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Virtual Worlds in Video Games and the Concept of Immersion Richard Williams OCVC Banbury Chapter 1 - Introduction During the past forty years video games have become a $93 billion dollar industry1. One concept in which they are said to have an advantage over traditional media is that of ‘immersion’. The word is used often; a game is said to be ‘immersive’, or players describe feeling ‘immersed’ in the game world, and reviews of games have always suggested it a goal of developers irrespective of the technological capabilities at the time. A brief analysis of contemporary games reviews shows this; phrases such as ‘immersive’, and ‘realism’ are used, and the sense of ‘being there’ in a ‘real city’ or place are common themes: For example Edge magazine said of Grand Theft Auto V in 2013: “[It] captures the sense of a place and animates it into somewhere that almost feels alive. […] It’s a living, breathing city.”2 Similarly, an online review of Grand Theft Auto IV from 2008 said: “It’s hard to not think that this is a real breathing city.”3 This pattern can be seen repeating. Of Grand Theft Auto III from 2001 a player’s online Amazon review said: “GTA III has a living, breathing city.”4 And of the original Grand Theft Auto game from 1997, the magazine “PC & Tech Authority” said the player had: “a living, breathing contemporary city as your playground […] like you were driving around a real metropolis”5 These games were therefore having a similar effect on players regardless of the level of sophistication of the images and sounds. Figures 1 to 4 show how the graphics in the Grand Theft Auto series of games has progressed towards a relatively more ‘realistic’ style; despite this, players reported feeling ‘immersed’ even in the earliest game: 1 Figure 1 - Grand Theft Auto (1997) Figure 2 - Grand Theft Auto III (2001) 2 Figure 3 - Grand Theft Auto IV (2008) Figure 4 - Grand Theft Auto V (2013) This can also be seen with even older games; however crude the graphics may seem to today’s players, many were hailed as offering a sense of ‘realism’ and ‘immersion’. Of the 1988 ZX Spectrum game Driller ACE magazine said: 3 “Hard to believe you're only looking at a CPC display, what with the realism this one wrings out of it.” 6 Figure 5 - Driller (1988) And of Turbo Esprit in 1986, Crash magazine said it had: “smooth and realistic three-dimensional effects. Turbo Esprit gives you a good feel of what it’s like to manoeuvre a sports car around the streets of cities.” 7 Such a statement may seem strange when the graphics and gameplay are viewed from today’s perspective, but clearly at the time this was the effect felt by many players. 4 Figure 6 - Turbo Esprit (1986) Earlier still, Ant Attack from 1983 was one of the first games to attempt to create a three dimensional world for the player to inhabit. Figure 7 - Ant Attack 5 The game was described as “horrifyingly lifelike” 8, and the ants were said to move in “a most realistic manner”9 Crash magazine’s review said “You can walk or run round the massive city” 10 and another review highlighted the sense of presence saying “The first wander around the baron streets of the city is awe-inspiring”11. Yet viewing the images today it is difficult to imagine how they could have been so described. The evidence suggests therefore games that appear crude to us today were able to illicit a sense of ‘place’, or ‘immersion’. This paper attempts to understand what immersion is, how it can be achieved, and how this may have changed with the development of technology. It begins with a brief summary of the history of video games, to examine some of the technological developments and provide a base understanding for the remainder of the paper. It then attempts to understand techniques for creating immersion, with reference to example primary texts characteristic of the different generations of video games. It should be noted that there are many different types and forms of video games, which can make comparisons and analysis difficult. To aid the discussion and comparisons, the primary texts chosen are all attempts to recreate a three dimensional ‘world’ for the player to play in; usually, but not always, a city. It should also be noted that the terms ‘two dimensions’ and ‘three dimensions’ are used throughout. In this instance ‘three dimensions’ does not mean the use of stereoscopic glasses or similar technologies, but the creation of a three dimensional representation of a game world on a two dimensional display. Finally, for simplicity, the term ‘machines’ is used to describe the various devices on which games are played. 6 Chapter 2 - A Brief History of Video Games and the Development of the Technology Before investigating the concept of immersion it is instructive to review the history of video games, in particular focussing on the technological development. Perhaps more than any other medium the level of technology available for video games has a significant influence on the finished product. As a relatively new area of study there are variations in the definitions of the main eras of video games. A literature review does suggest some consensus however. This tends towards using the introduction of home consoles as the basis for the definitions, as these generally share similar technologies when released at similar times by competing manufacturers. First Generation (Circa 1971 to 1977) and Second Generation (Circa 1977 to 1984) It is generally accepted that the first definable ‘era’ of video games, with machines that could be plugged in to a television, started in the early 1970s. The First Generation machines had games that were built-in; there was often no way to load a different game. The Second Generation of machines had the ability to buy game cartridges that could be plugged into the console, and also introduced limited colour. The games themselves were relatively simple by today’s standards, often being variations on Atari’s ‘bat and ball’ game Pong 12. Examples of First Generation machines are the Magnavox Odyssey from 1972, early Atari consoles, and the Telstar series of consoles from Coleco13. Figure 8 - Magnavox Odyssey (1972) 7 Figure 9 - Atari/Sears Pong (1976) Figure 10 - Coleco Telstar (1976) 8 Figure 11 - 'Pong' game on Coleco Telstar Second Generation machines included the Atari 2600 of 1977, and the Intellivision, released by Mattel in 1979: Figure 12 - Atari 2600 (1977) 9 Figure 13 - Mattel Intellivision (1979) It is important to note that games during the First and Second Generations era displayed extremely abstract representations of real-life objects. The earliest machines were not capable of displaying anything more sophisticated than a small square for a ball for example, or a line to represent a bat. The games were generally two dimensional, or extremely crude representations of a three dimensional playing area. Figure 14 - Pitfall (Activision 1982) for the Atari 2600 10 Figure 15 - Mattel NFL Football (1979) Figure 16 - Mattel NBA Basketball (1979) 11 These limitations were highlighted in an article in Wired magazine in 2009: “[…] the VCS could only display five interactive objects at any one time: two "player" sprites, two "missile" sprites, and one ball." This was more than enough for replicating Pong and Tank, the popular arcade games of 1977. It was useless for anything even slightly more complicated, such as Space Invaders.” 14 Third Generation (Circa 1982 to 1994) The Third Generation is characterised by the release of ‘8-bit’ consoles such as the Nintendo Entertainment System (1983) and the Sega Master System (1985). The term ‘8-bit’ was derived from the size of the memory registers available in the machine; at a basic level this is an indication of their increased power. These machines continued the development from the Second Generation. With similar overall capabilities, the majority of games continued to be in two dimensions. Figure 17 - Nintendo Entertainment System (1983) Home computers also became a viable alternative to consoles for playing games during this time. In Europe in particular, and the UK especially15, machines such as the Sinclair ZX Spectrum (1982) and the Commodore 64 (1982) became popular. The Appendix contains some details on technical developments. 12 Figure 18 - ZX Spectrum (1982) These allowed larger playing spaces to be created, which could move in different directions as the game was played. In addition, slightly more ‘realistic’ representations of real-life objects could be produced, although they were still extremely abstract. Figure 19 demonstrates this; the 1986 ZX Spectrum game The Great Escape is set in a World War II prison camp, and the graphics are typical of the era: 13 Figure 19 - The Great Escape (1986) The majority of games remained in a two dimensional plane, but importantly the Third Generation contained the first real attempts to represent a game world in three dimensions. Fourth Generation (Circa 1988 to 1999) During this generation the technology moved on to what are described as ’16-bit’ machines. Typical machines from this era were the Sega Mega Drive (1988) and the Super Nintendo Entertainment System (1990). 14 Figure 20 - Sega Mega Drive (1988) Although the increased hardware did allow performance improvements, games were still generally presented in two dimensions. Sonic the Hedgehog (1991) is typical of this16: Figure 21 - Sonic the Hedgehog (1991) Fifth Generation (Circa 1994 to 2003) During the fifth generation machines categorised as ’32-bit’ and ’64-bit’ were released. These included the Sony PlayStation (1994), Nintendo 64 (1996), and Sega Saturn (1994). 15 Figure 22 - Sony PlayStation (1994) Importantly the increased processing power of these consoles meant three dimensional representations of game worlds could be attempted more successfully, and it is during this time that three dimensional games became the dominant form.17 This can be seen by games such as Mario 64; players were now able to move their character in three dimensions within the game world: Figure 23 - Mario 64 (1996) The significance of this is highlighted in an article in The New Yorker: 16 “One of the singular moments in video games came in late 1996 or so, when players first rested their thumbs on the small, flat-topped joystick of the Nintendo 64 to play Super Mario 64. When the joystick was gently nudged forward, Mario, an affectionately disproportional clump of polygons, slowly took a step into a blocky, brightly colored, three-dimensional world for the first time. He walked. When the stick was pushed down, hard, he ran. This kind of control, within a massive, three-dimensional world, felt genuinely liberating compared to the confined, largely two-dimensional play of the previous generation of video games. It felt new.”18 Sixth, Seventh, Eighth Generations (late 1990s to current) These generations are considered together in this paper as they can be seen as an evolution of the Fifth Generation but with more computational power. Three dimensions have remained the dominant game form, with the greater power allowing more complex world simulations and increased graphical fidelity. Sound design has also become more complex thanks to increased memory and processing power. Sixth Generation machines included the Sega Dreamcast (1998) and Sony PlayStation 2 (2000) and Microsoft XBOX (2001), whilst the Seventh Generation included the Microsoft XBOX 360 (2005) and Sony PlayStation 3 (2006). The most recent generation, the Eighth, includes the Sony PlayStation 4 (2013) and Microsoft XBOX One (2013). Summary Early generations of video game machines were unable to display more than crude representations of real-world objects; it is difficult to find references to immersive experiences from this time. Although three dimensional games with advanced sound capabilities only really became the dominant form from the Fifth Generation onwards, attempts were made to develop three dimensional games during the Third Generation. The games machines’ relative lack of power at this time made them somewhat limited, but they did pioneer some of the techniques used to create immersion. The remainder of this paper will therefore concentrate on games from the Third Generation onwards and the techniques used to aid immersion. Chapter 3 - What is Immersion? How is it Achieved? What is Immersion? The concept of immersion is acknowledged as a difficult one to define. Madigan (2010) says: 17 “one of the words gamers like to toss around when describing their favourite titles is ‘immersive’. But what exactly does that mean? Ask five people and you’ll probably get 10 opinions.”19 Similarly, Cheng and Cairns (2005) say: “Immersion is recognised as an important element of good games. However, it is not always clear what is meant by immersion.”20 Finally, Jennett et al (2008) say; “Despite the word’s common usage by gamers and reviewers alike, it is still not clear what immersion means.”21 A literature review does however begin to highlight some common themes. On a broad level, Balkin and Novek (2006) say of it: “[…] the sensation of immersion felt by the player, which should impel him to use his controller for many long hours.”22 Research suggests there are two dominant types of immersive experience with video games. The first is where players simply feel distracted by a game, to the point where they lose much awareness of the real-world surroundings; this is a common phenomenon when playing puzzle games such as Tetris. They do not however feel they inhabit the game world in any sense. Dr Paul Cairns, a senior lecturer in Human Computer Interaction at York University, highlighted the essential difference between the two types: “We have to be very careful with terms, because a game that’s very immersive is Tetris, but there’s no sense that you’re IN the experience.”23 Of the second type, when a player does experience a sense of existing in a game’s location, Madigan (2010) says: “Psychologists have been studying immersion in various kinds of media for decades […] except they don’t call it immersion. Instead, they call it ‘presence’. Researchers have identified several kinds of presence in regards to how we perceive media but it’s spatial presence that I think comes closest to what gamers think of as immersion.”19 Wissmath et al (2009), define this ‘spatial presence’ as existing when: “media contents are perceived as ‘real’ in the sense that media users experience a sensation of being spatially located in the mediated environment.”24 18 Woyach (2014) suggests it occurs when the players forget about the real-world items they are touching or interacting with when reading a book, watching a film, or playing a game: “the process by which a media element entices a person to suspend their disbelief and accept that what they are viewing on a screen is actual reality.[…] Immersion is a technique of lowering a person’s need to suspend their disbelief by removing the text, the seat, or the keyboard, placing a person into the scene itself. Immersion is the removal of the barriers between people and their entertainment, until it is as real to us as everyday life.”25 This removal of the awareness of real-life objects is highlighted by Brown et al (2002), who also believe the sense of immersion is being attained when players forget they are using a controller device.26 This paper concentrates on the second type of immersion, that which might be termed ‘spatial presence’. How is immersion achieved? As has been seen by the primary texts in the Introduction, the requirement for ‘realistic’ graphics or sound design is perhaps not as vital as might at first be thought, as some games have achieved a sense of presence or immersion as far back as the Third Generation. Even today, many games produce a sense of immersion while having stylised or non-‘realistic’ graphics. There must therefore be other factors contributing to the creation of spatial presence. A review of work on the topic as well as published interviews with game developers leads to some patterns emerging in the techniques used. The author has categorised them as follows: Technical; Game Design (structure, narrative); Design (Audio and Visual); and Game World Systems. Each of these can contribute to the immersive effect, and examples show that they have been used in the some of the primary texts outlined in the Introduction. Technical At a fundamental level the technical capabilities of games machines clearly have an impact upon levels of immersion; early games were unable to create effective immersion due to their lack of processing and graphical power. A certain sophistication beyond the early ‘bat and ball’ graphics would therefore appear to be required. 19 Video game machines have developed in line with ‘Moore’s Law’ which states that the overall processing power for computers will double every two years 27. An analysis by Arstechnica demonstrates how video game machines have matched this exponential growth in power28. Figures 24 and 25 are taken from this study: Figure 24 - Total colours displayed by video game consoles Figure 25 - Total RAM of video game consoles More processing power allows developers to create larger and more sophisticated game worlds, which can enhance immersion. More importantly however, it can also be seen to support some of the other immersive techniques used. The following sections assess these. Game Design 20 Game Design in this context is taken to mean elements such as the structure of the game, the use of narrative, and also some technical details that can enhance or impact the immersion experienced. Other design elements are considered later on. Gameplay freedom The type of game structure most often described as ‘immersive’ is the ‘open-world’ game. Early games presented the player with a pre-defined, linear path of progression, but as technology developed it became possible for games to offer more freedom. John Harris in Gamasutra defines an open-world game as: “…those games where generally the player is left to his own devices to explore a large world. What all of these games share is the seeking of new, interesting regions at whatever time the player deems fit. No force forces the player's motion into new areas.”29 This freedom can immediately aid immersion. Woyach says: “The player can choose from an infinite number of strategies, because their imagination is the only limit to how they can proceed. As in life, we are given a set of abilities, skills, and procedures, and we are free to use them as we will. Thus, a giant leap is made towards immersion.”30 In order to create an effective open-world game developers attempt to make the experience ‘seamless’. Their goal is to avoid reminding the player that they are playing a game, for example by displaying ‘game’ elements. Madigan describes this as like watching a film and “seeing a boom mic appear in an otherwise believable scene”: “It’s anything that reminds you that “Yo, this is a VIDEO GAME.” Examples might include heads-up displays, tutorial messages, damage numbers appearing over enemies’ heads. […] An unbroken presentation of the game world means that the spatial clues about the imaginary world your game has created should not just up and vanish. Which is exactly what happens every time you get a loading screen, a tutorial, or a game menu. When that happens the game world literally disappears for a few minutes, and we can’t feel immersed in something that isn’t there.”19 In the Guardian, Keith Stuart describes the effect this can have: “[With other types of games] we’re constantly getting told how long we have on a map, and how long we have between each stage. But when I play something like Grand Theft Auto, which is more seamless, I can lose hours to it.”23 21 While Grand Theft Auto is often cited as an early truly popular open world game, and Grand Theft Auto III one of the earliest in three dimensions31, it could be argued that earlier games also displayed some characteristics of the open-world. In Turbo Esprit, the player was able for the first time to drive around a re-creation of a city. Previously driving games had forced the player down pre-determined roads or tracks, but now the player was able to access a map and decide where to drive to next. This was an early example of open-world gameplay enhancing the sense of immersion, as shown by reviews at the time. Figure 26 - Turbo Esprit map screen Similarly, Driller also placed players in a game world in which they had freedom to move wherever they wanted. Although slow compared to today’s games, the sense of freedom allowed players to experience spatial awareness. An article in Crash magazine highlighted how this helped create a sense of presence in the game world: “It simulates movement in the real 3-D world better than any game yet. You can go over and below objects, crawl round the back of them, see things from any angle, and look over your shoulder at the futurescape through which you’ve passed. The walk-through filled threedimensional graphics display every detail (of admittedly undetailed screens) in real perspective. It’s just like being there.”32 22 Figure 27 - Driller Narrative One aspect in which the Grand Theft Auto games in particular were able to advance video games was in the use of narrative to enhance the sense of immersion, and successive versions of the game have utilised it further to draw the player into the world. This is not new of course; books have only ever had story as a method of creating immersion. That story is used is highlighted by psychologist Ian Maher when discussing its application to puzzle games, which he says “often lack any substrate for immersion.”33 He points out the recent trend for puzzle games to have stories and characters attached to them: “[stories and characters] that are completely extraneous to the puzzle mechanics, and which only serve to foster immersion and an emotional connection to whatever story element is ostensibly tied to the puzzle mechanics. The moral is that more (or better) story means greater immersion.” It should be noted that despite narrative being able to aid immersion, there is also a potential conflict between player freedom and story if much of the story is given by non-playable sections in a game. Lee (2004) highlights how cut scenes used to progress narrative can impact upon immersion in a similar way to the overtly ‘game’ elements previously highlighted: 23 “There are several problems inherent in stopping gameplay dead in its tracks to run a passive cut scene. [It] serves to accentuate the difference between gameplay and storytelling, harming immersion in the entire experience.”34 If this is handled carefully when developing a game, then narrative, as in any other media, can enhance the immersion felt by players. Design (Visual and Audio) The visual and audio elements in a game can impact upon immersion. Importantly, the visual and audio clues, props, and locations in the game must all fit the gamer’s preconceptions and expectations for that location. Developers refer to these expectations as the player’s ‘schemata’. Developer Toby Gard says: “Immersion is only possible for the player if we can convince the players that the space is authentic (whether stylised or not.) If the critical features on screen don’t match up with the critical features of the players schemata, then he or she will not be fooled by it.”35 An example can be found in the 2002 game Grand Theft Auto: Vice City which is set in a fictional 1980s Miami-style city. Most players know how this is supposed to look and sound, so the developers can conform to these expectations (however unrealistic they might actually be) and reinforce the spatial immersion. The visual style and music in the game are all carefully designed to match the player’s expectations. Figure 28 - GTA Vice City use of ‘neon’ 24 Figure 29 - GTA Vice City example buildings, car Madigan says of this idea: “The process starts with players forming a mental model of the game’s make-believe space by looking at various cues […] as well as assumptions about the world that they may bring to the table. Once that mental model of the game world is created, the player must decide, either consciously or unconsciously, whether she feels like she’s in that imagined world or in the real one.”19 Research is therefore an important part of game development. Gard says “Gathering and studying reference is critical to creating immersion for the player.” 35 Keith Stuart in the Guardian cites “an American road sign in a European city, or an eighties car model in a seventies-based game”23 as examples where errors can harm a players’ belief in a location. Consistency within a game’s design is highlighted by Aaron Garbut, the producer of Grand Theft Auto V: “We had to ensure that the world as a whole was coherent and of consistent quality.”36 More subtly, Gard argues that players will spot environmental elements that are included purely for gameplay purposes: “When a player enters a temple that has no space for worship, or a tomb with no burial chamber nor rhyme nor reason behind its layout, he or she will not be convinced that they are exploring a real place.”35 The immersive power in meeting the player’s expectations can also be seen in some Third Generation games. The ants’ behaviour in Ant Attack in 1983 was sufficiently life-like for them to be described as moving in “a most realistic manner”9, and an article in Edge magazine in 2009 describes the effect this had: 25 “Standing stranded and defenceless on a hill as more and more rapacious insects swelled the ranks of your attackers could be a truly disturbing experience.” 37 During Ant Attack’s development the ants had started out as undefined ‘blobs’, with programmer Sandy White saying: “What had become interesting to me were the flocking properties that grew out of simple rules given to the blobs. They could be made to either seek or avoid a cube that you could control with the keyboard […] Eventually in went a couple of human characters, and because of a bug one of the blob sprites was drawn as a human and started to follow the other human. Ant Attack was born. The blobs got legs and it became a kind of hide and seek while avoiding the blobs-with-legs.”39 The realistic behaviour of the ants, matching the player’s expectations, would appear to be one of the main reasons Ant Attack was able to provide a sense of immersion. Similarly, in games set in cities players would expect to see pedestrians. Turbo Esprit included them, albeit limited by the technical capabilities of the machines at the time: Figure 30 - Turbo Esprit pedestrians example Even such a small detail helped place players in that world. Similarly Grand Theft Auto 1 had pedestrians, although not too many more than in Turbo Esprit: 26 Figure 31 - GTA pedestrians example For Grand Theft Auto IV and V, the game machines could support many more pedestrians, carrying out activities that would match the players’ expectations: Figure 32 - GTA IV pedestrians example 27 Figure 33 - GTA V pedestrians example 1 Figure 34 - GTA V pedestrians example 2, pedestrian turning to acknowledge character As the behaviour of these non-playable characters became more sophisticated, so too their match to the players’ expectations, and therefore the feeling of immersion enhanced. Sound and other forms of sensory information (for example haptic rumbling in a controller.) can also contribute. Nesbitt and Hoskins (2008) tested the effect of providing varying degrees of information to different senses by altering the cues to people playing Quake 3: Arena. They found that: “Players reported improved ‘immersion’, ‘confidence’ and ‘satisfaction’ when additional sensory cues were included; the multi-sensory game interface seemed to improve the player’s experience.”38 28 Again, this can be shown with reference to the primary texts. The earlier games do not provide much audio apart from basic ‘beeps and bongs’ sounds. The later Grand Theft Auto games have full surround–sound, encompassing environmental audio in addition to direct gameplay related sounds. These meet the subconscious expectations of the players, and therefore can add to the immersion experienced. Rather than having to be realistic, research therefore suggests that a game’s audio and visual design must be consistent and in-line with the player’s expectations in order to successfully create a sense of spatial presence. Game World Systems Elements such as the pedestrians in city-based games can help match the players expectations and therefore reinforce immersion. These can be considered one of the game world ‘systems’. The use of traffic and transport systems in Turbo Esprit and the Grand Theft Auto games is similar; players expect it to behave realistically, and technological developments have allowed more vehicles to populate the game cities and to behave in a more realistic fashion. The relatively basic traffic behaviour in Turbo Esprit was enough to help players overlook the relative crudeness in graphics. In a 2011 article on Eurogamer, Dan Whitehead said of it: “Turbo Esprit still impresses in 2011. This is a 3D driving game set across four fully mapped cities, each packed with naturalistic details such as pedestrian crossings, road works, oneway streets and persistent traffic that actually follows the Highway Code and doesn't simply vanish once it's off screen.”39 29 Figure 35 - Turbo Esprit traffic behaviour Figure 36 - GTA V traffic behaviour 1 The actions of traffic in the later Grand Theft Auto games can be considered examples of ‘emergent behaviour’, where game systems interact to produce events that were not directly programmed by the developers, but emerge from the rules and behaviours. 30 Figure 37 - GTA V traffic jam example 1 In Grand Theft Auto V, a player may cause an accident when driving a vehicle. The other vehicles are programmed to behave in a realistic manner, and so in this instance a traffic jam may occur. The developers did not plan for this to occur at this precise moment, but rather it is a function of the behaviour of the traffic. Figure 38 - GTA V traffic jam example 2 Other examples of realistic systems within the later Grand Theft Auto games are the television channels, radio, and internet for the player to interact with. Their absence suggests this would not have been possible in games before the Fifth Generation. They have developed in sophistication as machine power has increased; the first Grand Theft Auto game had seven “radio stations” that could 31 be listened to while driving, and Grand Theft Auto IV introduced television channels, as well as theatre shows and performances from comedians such as Ricky Gervais that could be watched in comedy clubs. Figure 39 – GTA IV Ricky Gervais Grand Theft Auto V includes a fully working in-game Facebook equivalent, and a Twitter-type service40. In addition, a stock market system can be accessed. While not directly related to the main story, all of these can be interacted with and respond to your wider actions in the game, helping immerse the player and place him in the world. Figure 40 – GTA V television channel 32 Figure 41 – GTA V internet Figure 42 - GTAV stock market 33 Conclusion Video games have the ability to create a sense of immersion possibly greater than any other type of media, in particular that immersion which may be described as ‘spatial presence.’ This was not possible with the earliest games due to the machines’ lack of power, but from the Third Generation onwards developers have explored the creation of this sensation. While early attempts were restricted in what they could achieve due to the relatively low processing power available, they did explore some of the techniques shown subsequently to be successful. In particular, the first attempts at open-world games can be seen during this time, as well as efforts to provide consistency in game-world design, to ensure everything the player sees and hears matches their internal schematic. From the Fifth Generation onwards the machines meant three dimensional games became dominant for the first time, aiding the creation of spatial presence. In addition, the power increases meant other factors could be enhanced. Graphical design, game system behaviours and sound design became more refined and consistent with players’ expectations, and narrative was able to become more sophisticated. No doubt today’s machines will seem crude to future games players, and the effectiveness of all the techniques discussed will be developed further. As contemporary reviews and literature show however, gamers have appeared willing to suspend their disbelief with even the most basic of games, providing certain factors of consistency and careful design are met. 34 Appendices Video game generations: Wikipedia SegaRetro41 GameCritique42 1st gen 1st gen 1972 to 1977 1st gen Cartridgeless nd nd 2 gen 1977 to 1983 2 gen 1976 to 1984 2nd gen Atari, Coleco, cartridge 3rd gen 1983 to 1995 (8 bit) 3rd gen 1983 to 1992 (8 bit) 3rd gen 8 bit (Nintendo, Sega Master, ZX spectrums etc) th 4 gen 1988 to 1999 (16 bit) 4 gen 1987 to 1996 (16 bit) 4th gen 16 bit (SNES, Megadrive) 5th gen 1993 to 2006 (32/64 bit) 5th gen 1993 to 2002 (32/64 bit) 5th gen PS1, N64, Sega Saturn th th th 6 gen 1998 to 2013 6 gen 1998 to 2006 6th gen Dreamcast, PS2, xbox 7th gen 2004 to present 7th gen 2004 to present 7th gen PS3, 360, Wii th 8th gen PS4, xbox one 8 gen 2012 to present Technological developments in each decade: Decade Technological developments Pre-1970s Mainframes. 1970s Early consoles 1980s Hardware scrolling, enabling large multidirectionally scrolling tile-based game playfields. Detailed sprites, and a screen resolution of up to 256 × 240. Enhanced color graphics (generally between eight-colour (3-bit) and thirty-two-color (5bit) ). Up to five channel primarily square wave mono audio. (from Wikipedia) More powerful microprocessor (typically 16-bit) Multi-button controllers (up to 8 buttons) Complex parallex and multi-layer scrolling backgrounds Large sprites, scalable on-the-fly Elaborate color, typically 64 to 256 colors on screen (from palettes of 512 (9-bit) color to 32,768 (15-bit) color) Stereo audio, with multiple channels and digital audio playback Advanced music synthesis (FM or wavetable) Hardware allows 3D to really develop. Very similar to 1990s, but more powerful. 3D still dominates. Surround sound. 1990s 2000s Example texts Ant Attack Turbo Esprit Driller GTA GTA 3, GTA 4, GTA 5 Bibliography Books Bartle, R (2003) Designing Virtual Worlds San Francisco: New Riders. Brookey, R A (2010). 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