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Education

Master's
Thesis: Gameplay: The Elements of Interaction
Abstract
This
article represents a body of research which was undertaken in partial
fulfilment of a Master's Degree in 'Digital Games' at John Moores
University, Liverpool (2001).
Based
largely on the work of previous authors, it attempts to analyse
gameplay and its continued evolution in the light of technological
advances. This is achieved by discussing the work of previous authors
with the intention of formulating a general description. Once this
has been established, a more in-depth analysis is developed by decomposing
gameplay into its constituent parts.
Introduction
In
1958, William A. Higinbotham - an engineer working at the Brookhaven
National Laboratory, devised a simple two-player tennis game for
visiting members of the public.
"An analogue computer showed trajectories of bouncing
balls drawn as
ghostly blips on an oscilloscope, controlled by a button and a knob."
[Poole, 2000, p.30]
The exhibit proved to be very popular with the visitors, but at the
time, Higinbotham failed to see the potential of such a system and
never capitalised on it. Consequently, it was never developed into
a commercial product and faded into obscurity to the extent that video
game chronologies rarely feature it as a starting point. Then in 1961,
a monolithic machine called the PDP-1 was delivered to MIT - courtesy
of the Digital Equipment Corporation, and it attracted the interest
of a programmer called Steve Russell. He recalls,
"It was the size of about three refrigerators, and it had an
old-fashioned computer console with a whole bunch of switches and
lights
"
[Herz, 1997, p. 6]
With
the help of some friends, Russell set about creating a videogame,
which would later be known as Spacewar. It used the PDP's
array of console toggle switches as its control mechanism. There
were four controls; rotate anti-clockwise, rotate clockwise, rocket
thrust and fire torpedos. [Herz, 1997, p. 7]
It
was simple but it worked well as a game concept. Like Higinbotham,
Russell doubted it's commercially viability due to the high cost
of the PDP-1 and subsequently shelved it. However, unlike its tennis
game predecessor, it was widely copied and distributed to the extent
that anyone who had a PDP-1 was likely to have had a copy of Spacewar.
This
proved to be a defining moment in videogame history, heralding an
era of rapid change in which significant improvements were made
in both software and hardware technologies and, most important of
all, the cost of electronics took a nosedive as integrated microchips
replaced solid state circuitry.
Today,
game development is still in a constant state of flux - made all
the more profound by the advent of new game consoles like the Playstation2,
XBox and GameCube. Consequently, the definition of 'gameplay' is
evolving at a pace that is directly proportional to the changes
seen in both software and hardware technology. Today's game players
are afforded a level of control that would have been viewed as almost
impossible - perhaps even science fiction, only a few years ago
because, back then, the technology wasn't up to it.
What
is gameplay used for?
Above
all else, video games manage interactivity in such a way as to make
it enjoyable for the end-user. Chris Crawford, who has written a
number of articles on the game development process comments,
"
the highest and most complete form of representation
is interactive representation. Games provide this interactive element,
and
it is a crucial factor in their appeal." [Crawford, 1982, p.10]
The
importance of interactivity, as Crawford suggests, is undeniable.
However, when discussing interactivity within a game development
context, it is important to clarify some semantic issues surrounding
how it is to be interpreted.
In
a 1994 article, published in the British roleplaying journal "Interactive
Fantasy", Greg Costikyan discusses the level of participation
demanded by a game in comparison to other forms of media art. He
suggests that:
"When you go to the movies, or watch TV, or visit
the theatre, you sit and
watch and listen. Again, you do interpret to a degree; but you are
the audience.
You are passive. The art is created by others." [Costikyan,
1994, p.3]
Whilst
it is true that TV and cinema audiences cannot control the outcome
of the scenes they witness, one can suggest that they are not entirely
passive throughout the experience. Films can induce a physical response
in their audiences, (e.g. an adrenalin rush, a release of endorphins,
the shedding of tears - either from induced sympathy or from sentimentality).
Therefore one could argue that the audience is interacting with
on-screen events at an emotional level.
Video
games also generate a strong physical connection to their audience.
Sherry Turkle, in her 1984 book The Second Self: Computers And
The Human Spirit, makes the observation that,
"When today's child stands in front of a video game,
there is contact
between the physical child and the physical machine." [Turkle,
1984, p.79]
But
videogames go one step further than traditional media art forms.
In addition to emotional interaction, they offer control. The audience
is given the power to actively change the outcome of on-screen events.
Patricia
Marks Greenfield, in her book Mind and Media, devotes a chapter
to video games and recounts several interviews made with children
from the ages of eight to fourteen - who were asked about their
preferences to television or videogames.
She writes,
"They were unanimous in preferring the games to television.
They were
also unanimous about the reason: active control." [Greenfield,
1984, p.91]
The
term 'active control' can lead to confusion however, when you take
into account that the technology used to support television has
numerous interactive components. For example, the TV Remote is an
interactive device that can be used to exercise control over the
channel being shown, in addition to the sound level and Teletext
information. With the advent of digital cable and satellite multi-channel
networks, the level of user participation in the programmes carried
by these systems is certain to increase.
One
current 'buzzword', widely touted by cable TV networks is 'convergence',
meaning: "The coming together of two or more disparate disciplines
or technologies." One example would be the 'active news channels',
where users can select specific headline news or even vote on the
issues of the day.
However,
we must be clear about one thing. Whilst the TV viewer can interact
with the technology via a remote handset, they cannot change the
outcome of the programme they're watching in real-time. At least
at the time of writing this article this appears to be the case.
Ultimately, a video game enables the user to fully interact with
both the technology and the program running on it - and this is
what distinguishes it from interactive TV.
Based
on the issues previously discussed here, perhaps a general description
of gameplay can be formulated as:
A
set of basic elements, which - when implemented in an interactive
environment, ensure that the end-user can make interesting choices,
thus leading to a vicarious experience which is both memorable and
fun.
A
more in-depth, decompositional analysis of these basic elements
of gameplay follows.
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