acoustic Environment is the audio from the space that surrounds a game. Outside noise has severe influences on how audio can be employed. Noise from the environment can overlay audio from the game or deter the player’s attention. Noisy surroundings are a big problem, especially in transportable games where the environment constantly changes. The game designer cannot know whether the surroundings of the game will be noisy or quiet. Common causes include constantly changing amounts of people in a shopping mall, events and festivals on certain days, talking tour guides in a museum and so forth. The general problem is that there are few ways of quenching external sound, save for building a wall or using headphones. However, it is possible to influence certain acoustic parameters, to control the way that the player experiences the audio content. The design of space can deliver an enclosed surrounding for audio or at least engineer certain parts of the game space to enhance acoustics. Sound waves are reflected or dimmed by objects inside a game space. Hard and smooth surfaces tend to reflect more sound and amplify high frequencies, making the environment seem loud and austere. Soft and malleable materials like fabrics dampen sound and prevent echos, contributing to a warm and comfortable emotional surrounding. The damping of volume, filtering of frequencies and reflections need to be considered by the architect of the game space. 106 Augmented Games The placement of speakers as well as the kind of speakers govern the acoustic quality. The technology of speakers can also be the main aspect of an installation. At the Biennale 2004 in Venice in the parlor of Brazil, a large speaker the center of attention. The user passes through a spacious room on a narrow ledge, overhead there are two cement girders. To the user’s right, a large speaker faces the floor at an inclination of about 30 degrees. The floor is smooth and reflects the sound-waves emitted by the speaker in the direction of the user. Thus, he hears the audio very clearly when he is near the focal point of the reflection. Additionally, the two overhead girders reflect the sound waves again, creating a hotspot where the sound waves appear to emanate from within the user’s head. Directional sound sources can focus sound waves in a certain direction or on a certain location. This allows a game to deliver individual acoustic feedback to players in a specific area of the game. The noise in any given environment can be analyzed to adapt the audio output. A game can adapt its volume and frequencies to be more audible. To achieve this, the frequencies found in the surrounding noise can be used to regulate the output frequencies. If, for instance, there are many voices in the surroundings, the mid-frequencies from about 350 to 800 Hz will be especially noisy. The game can dynamically adjust an equalizer to boost the volume of these mid-range frequencies to make its sound-content more audible. However, the mid-frequencies should not be used too much by an augmented reality game. Voices are most distinguishable in this frequency range and the same is true for the player’s voices. In a social game where players need to communicate, these frequencies should be kept free from other sounds. This supports lively and unhindered communication between the players. Booming sub-bass frequencies can be a powerful support for other feedback. The lower a frequency, the more it is perceived as physical vibration or a tingling in the stomach. The increase in wavelength in low frequencies allows the body to perceive individual vibrations. Due to the wavelength of sound, frequencies of about 82 Hz are generally felt in the area of the solar plexus. Lower frequencies travel towards the stomach (Weber, 2006). However, many people, especially children, are sensitive to bass. Therefore, the audience and the surrounding environment have to be considered before employing this kind of audio feedback. 107 Augmented Games 3.2.2.4.3. Haptic Feedback Haptic feedback is perceived through physical contact. It includes force feedback in driving wheels and gamepads, along with vibrating motors used in cell phones to inform the user of a call or text message. Similar motors can be found in digitizers that have been refitted to simulate hard surfaces in thin air (Figure 3.37). These 3D pens allow the user to touch virtual surfaces with the pen (Spiegl, 2005). Another application are data gloves inlaid with motorized resistors that can also simulate the touch of virtual surfaces in a physical way. Figure 3.37: Digitizers are commonly used to trace sculptures into 3D models. These 3D pens can be equipped with motors to give haptic feedback about the surface of a virtual object. Haptic feedback can usually be combined with haptic input devices. When the player is focused on manipulating an object, he will also be perceptive of its movement and haptic feedback. However, haptic feedback can also be applied in combination with other input channels. For example, a touchscreen could be outfitted with a surface that is soft to the touch. Additionally, a player who sits in front of this soft touchscreen might get feedback from the chair he is sitting on. The chair could vibrate when it is his turn to play, or warn him of a dangerous situation. 108 Augmented Games A sample application could employ a digital sculpting tool that acts both as a haptic input and feedback device. The application lets the user model a sculpture in thin air, using a pen, brush or wand. A wall-filling projection in front of the user displays the sculpture. It can be made from different materials like clay, ice, lava, goo or marble. The user can switch between visual settings, in which his creation is placed, e.g. an ice sculpture in a snowy forest, a wooden carving in a lively bazaar-hut on a hot, sunny day, or a stone statue in a monumental Greek rotunda. Maeda (2005) presented a prototype capable of delivering vestibular feedback, causing spatial disturbance in the inner ear. Two sensors are attached to the skin behind the ears and give out electric impulses that disturb the sense of balance. The user will feel his head being tilted to one side and attempt to counterbalance this feeling by leaning to the other side (Figure 3.38). Figure 3.38: Vestibular feedback causes loss of balance which the player will try to counteract. Amongst others, this can be applied in racing games. This technology is applicable in many areas but also encourages applications that center around this feedback device. For example, a balancing jester-on-arope game, a drinking-and-driving test simulator, an outer-space anti-gravity simulation or a ‘mental’ Kung Fu fighting game that reacts to the opponent’s brain-waves (Figure 3.39). 109 Augmented Games Figure 3.39: Concept image for Brainball which uses selected brain-waves as input from its players. 110 4. The Design of Neon Racer Chapter 4 The Design of Neon Racer The following chapter analyzes the AR racing game Neon Racer in regard to the design aspects outlined in the previous chapters. Aspects include the emotional experience conveyed by the game, challenges and competition, details and incentives as well as hardware design, input and feedback channels. Essential technical background information is given where it is relevant to understand game design decisions. The original technical descriptions can be found in (Litzlbauer, 2006). The title of the game, Neon Racer, is not set in italics to increase readability. Considerable user feedback for Neon Racer is available from demos, conferences and festivals. Many of the player’s comments on the setup and software are included in this chapter. User feedback makes it possible to determine problems in playability and find ways of improving player-oriented game design in an augmented reality development environment. 4.1. Design of a Racing Game 4.1.1. Idea Neon Racer is a multi-player racing game that adapts the simple and powerful game-play of racing games to an AR tabletop setting. The game combines an intuitive and tangible interface with quality content. A rich gaming experience is created by using everyday, physical objects that act as collision obstacles (Figure 4.1). 111 The Design of Neon Racer Neon Racer can be played by up to four players. The virtual world contains their vehicles which are controlled with gamepads. Virtual vehicles collide with real objects, allowing players to interact with both the physical and virtual world. The use of these two intuitive user interfaces, real objects and gamepads, bridges the gap between virtual and physical interfaces. Figure 4.1: Neon Racer is a multi-player racing game which includes the physical reality as part of the racecourse. The game has simple rules and is easy to learn and very motivating, while allowing each player to improve his skills and develop an individual racingstyle. The simple and cheery nature of the game appeals to a wide range of cultures and ages. Neon Racer shows a possibility to boost social interaction in open environments such as conferences, festivals, shopping malls or museums. The game offers technological features which are both innovative and robust. It has a compact hardware setup, uses custom image processing to detect collisions with real objects and uses state-of-the-art hardware shaders, executed fully on the graphics card. In this way, Neon Racer is interesting as a research project and also suitable for use as a permanent game exhibit. 112 The Design of Neon Racer 4.1.2. Goals and Rules The rules of the game are simple and intuitive. Neon Racer does not require more than basic knowledge of computer games. Real objects placed on the course act as obstacles in the game. Virtual vehicles are steered by up to four players who have to maneuver their vehicles through virtual checkpoints (Figure 4.2). The aim of the game is to score as many points as possible by crossing these checkpoints. A race ends when a time limit has been reached, usually three minutes. Whoever has the most points at the end of a round is the winner. Figure 4.2: The player can gain points by crossing virtual checkpoints and shooting opponents. 4.1.3. The Racing Game Genre Racing games challenge the player to act and react quickly, predict motion and collisions and to steer his vehicle clear of danger. Action and reaction is the central element. A simple racing game lets the player start quickly and careen around the racecourse with a feeling of having a “lead-foot”. This is the racing-game experience that players know from other racing games and will expect from any new 113 The Design of Neon Racer game that labels itself as one. The core features of speedy interaction and speedy races support the rules of the racing game like a frame enhancing, but not occluding, a picture. A racing game generally offers one single physical path that is ideally efficient to get from start to finish. The player has to go around a lap in a way that is as close to the ideal path as possible. Neon Racer loosens this restriction slightly, because the player gains points whenever crossing one of three checkpoints. The direction in which he drives is irrelevant. He could even bounce back and forth between only two checkpoints. Each player’s vehicle is mostly independent of the others, except for collisions and torpedos. Every vehicle has its own health, score and gamepad to control it. The only interdependency between vehicles is when they crash into each other or try to navigate a narrow pass at the same time. The limited crossinfluences reduce the complexity of the internal computation. In any game, the complexity of rules should be kept minimal, while offering maximum freedom to the player. The possible paths that the player can take through the game should be minimal. Each path requires design, programming, the creation of visual and audio content, testing and balancing. Further work is necessitated by paths that influence each other. They might even require bug-fixing of all previously created paths, to ensure a stable and coherent gaming experience. 4.1.4. Setting The setting of Neon Racer is a futuristic space race with cuddly powervehicles. The atmosphere needs to be supported by the on-screen visual style, the sound design, but also the input devices used to control the vehicles. Everything has to contribute to the feeling of racing with future-generation spacevehicles. In Neon Racer, the player should experience a feeling of cruising easily and being detached from his current location and worries. The visual setting of outer-space and the atmospheric, ever-changing music support the floating sensation of veering about effortlessly (Figure 4.3). 114 The Design of Neon Racer Figure 4.3: The setting conveys a feeling of floating in space. A setting of boats on a sea would have been similarly suitable to achieve this effect. The swerving of the sea, the rhythmic beating of waves on the hull of a ship, can also create an experience of floating and cruising. Alternatively, Neon Racer could have been designed with the intention of creating a fastpaced, g-force, action-packed racing-game (Rollings, 2003). Visuals might then have included futuristic, land-based mechanical hovercraft with huge afterburners, to create a sense of speed and acceleration. 4.1.5. The Player’s Impact on the Game There are no long-term changes in Neon Racer. The game world is completely reset after every round. A benefit of this is that the game is easy to balance. There is no need to save, there are not complicated dynamics that prevent the game from changing too much, etc. However, there is little room for developing the individuality of each player’s vehicle. The vehicles do not have individual strengths, acceleration speeds, slide resilience or other attributes. Every player has the same prerequisites. This balances fairness but also reduces the depth of the game. 115 The Design of Neon Racer 4.2. Visual and Audio Content 4.2.1. 2D Graphics Neon Racer uses only 2D graphics to display the virtual content. The primary reason lies in the way that participants view the game. They stand around the table and look at the rear-projection screen. The angle of view is generally not very steep, with the result that the screen appears distorted by perspective. This is the case from every side of the table, so there are four main directions from which participants can look at the game. If 3D graphics were employed, the virtual camera used to display the graphics on the screen would need to have a single position. Most likely, the virtual camera would view the game from above. The 3D-depth information from the top view would appear to every participant as distorted and incorrect, because their position differs from that of the virtual camera by at least 45 degrees. It is not possible to display 3D graphics correctly to every individual without the use of personalized displays or tracking devices like HMDs. To create an appealing visual style that every participant can enjoy, Neon Racer employs 2D graphics. The smooth and chubby style suits the mode of projection because pixel-blur and color-distortion can be ignored. The playful and stimulating graphics also support the emotional experience of the player (Figure 4.4). Another advantage of 2D graphics is the direct control of shape, resolution and color. The way that textures are painted in the graphics program is the way they appear on the screen. To ensure complete accuracy of resolution and color between the computer used for development and the projector used to display the game, extensive tests were done. The projector image was analyzed to see how small details could be before they were blurred to invisibility by the projector. Furthermore, the color space of the artist’s monitor was matched to that of the projector. This ensured that the color shift between onscreen and in-game graphics was minimal. As soon as the in-game resolution was defined, graphics were painted in a 1:1 aspect ratio. Consequently, the 2D graphics on the development computer were very similar to the visuals of the finished game. 116 The Design of Neon Racer Figure 4.4: The lively graphics of Neon Racer were built for the dark background and blur of a projector. They also enhance the emotional experience of the game. 4.2.2. Incentives Incentives allow the player to make the game more interesting, unpredictable and versatile. Currently, Neon Racer offers bonus items, graphical treats and a soundtrack that are shaped by the player. Additional features like different background graphics and levels of difficulty, which are not yet part of Neon Racer, may increase long-term motivation further. 4.2.2.1. Bonus Items A common way to make a game more diverse are bonus items. They are tactical elements that the player can benefit from. Neon Racer offers several actionpacked extras such as photon torpedoes, exploding sheep, health-ups and turbo-fields. These bonus items make the course of the race more unpredictable, because they allow each player to influence the game. Extras also invite the player’s attention, while he also has to steer his vehicle with acumen. Thus, the bonus items challenge the player while also adding to the complexity of the game. 117 The Design of Neon Racer Bonus items appear on the racecourse as small, circular images. A bonus item can be collected by driving over it. It is then displayed on the vehicle’s power sphere until it is used (Figure 4.5). An extra can be activated by pressing a button on the gamepad. After its use, the extra disappears and the player has to collect another item. Figure 4.5: Any extra that has been picked up is displayed on the power-sphere of the vehicle. Bonus items are particularly interesting when they offer hidden or indirect advantages. In Neon Racer for example, the turbo extra can be used to quickly change direction when the vehicle veers off course or even to draw skid-marks on the ground. The other extras allow advanced players to engage opponents on a more tactical level. Sheep can be placed like mines on the racecourse. Placing them near checkpoints makes it likely to hit nearby opponents. Torpedoes can be fired to damage other vehicles. When a player’s vehicle is destroyed, he loses time and the vehicle reappears after a few seconds. However, health-packs make sure that there is always a surprise up someone else’s sleeve when things get close. When a player’s vehicles receives damaged, the amount is displayed on its power-sphere. The sphere changes color from green to yellow to red and starts blinking to indicate that the level of health is critical. Additionally, the damage is visible on the vehicle’s chassis: Scratches, bumps, burns and torpedo holes contribute to a run-down appearance. 118 The Design of Neon Racer A current issue in Neon Racer is the balance of a player’s damage-dealing capabilities and the amount he is healed when using a health-up extra. Sheep and torpedoes do moderate amounts of damage while a health-up always restores full power. Depending on the amount of available sheep and torpedoes, this system could work well. However, it is very hard to hit another player’s vehicle with a torpedo. As a result, sheep are the main source of damage in the game, in addition to collisions between vehicles that also cause minor amounts of damage. The use of sheep, though, does not give the feeling of having actively destroyed another player’s vehicle. Consequently, the degree of competitiveness is reduced by the poor use of torpedoes. This also has its advantages, because the players can concentrate more on racing and manipulating real obstacles than on shooting. 4.2.2.2. Motion Lines and Skid-Marks Motion lines behind the moving vehicles enhance the feeling of speed for the player. Moreover, the motion lines are also color coded to allow participants to distinguish between the vehicles more easily. Vehicles leave skid-marks on the ground whenever they use a speed-up item. A skid-mark is a motion line that stays on the ground until the end of the current round (Figure 4.6). Figure 4.6: Motion lines behind the vehicles and skid-marks. Whenever a speed-up item is activated, vehicles leave skid-marks on the ground. 119 The Design of Neon Racer Skid-marks allow the player to give the racetrack a personal touch and “draw” figures on the ground with their vehicles. At exhibitions, some players even spent most of their time in the game collecting speed-up extras and decorating the racecourse. 4.2.3. Sound Design As is common in computer games, the audio feedback of Neon Racer is made up of sound effects and music. Sound effects give immediate feedback to the player’s actions. Collisions with real objects, torpedos fired, sheep placed on the racecourse and exploding vehicles all have individually designed sound effects that are recognizable and unique. The soundtrack is more than mere music that supports the game. The atmospheric soundtrack is created and influenced by the number of vehicles involved in the game and their speed. Each vehicle creates a part of the soundtrack as it moves. A vehicle’s track is loud when it drives quickly and almost inaudible when it is standing still. This way, each player shapes the soundtrack while playing. Thus, the music constantly changes and varies its pitch and tone. The sounds of all moving ships merge with a specially composed background-beat to form an all-embracing composition (Figure 4.7). Figure 4.7: Each vehicle makes up a clearly distinguishable part of the soundtrack as it moves. The ambient background beat (top row) is overlaid with each vehicle’s track (2nd to 5th row) to form a dynamic composition. 120 The Design of Neon Racer 4.2.3.1. Limitations of Audio Feedback The acoustic surroundings cannot be controlled with the setup space of Neon Racer. This is the case in many AR installations that have to incorporate background noise into the game. Audio is an important emotional channel that enhances the experience for the player. However, in a non-controllable environment, the player might not hear all the acoustic feedback from the game. Consequently, no information is conveyed only through sound that is not also displayed visually. All events in the game such as explosions, the use of extras and collisions with real obstacles are displayed and strengthened by acoustic feedback. 121 The Design of Neon Racer 4.3. The Setup Space 4.3.1. The Physical Dimension 4.3.1.1. Hardware Setup A special table-based setup is used for Neon Racer. The table is similar to that used in other interactive installations (Kruger, 1995; Ullmer, 1997; Leibe, 2000; Starner, 2000; Levin, 2004). The compact setup offers enough space to accommodate a projector, a camera and a computer (Figure 4.8). The four-sided table allows participants to gather around with a good view of the display. The screen is a rear-projection glass-surface with a projector mounted inside the table. This technology enables the virtual game to be displayed without any occlusion caused by objects or players on the other side of the screen. To gain enough distance for the projector to fill the screen, a mirror redirects the image. This also makes it possible to mount the projector horizontally which helps to avoid overheating when the game runs for a long time. Figure 4.8: The inside of the table contains a projector, a camera and a computer to run Neon Racer. The hardware table is an essential part of the game. It is the first thing that a potential player sees and, thus, should immediately present the game as futuristic, cuddly racing-fun. The setup hides away the PC hardware which would be immediately recognizable as belonging to a normal computer game. 122 The Design of Neon Racer The table is a kind of black box that not only hides the technology from the participants, but also lets them focus on the fantasy of the game. The fact that the game works, although only a large black box is visible, gives a sense of technological magic. 4.3.1.2. Area of the Game The game space is limited to the surface of the table. Both the real and the virtual world are limited to the projection screen. The setup is designed to allow most players reach the entire table’s surface and, thus, manipulate any real objects on it. This allows all players to interact on the entire area of the game at any time. As a result, participants stay close to the table during a game, however, physical movement is also restricted. 4.3.1.3. Relationship between Real and Virtual Neon Racer takes place in a small virtual world that is entirely overseeable by the player. He has a bird’s-eye view of the race and can observe everything that happens in the game. Furthermore, the player autonomously commandeers his vehicle. When real objects are moved, he can attempt to steer past them. When a bonus item appears, he can change his course to collect it, etc. In combination, the player’s overview gives him the information he needs to make meaningful decisions and his control allows him to effectuate them. 4.3.2. The Temporal Dimension The temporal dimension in Neon Racer is similar to that of computer racing games. Virtual time corresponds to real time and a race usually lasts three minutes. There is a countdown that displays the duration of the current round. Timing is simple and suits the fast pace of a racing game. It is aimed at short lap-times for quick, casual entertainment. However, due to other factors inherent in the game dynamics, Neon Racer can also be interesting for longer play, especially when more players are involved who contribute to an intense social experience. 123 The Design of Neon Racer 4.3.3. The Social Dimension Neon Racer aims at delivering a light-hearted entertainment experience for both players and spectators. The game concentrates its efforts on casual entertainment. It is easy to learn both for experienced players and children, but also for adults who are not familiar with computer games. 4.3.3.1. Number of Players and Participants Neon Racer supports four active players, each of whom controls a virtual vehicle with the use of a gamepad. Both players and spectators can move objects around the course, allowing them to contribute to the game. Thus, usually passive bystanders can actively change the outcome of the race and even take sides. In an exhibition, participants used coffee mugs and mobile phones to play, even left packets of handkerchiefs and chocolate bars. Due to the involvement of its spectators, Neon Racer can be enjoyed by more than four people simultaneously (Figure 4.9). It can even be played by a single person competing only with spectators who manipulate the race course. Figure 4.9: Neon Racer offers a social experience that involves both players and spectators. Everyone can actively contribute to the game by moving objects. 124 The Design of Neon Racer 4.3.3.2. Competitiveness Neon Racer pits all of its four players against each other. They compete to gain the most points within the given time-limit. Players can exploit real objects, bonus items and the vehicle’s driving capabilities to gain an advantage. The game is balanced to encourage use of all available options. A good driver can be interrupted by real objects, just as a poor driver can gain points if he times the use of bonus items well. In the end, only a cunning combination can make a player stand out from the rest. However, Neon Racer is not too competitive and fast-paced act as a platform for unburdened social communication. The spectators are an unpredictable element that makes every game unique. They can choose to help a certain player, make life harder on him or challenge all participants alike. They can utilize all sorts of objects, be it fluffy toys, coffee mugs, business cards or snacks. Round objects can even be rolled around the table and some objects are deformable like fabrics, a foldable yardstick or a pliable eraser. 4.3.3.3. Private and Public Space All physical and virtual space in Neon Racer is shared by the participants. The objects on the table can be moved at any time by anyone. Virtual information displayed on the screen is visible to everyone nearby. A kind of private space is offered through the gamepads. They allow individual control of a vehicle that is totally exclusive to a single player. He can challenge his driving and show off his individual skill. The vehicle’s unique visual style also make them more individual and add to the player’s feeling of controlling a personal space. 4.3.3.4. Social Interaction The game fosters a casual social surrounding, ideal to meet people, engage in leisurely conversation and create contacts. Participants can communicate with others while slowly learning about the game. They can start by watching a game, move objects to interact as spectators and ultimately take control of one of the vehicles. 125 The Design of Neon Racer The player’s freedom to start or leave at any time is respected by the game. The player can stay for one round or race for a longer time, switch back to moving objects around without controlling a vehicle, etc. However, in the current version, new players cannot join an ongoing round but have to wait until the current race is over. It should be possible for everyone to start playing at any time. 126 The Design of Neon Racer 4.4. Input and Feedback 4.4.1. Control of the Vehicles with Gamepads Each player controls one vehicle with a gamepad. He can steer, accelerate and reverse to navigate around the racetrack and avoid physical obstacles. Vehicles can collect bonus items by driving over them and the player can employ these extras using a button on the gamepad. A current drawback of the gamepads is their complicated and featureless design. There are more buttons than are necessary for the game and their effect is unclear (Figure 4.10). The interaction could be improved by using simple or even especially designed gamepads with an intuitive button-layout. At exhibitions, players not used to gamepads found it difficult to learn how to control their vehicles. Figure 4.10: The design of the gamepads that are currently used in Neon Racer is complicated and ambiguous. This makes the meaning of buttons unclear. 4.4.2. Interaction with Real Objects In Neon Racer, ships bounce off physical objects. This requires the game to recognize any physical object placed on the table and deliver this information to the virtual part of the game. 4.4.2.1. Tracking Every object casts a shadow onto the table’s surface. This shadow can be used to detect the location and shape of any non-transparent object. A camera is 127 The Design of Neon Racer used to detect the objects which is situated inside the table. It records the table’s translucent surface from below. The game’s virtual content, however, is also displayed on the table’s surface. A normal camera would record the shadows and the projected image as well. This would lead to recognition of both real and virtual objects on the table. Both would be interpreted as obstacles, because the camera cannot differentiate between the projected image and real shadows. To avoid this, Neon Racer uses an infrared filter to avoid the camera image being polluted by the projected image. The light from the visible spectrum does not pass through the filter and the projected image becomes invisible (Figure 4.11). Figure 4.11: An infrared image from the camera inside the table. The projected virtual images are invisible in the infrared spectrum. The use of infrared has another advantage when the environment is too dark for the camera, real objects cannot be accurately tracked. However, infrared spotlights can be mounted above the table to provide additional light that is invisible to the human eye. As a result, Neon Racer can also be played in very dark surroundings, while the projector makes sure that the game’s virtual content is always visible. 128 The Design of Neon Racer Collisions between virtual vehicles and physical objects are the core principle of Neon Racer. To detect physical objects, the grayscale camera image containing the object’s shadows is sent to the obstacle detection system. First, a binary image is created, using an adjustable threshold. Then, a contour following filter is applied to detect the pixel borders of the objects on the table. The pixel borders cannot be used for collision detection due to performance issues. To accelerate collision detection, the objects’ pixel borders are approximated by lines. The detected outlines of objects are displayed in the game to give feedback to the player. Thin, dark-red lines are used to visualize the borders. These are clearly visible but not obtrusive. Whenever a participant moves and object, the lines give instant feedback that the game has successfully registered the obstacle’s new position. A further benefit of this is that participants can experiment with different objects and even with their hands and arms, to see if they can stop or even trap a player’s vehicle (Figure 4.12). Figure 4.12: Virtual red lines are displayed around the edges of physical objects to give immediate visual feedback to the participants. 4.4.2.2. Game Engine and Obstacle Detection System A modular interface allows the game engine to communicate with the separate obstacle detection system. The obstacle detection recognizes the physical objects on top of the table. During development, the modular interface allowed for autonomous implementation of the two systems. 129 The Design of Neon Racer The separation of engine and obstacle detection system has another advantage. The graphics are drawn on the graphics card, while the obstacle detection runs on the CPU. This frees enough resources of the CPU to allow for proper execution of the extensive obstacle detection system. Stability and robustness were important goals during development. This is crucial for any AR game that is presented at public spaces and has to run for a longer period of time. In prior exhibitions, the game has run smoothly for a long time without any noticeable drawbacks. 4.4.3. Physics An important aspect of the game is the physically correct behavior of the vehicles. Collisions between vehicles and the real obstacles have to seem authentic. When two objects collide, a realistic bouncing behavior is simulated. To facilitate the detection of collisions, each virtual object in the game is represented as a circle. For instance, the vehicles have a shield protecting them, extras are circular, checkpoints are round, etc. Most entities in the game are designed to be round. This reduces the efforts of detecting a collision, but also fits the cuddly graphical style of the game. Neon Racer takes place in space, thus, the vehicles navigate a frictionless space. In the setting of the game, there is no aerodynamic resistance. Hence, they ought to have lazy flight characteristics and veer easily in curves. However, the current implementation of the game makes such extreme usage of this freedom that the vehicles are very difficult to control. They slide in the slightest curves and are generally hard to steer, with the effect that the vehicles mostly bounce off of real obstacles and each other. Interestingly, the bouncy behavior leads some players to build a network of real objects that reflect their vehicles around the course. Objects can be placed on the table in such a way that ships, driving into an obstacle at the right angle, bounce off in the direction of the next checkpoint. There, another bounceobject can be positioned. Skillful players can use this tactic to quickly bounce their vehicle around the course, gaining and edge over their opponents. 130 The Design of Neon Racer However, the controls are so challenging that many players spend most of their time trying to increase their skills to steer the vehicles, instead of using their energy to move around real objects on the table. Sadly, this defies the intention of Neon Racer to a certain degree. Most players spend a lot of time with the game and enjoy themselves, but they do not interact with the real world enough. By improving the physical model, the pace of Neon Racer can be improved by making the vehicles faster and easier to control. 131 The Design of Neon Racer 4.5. Conclusion Neon Racer offers important features for entertainment installations such as technical robustness, a player-oriented interface and engaging game-play. The game focuses on light-hearted casual entertainment in a social surrounding. Players compete in a virtual setting, while communicating with real people (Figure 4.13). Figure 4.13: Neon Racer is a social casual-game which combines virtual and physical input to create an entertaining experience. Neon Racer uses a novel approach for controlling the game by incorporating both physical and digital interaction. It allows players to interact on multiple levels: Players steer the vehicles with traditional gamepads, while each participant and spectator can use real objects to influence the race. This combines a widely familiar computer-game control with an intuitive physical interface. Both direct physical contact and gamepad participation are necessary to be successful. Neon Racer enhances not only the classical racing game, but creates a setup which allows for direct physical interaction with the game world. 132 The Design of Neon Racer The technical setup is an all-in-one table which is fairly easy to configure without major adjustments. The technology of the game is conveniently built into the table, with the effect that users more openly engage the game without focusing on the technical setup. Through the use of infrared-based image processing, Neon Racer is employable in different lighting conditions, i.e. locations can be both bright or dark. The game setup is flexible and can be placed in bars, exhibitions, shopping malls and many others. Neon Racer was demonstrated successfully at the Pixelspaces Exhibition, part of the Ars Electronica Festival in Linz, at ISMAR 2005 and at the Europrix Multimedia Top Talent awards in Vienna. People of all ages enjoyed the game. Most were amazed that real objects were integrated into the game. When someone started to move objects around, it triggered the other players and spectators to join in. Judging by the consistently positive feedback of the audience, Neon Racer appears to have bridged a gap between entertainment and technological research. 133 The Design of Neon Racer 4.6. Team and Acknowledgments Neon Racer was developed at the Upper Austria University of Applied Sciences Hagenberg for Digital Media in 2005. The object detection and image processing were developed by Manuela Waldner. The game engine and controls were programmed by Wolfgang Litzlbauer. Ines Stuppacher was responsible for implementing the hardware shaders that create particle effects such as motion lines and skid-marks. Doris Bernert was in charge of including gamepad controls and programming the sound output. Markus Weilguny was mainly responsible for game design and the creation of visuals. The process of game design was a joint effort of the entire team. Everyone involved constantly gave feedback, brought in new ideas and worked to improve both technical features and playability. In addition to the team at university, Mandala Weber of Circled Cube composed and produced the sound effects and interactive background tracks. Thomas Weilguny supplied additional graphics for the racetrack. Neon Racer could not have been as successful as it has been, without the support of the technical coaches Peter Brandl and Jürgen Zauner, along with Michael Haller who made it possible for Neon Racer to be presented at the Ars Electronica Futurelab. There, Neon Racer seems to have received the attention of Horst Hörtner who greatly helped by supplying the hardware for the first table-based setup and inviting Neon Racer to be part of the Ars Electronica Festival 2005. Ever since, Neon Racer has been very successful and hopes are high for the production of further player-oriented augmented games. 134 5. Conclusion Conclusion Augmented games let players share a physical and virtual space. The social experience of board games or athletic games can be enjoyed by players. Additionally, augmented games harness novel interaction technologies to create immersive, absorbing and enjoyable games. These factors can be utilized to enhance purely virtual computer games. A new generation of player-oriented games could be forged. 5.1. Current Chances for Augmented Games Casual games might currently be the biggest chance for AR games. They are easy to learn and appeal directly to a broad audience. AR interfaces can reach people who are unfamiliar with mouse and keyboard, PC operating systems or the internet (Stapleton, 2005). Grandpa and grandson might play together in an augmented maze or by manipulating giant playing cards. AR games are more pervasive than computer games and can be set up at public locations, e.g. in shopping malls, at an office’s recreation-room or in restaurants, bars and discotheques. Many public locations are already equipped with cameras, projectors or other devices that can be employed in games. Airports have security cameras and monitors, skyscrapers are illuminated with commercials by large-scale projections. Yet, no airport has equipped one of its cameras with an EyeToy, no one has attempted to play an AR James Bond game on a wall of the Houses of Parliament in London to rival Christo’s enshroudings or other event-art. Augmented games can reach numerous locations by choosing from a broad range of spaces, players and input and feedback channels. Casual games are also easier to develop within the usual workflow of AR prototyping. Most prototypes illustrate new software or technological findings. 135 Conclusion During development, the time available for game design and content-creation is often limited. Casual games require less graphical and audio-content than fully featured games, they are easier to balance and the design of the game and the hardware is generally less complex. The core of casual games is a single, simple idea that is refined into an enjoyable game. Limiting the design to refine a single idea seems feasible, in regard to the research aspect of most AR prototypes. A simple idea like throwing a real ball to hit a virtual target or driving around in circles with virtual vehicles on a real table, as is the case in Neon Racer, can make for an enjoyable game. 5.2. Developing Game Concepts New game concepts for augmented reality can be developed for existing hardware or derived from existing games of other genres. Additionally, completely new game ideas can be used to drive the development of new technology. Existing technology can be the basis of building a game. The design can be structured around the input and feedback channels that should be employed, as well as around the space. Feedback can rely mainly on visuals, audio or physical feedback. The choice depends on the hardware that ought be be used. The important thing is that the game is fun and that the emotional experience of the game suits the technology. In AR, multiple input and feedback channels can be used. Information can pass through displays, speakers, HMDs, lights, moveable objects and many more. This allows extremely complex interaction such as allowing players in different locations to interact with the same object simultaneously or letting them steer and shoot from a tank together. In AR, it is especially tempting to make games complicated, because of the endless possibilities. No matter how complex the technology may be, the interaction always has to be clear, concise and coherent. The amount of information that the player can absorb does not increase with more feedback channels. On the contrary, augmented games are even more sensitive to bad design than computer games. The interaction has to be even clearer than on a computer screen. The player of a computer game only has to concentrate on a screen and audio feedback that depends on his 136 Conclusion speakers. In AR, the player’s surroundings can address multiple sensual levels and the player will not always be able to overlook the entire game space. A good starting point when drafting an idea is the use of one input channel and one feedback channel. For instance, a game uses physical, full-body input that is strenuous, along with feedback based on audio. The dimensions of space define the physical, temporal, social and emotional setting. For example, the game is played on an outside space, approximately ten by ten meters. This gives room for six to twelve players, grouped into teams of three to four players each. Due to the physical movement, a match lasts no longer than ten minutes. The game should foster casual, athletic play that involves all participants, no matter whether they are in good or bad physical condition. Players are visually focused on their teammates and have to listen to cues from the game. Most of the game takes place in the real world. To structure an idea into a game, it has to be refined according to game design aspects. What expectations do the players bring to the game? How can these expectations be described to form attainable goals? What rules can be employed to allow the players to reach the goals according to their wishes? What challenges does the game introduce to spur the players on in their endeavor to reach the goals? In the aforementioned example, the aim for the three members of a team is to form a triangle and encircle one single other player. Whenever the constellation of players changes and a team manages to encircle a single person, a point is awarded. Teammates have to be aware of their positions and play together as a whole. They will plan, shout, think, stop, whisper and try to outwit the other teams. When more than a single person is encircled, no points are given. Thus, teams cannot move too far outward from the center of the game area. This allows slower players to sidestep others and gain points for their team. The positions of all players constantly changes and keeps players engaged physically and mentally. The initial idea needs to be refined, reworked or perhaps completely redone to form a finished game. The rough outline in the example still lacks detailed rules, incentives, unpredictable challenges, additional rewards and more complex tactics. Also, the way that the audio feedback is given when points are awarded has to be clear and understandable. Especially players from 137 Conclusion teams that did not gain a point will want to understand the decision of the game. Another way to generate ideas is to transport a game to an AR setting or to combine two games. As mentioned before, it is not trivial to transport a game into AR. Computer games such as Lemmings, Dyna Blaster, Dungeon Keeper and others could be made into AR games. Off-screen games like Halma, Mikado, Hearts and Hammer-Throw might also be appropriate. However, the interaction has to be adapted to suit the possibilities of an augmented space. This is often more challenging than creating new games all-together. Two or more games that are completely unrelated can also be combined to come up with ideas for AR prototypes. Imagine Snakes and Ladders paired with Quake, Civilization combined with Creatures. Augmented games allow for even more room in game design than any virtual or real genre by itself. The possibilities are endless and the future may hold even more. 5.3. Technology and Emotion: Ideals of Future Games? Every new generation of technological devices has taken a similar path in evolving its games. PC games were the first widely available virtual gaming platforms. Their development spans over the last 30 years and has given rise to numerous genres. Arcades also started off with simple games long ago. They evolved into smaller, cheaper home-entertainment consoles that also started off with Jump and Run games and gradually offered adventures and more complex genres. Recently, mobile phones have turned from mere telephones into small computers. They, too, are starting off with the kinds of casual games that were available for the PC years ago. However, their development is much faster and mimics those of computer games. Augmented Reality has also started off to explore the gaming sector and is now in the early stages of experimenting with casual entertainment. AR can reach the level of PC games and expand even further: into reality. In the decades to come, there is no way of telling where AR games might go. 138 Conclusion New kinds of games often evolve from the availability of new technology. This is true for computer games which make use of improving graphics-quality and real-time capabilities and it is also true for AR games. Nowadays, AR games employ a new technology mostly to create simple games. Often, these only scratch the surface of the potential of the technology, because the development of a new interface-technology accounts for more than the development of a great game. With the rapid innovations in interface-technology, there are currently more interfaces than games. In contrast, computer games have evolved over the last decades and were fostered only by mouse and keyboard. Considering this comparably plain and ambiguous interface, the results are astonishing. Augmented games might go even further, when they harness current technology to create more meaningful games. With the advent of AR technology making its way into the games industry, the question arises whether they might already drive the evolution of computer games further. Computer games have been focusing mostly on fun and lighthearted entertainment, sporting new technological features and hardware requirements as features for the user. These two directions, technology and fun, might be overrated. Game developers have to ask themselves if fun and entertainment are really the only emotions that can be associated with a computer game. In other artforms such as literature, music and film, even in sports, we experience a broad range of emotion that is not present in its entirety in computer games. Crawford (1982), for example, mentions that an intense drama with a sad ending can cause pathos; in an exciting sports competition we can feel euphoria or pity; participating in a play can be enthralling; intense physical training lets us experience exertion and satisfaction. These activities are experienced with the entire body and mind, with total concentration and focus. As a Nintendo spokesperson put it: “It’s about the heat of emotion, not the chill of technology” (Surette, 2006). Another question is the role of technological features in determining the quality of a game. The newest technical features and hardware are without value in a game that is not playable. Playability gives depth and meaning to a game. It can be found in a game which is well balanced and leaves a lot of room for the player to imagine his own world and bring this fantasy to life. The player should not be confronted with long load-times that are caused by anachronistic graphics, etc. 139 Conclusion Satoru Iwata of Nintendo says that there are many people who no longer play games, because of the increase in technological complexity and decrease in playability. He argues that ex-gamers might be brought back to games, along with non-gamers who have never played on a computer, by “reinventing” games, i.e. by employing new interface devices and ideas (Surette, 2006). AR technology is predestined to follow this trend and develop a new way of playing. Augmented reality games are still evolving and the vast possibilities of the medium make it almost impossible to offer strict guidelines for development. New technologies and old genres clash to form prototypes for the next generation of entertainment. It is an important step in developing a unique AR gaming experience to understand the player’s expectations and the emotional implications of employing new interface technologies. The game designer makes decisions that shape the experience of players, the competition between them and the involvement of spectators. He can choose cameras over gamepads, screens over HMDs or haptic over physical input. A game may address public or private spaces like busses or private homes, let players be static or moving, be set up as fixed installations or use mobile PDAs, interact on a virtual or physical level by manipulating a touchscreen or by throwing balls. Augmented games can convey more social warmth and physical reality than a computer game ever could. Imagine the potential of a new generation of games that combines the variety of computer games with the social and physical possibilities of children’s games, board games and sports. Players can take on the roles of ghost hunters who roam the streets of a real city, on the lookout for virtual spooks. They can role-play an elf with augmented sight and an acute sense of hearing delivered by AR feedback devices. They can be Sherlock Holmes, tracing the tracks of virtual crimes long past and do so in their own neighborhood. Whatever the future may hold, augmented games are full of potential. 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