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[As part of his regular Gamasutra column, author/designer Ian Bogost (Fatworld) looks at 'texture' in games - connecting the virtual to the real via rumble and physical simulation, from Hard Drivin' to Rez.]
I enjoy the ancient
Chinese strategy game Go, although I am hardly an expert. The open-source GnuGO
AI built into the computer version of the game I play overpowers me much of the
time.
After many years of having
gone without, I recently received a Go board and set of stones as a gift.
Immediately I noticed the most important difference between playing on the
computer and off it: touching the board and the stones.
I had forgotten what a
tactile game Go is. The black and white often have a different texture from one
another, depending on the type and quality of stones one uses.
The feel and
weight of them between the fingers somehow aids the pondering that comes with
their placement.
Once the player chooses a
move, placing the stone on a real board offers a far more tactile challenge
than clicking an on-screen goban. The stones move, so disrupting the board is
an easy feat that must be carefully avoided. Traditionally, Go players would hold
a stone between the index and middle finger and strike their move, so as to
create a sharp click against the wooden board.
Go is a cerebral, minimalist
game that exudes purity and austerity. Computer versions of Go adapt these
values unflappably. Although purists favor silence in selecting and holding a
stone, for me Go is a game of rummaging for a stone in a smooth wooden bowl and
stroking it in thought before placing it to mark territory.
These features are
not unique to Go, but they are distinctive. In Chess, the pieces rest on the
board, or off, never to be touched save to punctuate decision. Although both
games are cerebral, Go is far more sensual.
Go reminds us that the
physical world -- games included -- have texture.
They offer tactile sensations that people find interesting on their own.
Texture in Media
In painting, texture is a
more frequently recognized aspect of creativity. The word
describes the weave of the canvas, the application of the medium upon it, and
the interaction of the two. It is a feature that frequently earns mention among
critics and casual observers alike as a fundamental part of the finished work.
Impressionist painters like
Vincent Van Gogh used thick applications of paint, partly to recreate the effects
of light on the surface of the canvas itself as well as in the subjects
represented.
And Jackson Pollock's abstract expressionist work relies almost
entirely on texture; Pollock even added grains of sand and shards of glass to
his already viscous industrial paints to increase the texture of the finished
work.
Van Gogh's Starry Night, Pollock's Number 1, 1950 (Lavender Mist)
Other media adopt their own
understandings of texture. In the culinary arts, texture refers to the physical
sensation of a food in one's mouth, such as the crispness of a cucumber or the
slipperiness of an oyster.
And in music, texture is used metaphorically to
refer to the relationship between sounds and voices in a piece -- as if they
were layered through time like paint on a canvas.
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This is the texture that comes from the way every interaction around the player reacts, the little details that accumulate to provide the game's "feel".
In games like grand theft auto it's the feel of the cars, how their weight affects their acceleration, how walking through a crowd slows down your character, and how everyone notices your character and reacts to it. It can even be the feel of the menu and buttons, how long it takes for each new screen to pop up in a game that relies on those (strategy games, RPGs).
I see that texture is there visually, aurally and tactically but very few people talk about gameplay as having texture, even though the best games have gameplay that is as carefully crafted as any painting.
Shadhar -- You're right, these are great examples. I'd probably stuff them into the category of "texture as effect" here. Anyway, thanks for the suggestions.
It's an interesting question because I've played some hack and slash games that have absolutely terrible feel-of-play and some that have amazingly good feel, but it's hard to figure out what makes it so...
Ernest Adams notes that most tactile feedback (through rumblepaks etc) is associated with game events and not the game environment. There are after market devices (such as the Novint Falcon) which promise to address the haptic sterility of game-space, but videogames are still predominatly audio-visual experiences. What I find interesting about haptic potential in games is the ability to code information haptically - imagine a RTS game where the tactile feedback gave you data about your opponents base instead of little health bars above the buildings, or
I wrote about texture in my last thesis chapter but have since removed it from the draft. I use 'texture' in a very different sense to Ian's use of the term, but there are related areas. The main area of commonality between the texture of Bogost and the way I describe it is in relation to what Ian writes is "as if they were layered through time". I use layering as a way of describing the "procedurality" of digital texts (Murray 1997) in terms of reception