2016-14 Virtual Sensation I
Transcription
2016-14 Virtual Sensation I
Virtual Sensation I 3/21/16 Scale Time Units 1000000000 Decades 100000000 Years 10000000 Months 1000000 Weeks 100000 Days 10000 Hours Activities/Processes Grand Strategy Major Strategy 1000 10 Minutes 100 Minutes Tactics 10 10 Seconds Minor Tactics 1 Second 0.1 100 ms 0.01 10 ms 0.001 1 ms Social and Organizational Psychology Strategy Operations 1/3 Second World (Theory) Interactive Routines (Critical Path Analysis) Bounded Rationality / Behavioral Economics Cognition (symbolic) Perception and Action Neuroscience Biology (subsymbolic) Scale Time Units 1000000000 Decades 100000000 Years 10000000 Months 1000000 Weeks 100000 Days 10000 Hours Activities/Processes Grand Strategy Major Strategy 1000 10 Minutes 100 Minutes Tactics 10 10 Seconds Minor Tactics 1 Second 0.1 100 ms 0.01 10 ms 0.001 1 ms Social and Organizational Psychology Strategy Operations 1/3 Second World (Theory) Interactive Routines (Critical Path Analysis) Bounded Rationality / Behavioral Economics Cognition (symbolic) Perception and Action Neuroscience Biology (subsymbolic) Scale Time Units 1000000000 Decades 100000000 Years 10000000 Months 1000000 Weeks 100000 Days 10000 Hours Activities/Processes Grand Strategy Major Strategy 1000 10 Minutes 100 Minutes Tactics 10 10 Seconds Minor Tactics 1 Second 0.1 100 ms 0.01 10 ms 0.001 1 ms Social and Organizational Psychology Strategy Operations 1/3 Second World (Theory) Interactive Routines (Critical Path Analysis) Bounded Rationality / Behavioral Economics Cognition (symbolic) Perception and Action Neuroscience Biology (subsymbolic) The Three Building Blocks of Game Feel • Real-Time Control • Simulated Space • Polish Real-Time Control • All interactivity is a “cyclic process in which two active agents alternately (and metaphorically) listen, think and speak” (Chris Crawford) • Real-Time Control is a specific form of interactivity that takes place in “continuous time” • Starting definition: Game feel is real-time control of virtual objects Simulated Space • Simulated physical interactions in virtual space, perceived actively by the player • Collision detection and response between the player’s real-time-controlled avatar and objects in the game world • Level design! • Updated definition: Game feel is the realtime control of virtual objects in simulated space Polish • Any effect which artificially enhances interaction without changing the underlying simulation • Emphasizes the physical nature of interactions, helping the player see the objects as real (not including collision) Side Note: McGurk Effect Our Final Definition • Game feel is real-time control of virtual objects in a simulated space, with interactions emphasized by polish Experiences of Game Feel Experiences Unique Physical Reality Flow Extend Identity Aesthetic Sensation of Control Skill and Learning Real-Time Control Building Blocks Appeal Polish Extend Senses Spatial Immersion Simulated Space Aesthetic Sensation of Control • When a player refers to controls feeling “smooth,” “floaty,” or “stiff,” they are referring to the raw feeling of operating an object • There is a large palette of sensations for designers to draw from • How does the game respond to input? What are the mappings between input and motion? Skill • In order to achieve certain results in a real-time context, we must learn coordinated muscle movements • The same process goes on in sports, but with most games the movements are smaller and more focused • with games you can change the properties of the world (!) • Skillful control is a different experience than “just” control Game Feel and Skill • Sensation of control is affected by challenge: by focusing the player on different areas of the possibility space of motion, you can reward exploration • The feel of the games changes depending on the skill of the player • When players can translate intent to outcome without ambiguity, they find the controls to be intuitive Intuitive New Challenge Introduced Clumsy Bored Success Failure Frustrated Point of Highest Frustration Challenge Frustration/ Anxiety W O L F Boredom Skill Extension of the Senses Extension of Identity A Unique Physical Reality A Unique Physical Reality A Unique Physical Reality Summary thus Far • Game feel is the real-time control of virtual objects in a simulated space, with interactions emphasized by polish Summary thus Far • Five kinds of experience: • Aesthetic sensation of control • Pleasure of learning, practicing, and mastering a skill • Extension of the senses • Extension of identity • Interaction with a unique physical reality within the game The Model Human Processor HUMAN 1. Senses (input) Sight Sound Touch Proprioception 2. Brain what’s going on here? 3. Muscles (output) Arms Hands COMPUTER 6. Display (output) Screen Speakers Rumble Motors Joystick “pushback”, mouse position 5. Processor 4. Controller (input) Mouse, Wiimote Keyboard, Joystick ~100 ms ~70 ms ~70 ms Perceptual Cognitive Motor Goal Module Imaginal Module Declarative Module Goal Buffer Retrieval Buffer Imaginal Buffer Audio Module Temporal Module (pacemaker) Procedural Module Aural Buffer Pattern Matching Temporal Buffer (accumulator) Production Selection Vocal Buffer Production Execution Visual-Location Buffer Speech Module Visual Buffer Manual Buffer Vision Module Motor Module Device Module External World Information from Environment Muscles ~100 ms ~70 ms ~70 ms Perceptual Cognitive Motor Goal Eat Chicken Tikka Mahkani Drive to Shalimar Hierarchy of Intentions Turn right onto Fulton St. Keep Car in Lane Comparison (cognitive processor) Perception Action World • Provide the impression of motion – 20 fps for a tolerable minimum, 30 fps to be safe. Assumes good motion blur! • Instantaneous response – 30ms. 100ms lag is noticeable but tolerable, 200ms feels sluggish • Continuity of response – cycle time for the computer’s half of the interaction needs to be 50ms maximum If the average human response time is 240 milliseconds, with a theoretical minimum of 105ms, why is 50ms the slowest we can accept for the computer’s response? Concurrency! time perceive frame 5 perceive process frame 4 respond frame 3 perceive process frame 3 respond process frame 2 respond frame 1 Perceptual Processor Cognitive Processor Motor Processor Homework (due 3/28) http://www.ferryhalim.com/orisinal/ Homework The Hatchlings Sunny Day Sky Winterbells High Delivery Starry Night The Pond Fishball The Snowrider What Comes Around Bauns Pocketfull of Stars Snowbowling The Three Monkeys Swordsman Hold the Rope Apple Season Homework • Describe how each game “feels.” Did it feel right or wrong? If wrong, why? • Were there any games where you felt compelled to reach the high score list? Why that particular game? (“Because I was good at it” is not a valid response) • Did the “cutesy” themes enhance or detract from the experience? Out of the Orisinal games, would any themes/mechanics be better if switched with another in the group?