📄 immerse.htm
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<TITLE>GPMega - Design Section - Game Design: Immersiveness</TITLE>
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This Article Is Taken From <A HREF="http://www.perplexed.com/GPMega/">The Game Programming MegaSite</A>, A Definitive Resource For Game Developers!
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<H3 ALIGN=CENTER><font color="#FFF600">G</font><font color="#FFED00">a</font><font color="#FFE400">m</font><font color="#FFDB00">e</font><font color="#FFD200"> </font><font color="#FFC900">D</font><font color="#FFC000">e</font><font color="#FFB700">s</font><font color="#FFAE00">i</font><font color="#FFA500">g</font><font color="#FF9C00">n</font><font color="#FF9300">:</font><font color="#FF8A00"> </font><font color="#FF8100">I</font><font color="#FF7800">m</font><font color="#FF6F00">m</font><font color="#FF6600">e</font><font color="#FF5D00">r</font><font color="#FF5400">s</font><font color="#FF4B00">i</font><font color="#FF4200">v</font><font color="#FF3900">e</font><font color="#FF3000">n</font><font color="#FF2700">e</font><font color="#FF1E00">s</font><font color="#FF1500">s</font><br><FONT SIZE=-2>By: <A HREF="mailto:ghowland@lupinegames.com">Geoff Howland</a></FONT></H3>
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<P>According to Webster's dictionary immersiveness is not a word, however in the world of computer game design it is quite a crucial word. Webster defines immerse to mean, "to plunge into something that surrounds or covers" and to engross and absorb. This is exactly what you want your game to do to your players, engross and absorb them. Therefore to talk about the quality a game can have to engross or absorb players would be the game's immersiveness.
<H3><FONT COLOR=YELLOW><I>Gameplay</FONT></I></H3>
<P><I>Meaningful Interactions</I>
<P>Every computer game is made up of two basic components, output for the user to interpret such as graphics, sounds or text, and input that the player gives to the game through the keyboard, gamepad, joystick or mouse. The interactions between the player and the game are the essence of the game.
<P>In a fighting game the game will display enemies that the player must defeat, through the players input the game changes its images to show how the player is progressing. To use an example we'll use the shooter Doom. Evil charging monsters are drawn in various areas on the screen and the user has to direct his weapon of choice to send these creatures back to hell. Every time the user moves his position or rotates to look in different directions or fires a shot, they are interacting with the game.
<P>What makes an interaction meaningful is if the action accomplishes something that is important to the player in the game. Shooting a monster, or moving out of their missile's path is a meaningful interaction. If however there was a button that let the character clean their shotgun this would not be a meaningful interaction. The act of cleaning the shotgun doesn't do anything necessary for the player in the game. Options like this are unnecessary and will only complicate the game's interface. If creating meaningful interactions were as simple as this, designing would be a whole lot easier, but it's not.
<P><I>Point of Diminishing Returns</I>
<P>This is actually an economics term, but I think it sounds cool and can be indirectly translated into the concept I am now going to talk about.
<P>In the early video games the gameplay was often based on jumping up and down on different platforms, or controlling characters in very simple ways such as jumping over barrels in Donkey Kong. This was really fun then, it was engrossing to control Mario or PacMan around their respective obstacles and mazes. Now however these games may be nostalgically fun but their gameplay has lost its immersiveness.
<P>Gameplay seems to collectively age as games progress. What was enthralling, after two years of newer, more advanced games seems dull and old. While Doom will always be a classic game it just doesn't hold the grip of the Quake series now because its interface has been upgraded and the older game seems to move slow and unresponsively at times.
<P>This oxidation of gameplay is natural and can be seen in all aspects of art and life. If you look at the early movies their acting often seems overly dramatic and the song and dance numbers of the typical musical are often idiotically comical instead of fun and captivating as they were to audiences of the 40's. Just like classic movies such as Singing in the Rain there will be classic video games too, but in strict comparisons newer movies as newer games have more refined techniques and it shows.
<P>To create meaningful interactions in today's or tomorrow's games require building on to the past and present interface technologies and moving forward. If you don't you will most likely find yourself under harsh criticism and players will get the feeling that your game is dated in some way.
<P><I>Responsiveness</I>
<P>To create good immersive interactions for your players you not only need to have frequent meaningful interactions, you also need to have a responsive interface. It doesn't matter if the player is doing all the right things if the game doesn't respond to them quickly and appropriately.
<P>This means that your game has to react to the player's response as soon as possible. A good example how to do this wrong is the arcade game Mortal Kombat. Mortal Kombat's moves are done in strict patterns and take precise timing, they are also completely non-fluid. The moves do not flow in an organic type of way, they instead seem like you are typing out numbers on a calculator and hitting the equal key to get the result.
<P>Besides not being fluid there is no way to stop long moves once they start and the moves are not adaptive to their situation. If your opponent has started a flying kick at you there is nothing to do but your standard block or try to punch/kick. While if these moves were adaptive to the situation it would be fine, they are not. The punch is executed in the same way as if your opponent were standing in front of you and this makes the game feel very disjointed. Your character on the screen is doing something that someone in real life would never do. A real life example of this would be someone trying to do a flying kick on a wall when they are already pressed against it. There is no where to move, you cannot run forward you are already pressed against the wall. Therefore the move is totally illogical.
<P><I>Assumption Boundaries</I>
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