Mostrando postagens com marcador immersion. Mostrar todas as postagens
Mostrando postagens com marcador immersion. Mostrar todas as postagens

domingo, 9 de julho de 2017

Time, entertainment and the state of flow

When we are experiencing certain activities, time passes differently. Time can go fast when we are playing an interesting game, or slowly if we are watching a boring movie. It varies from person to person, but all of us have different perceptions of the time passing. In this context it’s important to highlight that there’s one chronological time (seconds, minutes, hours etc.) and a subjective time (one that affects every single individual in an unique way).

This is a complex subject to discuss in a short post, so I want to talk about these perceptions related to the gaming field. To help me in this mission, I’ll summon the ideas of the Hungarian psychologist Mihaly Csikszentmihalyi. This researcher (1975) has developed the idea of flow to explain some time lapses we can experience when we are involved in some specific activity. Csikszentmihalyi (1975) explains that “flow” is a state in which a person is fully immersed in an action and highly focused to the extent that one can experience, for example, a loss in the feeling of self-consciousness and time experience. To help us visualize this concept, Csikszentmihalyi created a graph to visually explain the idea of flow:


Source: Tolstoy Therapy

In a synthetic way, we can observe that there are two axes in the graph above: one shows the degree of challenge and other shows skill and confidence levels. When we are experiencing a very stressful situation (like an emergency surgery, one very difficult test or a complex work to be done in a short period) we can enter a zone of panic and anxiety. On the other hand, if we are experiencing a very boring situation (a monotonic class, an annoying movie or a non-challenging game) we can enter a zone of complete boredom. Both extremes lead us to states of attention that - potentially - are harmful to our minds.

But there’s one zone of perfect balance between a stressful situation and a complete boredom state: the flow. When we experience a state of flow, we immerse ourselves in a state of mind that we can even feel the passing of time differently. Have you ever played videogames for three hours but inside of your head, only one hour has passed? This is one situation when a flow happens.

Games are excellent examples to illustrate this discussion. When we like the experience of playing certain games (analogic or digital), we can feel immersed in the state of flow. So, one important component of game design is how to engage players in the game experience so that they potentially access the flow state. There’s no recipe for this, but to test a lot of games with different beta testers that could show some interesting ways to do it.

I want to dedicate this post to all gamers that need to wake up early, but instead say “just ten more minutes” (and play for another hour). =)

#GoGamers



References:

CSIKSZENTMIHALYI, Mihaly. Play and intrinsic rewards. Journal of Humanistic Psychology, Vol 15(3), 1975, 41-63. Online >> click here.

segunda-feira, 7 de setembro de 2015

Horror ludens: using fear to construct meaning in video games

Fear is one of the most ancient feelings orbiting the human existence. The feeling of fear, historically, has been a fruitful basis where different writers, filmmakers and many other storytellers seek the inspiration to create their works. Video games, legitimated as “forms of media, human expression, and cultural importance” (FLANAGAN, 2009, p.67), were not left out of this list; the sophistication of the latest generations of consoles elevated fearful ludic narratives to a new frightening level.



In this context, we can discuss how fear could be a powerful element to construct meaning in some specific video games. Titles like Evil Within, Alan Wake, Slender and many others help us find some answers in this scenario, but in this post, we intend to focus our attention on the game Outlast (Playstation 4, 2014). Created by an independent studio named Red Barrels, the game sets its action in a psychiatric hospital in which the player takes the role of a reporter looking for clues of some bizarre experiments made with the patients. Without weapons or special powers, the player has only one hand cam to help him through the journey. Hide and run are the only options to escape from some creatures and tormented patients of the hospital. This kind of fear-based game, unlike other game genres, e.g. role-playing, first person shooters, puzzle, action, sport games etc., focuses on stimulating the player in a negative way. Check the trailer/gameplay below:



In this situation, fear is understood as creative “fuel” to develop narrative, gameplay, experience and immersion. Spinoza, in his book Ethics (2005), set out to analyze the origin and the nature of human affections taking as its starting point the desire, joy and sadness. Spinoza postulates that human beings, by nature, are passionate and affected by external forces to it. The Dutch philosopher drew a deep observation about feelings/passions that underlie human existence, complying aspects of fear.

The rhetoric of fear allows the development of games with meaning based on horror and terror like Outlast. About this, Ghita (2014, p.58) says as a refining of fear, ‘terror’ constitutes a multifocal aesthetic emotion, whose main feature is the state of anxiety, brought about by a well-balanced series of artistic elements: plot, atmosphere, characters. As an intensification of fear, ‘horror’ represents a unifocal aesthetic emotion, whose main feature is the state of revulsion, brought about by the paroxistical development of the afore-mentioned artistic elements.

In the context of game design using fear/terror/horror to create meaning in Outlast, it has been possible to identify three specific elements as Nielsen and Schønau-Fog (2013, ps.52-53) propose: 1) a deep narrative that allows the player to invest emotions into the character; 2) a deep sense of freedom to establish a connection and a deep grade of immersion on the player; 3) and, finally, the player should feel like a victim rather than a contender. Another point to highlight in this category of games is the use of “illogical architecture to turn houses, gardens and streets into great mazes which would make no sense in the real world” (NIELSEN; SCHØNAU-FOG, 2013, p.45). In Outlast – our main example for this post – we can identify these previous elements strategically hybridized with many different aspects of terror and horror, the narrative works alternating these both aspects to create a stronger immersive experience for the players.

Maral Tajerian, in an article for the site Gamasutra.com entitled “Fight or Flight: The Neuroscience of Survival Horror”, says that anxiety is a point to highlight in terror games. This author also says “next to fear, anxiety is perhaps the most prominent feeling experienced in video games. Unlike fear, which is a response to an imminent threat, anxiety is a response to a future potential threat”.

In this ambient full of “ludic fear” there’s a crucial question: why do some players search for fear and other bad feeling in games? To solve this puzzle, we quote Suits (2005, p.55) who says, “Playing a game is the voluntary attempt to overcome unnecessary obstacles”.

Now on to your opinion.



References:

FLANAGAN, Mary. Critical Play - Radical Game Design. Cambridge: MIT Press, 2009.

GHITA, Catalin. Discussing Romanian Gothic. IN: KATTELMAN, Beth; HODALSKA, Magdalena. Frightful Witnessing: the rhetoric and (re)presentation of fear, horror and terror. Oxford: Inter-Disciplinary Press, 2014.

NIELSEN, Danny Langhoff; SCHØNAU-FOG, Henrik. In the mood for horror: a game design approach on investigating absorbing player experiences in horror games. IN: HUBER, Simon; MITGUTSCH, Konstantin; ROSENSTINGL, Herbert; WAGNER, Michael G; WIMMER, Jeffrey (Eds.). Context Matters! Proceedings of the Vienna Games Conference 2013: Exploring and Reframing Games and Play in Context. New Academic Press: Viena, 2013.

SPINOZA, Baruch. Ethics. London: Penguin Books, 2005.

SUITS, Bernard. The grasshopper: games, life and utopia. Broadview Encore Editions: Toronto, 2005.

quarta-feira, 10 de julho de 2013

Last of us

Recently I’ve finished the fu**ing awesome LAST OF US (Naughty Dog, 2013) for Playstation 3. LAST OF US is a survival horror action-adventure game where the player takes control of Joel, a character trekking across a post-apocalyptic United States in 2033, in order to escort the young Ellie to a friendly resistance group, the Fireflies.

During the long path to the Fireflies base, the characters must defend themselves against zombies contaminated by fungus spores, bandits, soldiers and a great sort of other enemies. Briefly that’s the main idea of the game.



Why the game is awesome in my opinion as a gamer and game designer? Check some points below:

1) The game balances action, tension and emotion in a unique way. Sometimes you need to solve a little puzzle, sometimes you need to run like hell, and sometimes you have little ammo and lots of zombies around you. LAST OF US puts the player in a kind of ‘wave’ of content and you stay attached to the narrative of the game (a great feature to comment, by the way).

2) The narrative is a good mix between gameplay and cinematography action. It’s not an open world game but the player can experience moments of free action around the scenarios without loosing focus on the main mission. As Bateman (2007, p.107) says “many games now combine open and closed storytelling. They offer the player a chance to play a series of defined story missions alongside the chance to explore a world in whatever order that player wants”.

3) Good characters. As Dille and Platten remind us (2007, p.65-67) there are major types of characters that can exist within a game: the main hero (in that case Joel), the allies (the girl Ellie and others), neutral characters (the background characters), and the enemies (LAST OF US doesn’t have final stage bosses, only packs of enemies all the time). The characters, even the evil ones, are well structured and create empathy with the player.

4) A good end. Some people loved and some people hated the end of the game. I’m on the first group. I don’t want to give out any spoilers but the end is awesome in my opinion. It works with the personality of the hero (Joel) in a rare way we can see in modern games.

It’s immersive. It’s violent. It’s an epic product for a videogame platform. Prepare to be surprised. Make every bullet of your ammo count in this game, and prepare yourself for new ways we will massively have in the new generation of consoles.

Check the game trailer below:




References:

BATEMAN, Chris (editor). Game Writing: narrative skills for videogames. Boston: Thomson, 2007.

DILLE, Flint; PLATTEN, John Zuur. The ultimate guide to video game writing and design. New York: Skip Press, 2007

quarta-feira, 12 de junho de 2013

Immersion, image & games

Last week we had the announcement of the new Microsoft's console, Xbox One. Few weeks ago we saw the presentation of the Playstation 4 and Nintendo launched the Wii U in the beginning of the year. The new generation of video games is here and gamers are curious about the enormous possibilities of this new communicational ecosystem. Undoubtedly, the graphics are one important piece to analyze in this process.

What I want to highlight in this discussion is the evolution of graphics on video games, since the first electronic games until today. We had a great leap from the first textual games (like Zork) to the modern first person shooters (like Call of Dutty).

Graphics on video games are important pieces to a player’s immersion. And I’m not talking about realistic graphics only, because all we know that an abstract game like Tetris could create a strong immersion in the players. A textual game could be immersive too, but it seems that images can be more determinant in this complex act.



As Aarseth remembers (1997, p.102) “images, specially moving images, are more powerful representations of spatial relations than texts, and therefore this migration from text to graphics is natural and inevitable”.

I think it’s possible to say that the main object of the graphics on a game is to be a kind of “bridge” or “portal” to the immersion. A kind of facilitator/translator to the player to get totally inside the game interface.

As Nitsche says (2008, p.44) “evocative narrative elements encourage players to project meaning onto events, objects, and spaces in game worlds. They help to infuse significance. Their value is not realized on the level of the element itself but in the way players read and connect them. Creating these connections, players can form narratives that refer to the game world. If this meaning assignment becomes very strong, the virtual items themselves can leave the rule-based space, fictional space, social space, and even the play space”.

In a world full of possibilities of connections and full of screens all around it’s important to study ways to create better immersion process to our players.

Now on to your opinion.



References:

AARSETH, Espen. Cibertext: Perspectives on Ergodic Literature. The Johns Hopkins University Press: Maryland, 1997.

NITSCHE, Michael. VIDEO GAME SPACES: image, play and structure in 3Dnworlds. Massachusetts: MIT Press, 2008