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It's easy to
think about games in terms of winning and losing. They are a series of
increasingly complex challenges that you either pass or fail. Reaching a fail
state leads the player to a bitter few seconds of rebuke, before he or she is presented
with the same problem again. This is the oldest and most basic stricture of
game design, from Jacks to Go.
The inherent
power of video games is their ability to make take these rudimentary principles
of interaction into an authored space that affects a player's senses. I
remember teaching my younger cousin how to play Super Mario Bros. when we were kids. At every jump she jerked the controller
upwards, and she cried out in mock pain upon falling into a lava pool.
Immersion is a
concept that appears with great frequency in game design, but the means to
conjure it can be elusive.
For all the attention to detail put into art and
animation, inconsistent AI or awkward lip-synching can make players roll their
eyes. Likewise, a grainy DS Pokémon game on the Nintendo DS can hold young players rapt for hours.
How do games
hold players' attentions without running aground on disbelief and incredulity?
How can designers turn a feeling into lines of code, and then into an
experience that moves a player to keep pushing through an interactive fantasy?
It Moved Me, and It Moves Me Still
Movement is
the most basic element of 3D game design. You can create a world and a series
of rules to govern the objects in that world, but until there is a cipher to
move among those objects the game is lifeless. Movement is also the first and
most persistent layer of interaction which developers are able to communicate
with players.
"Movement is the core of the game and because of that we focused
heavily on that until we got it right," said Owen O'Brien, senior producer
on DICE's Mirror's Edge. "The
movement was the first thing we developed before Faith, before the story,
before anything else."
Without a cutscene, dialog box, or
instructional manual, character movement can communicate a lot of dramatic
qualities. In Mirror's Edge, the
emphasis on momentum and slight left to right movement of the camera with each
step, subconsciously draw players towards its acrobatic gameplay.
Killzone 2 and Gears of War give players a sense of constraint with the lumbering
movement animation that subconsciously encourage methodical play and special
attention to cover.
"We had a series of designer-constructed test rooms for every aspect of
player movement so we could prototype everything in exhaustive detail," said
Michael Kelbaugh, president and CEO of Retro Studios, discussing the
development of Metroid Prime. "Only
when we had that really mastered did we begin the bulk of world construction."
It can be tempting to rush past this
stage of the prototyping process to get to the actual content creation, but
having an evocative movement system can be a turnkey in evolving a staid genre.
Need for Speed Shift took one of EA's
annual franchises out of the oxidizing conventions of its predecessors by
focusing on first person racing.
After bottoming out with 2008's Need for Speed Undercover, Shift added twenty points to its
Metacritic score on a wave of largely admiring reviews.
"The key aim with the cockpit
view was to translate that raw intensity that you feel in a real-life race car
to a player holding a control pad," said Andy Tudor of Slightly Mad
Studios, describing Shift's design. "At
high speed we do a combination of things; blurring the cockpit out to make you
concentrate on the upcoming apex, camera shake, and even having the driver's
hands shake and grip the wheel tighter as they try to control the car. All
these combined give you the cues you need to get an exhilarating sensation of
speed."
These ambient flourishes suggest
consequence to the in-game action that has a real-life counterpart. It's one
thing to see your in-game performance evaluated through abstract meters in a
HUD, but it's much more frightening to think a mistimed input could send you
through the terrible experience of a full speed car crash in first person.
It can be easy
to think about what the player is supposed to accomplish, but the best games
also focus on what they want their players to feel while they busy achieving
objectives.
"We wanted the player to feel as
if they were actually inside Samus' helmet," said Kelbaugh. "Our first
idea was that beads of water could appear on the faceplate when Samus moved
into and out of water or steam. When this test worked so well, we began to look
for more opportunities to use this function, like enemy goo, Samus' reflection,
and so on."
With the recently released Dead Space Extraction, Visceral Games
and Eurocom invested a lot of time in motion capture, facial animation, and
creating a library of first person movements to create a more cinematic horror
experience.
"We were pretty fortunate that Eurocom has a really
fantastic motion capture studio right there at their offices," said Wright Bagwell, creative director at Visceral. "We
basically had one of the actors carrying the camera around and they were just
acting out these big scenes we had designed."
"We discovered early on that
if you have a guy running around with a camera and you take that capture
straight out of the studio, it can be pretty obnoxious."
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As far as Mirror's Edge, they had a great concept with the fast paced running/jumping/acrobatics. Unfortunately, they included areas gun use was needed instead. Then there were the obligatory jumping puzzles where you would leap from one ledge to another 1000 times because you kept falling. The best part of the game was when you could be constantly moving and felt like you simply needed to run and jump as fast as you can. As soon as the game forced you to slow down, it really lost its edge.
Our minds have an amazing power of abstraction. Whatever game it is, if you forget the reality we are used to and only notice the reality the game offers, you are immersed in the game's universe. Be that Uncharted 2 or Tetris.
Immersion is far, far more than just the sensory experience. If you are interested, I would suggest you read about flow (being in the zone). Being incredibly involved in a task, such as intense concentration for a puzzle game, can also lead to a strong sense of immersion.
But, it is also important to note that games like lumines, tetris, bejeweled, puzzle quest, etc. all incorporate visual and sound effects. Completing a set of blocks makes noise and flashes the screen. Ever play a simple version of tetris without those effects? You'll get immersed in the game, but it won't be nearly as good of an experience as the full blown commercial tetris experience.
It's really all about appropriate holistic design. You identify the important components of the experience you want the user to feel, make sure you have that design handled, and then you add in complementary components. I actually studied this stuff in my PhD dissertation (how to maximize immersion through holistic experiences), and the more work I did on the science behind it all, the more I realized that it is very much an art form. You can understand how every theory relates - from sensation to cognition - but at the end of the day, when something works, you just know. That is art. And that is why two games following the same formula can have vastly different quality - one game has much better designers than another.
And it's also why designers are horribly underpaid in the games industry - and that's not just me saying that so I could find a high paying game design job instead of working as a developer for a simulation and training company. =)
Back on subject. You don't need narrative to have immersion, but it sure does help. Bioshock (yes I know it's the easy example) has great atmosphere. Just from moving and looking around one can tell something crazy had occurred. Throw in some audio tape recordings and bam. The immersion is kicked up a notch. (sorry watching Emeril)
Batman: AA is another game that has great immersion. Walking around Arkham there are numerous audio and visual ques that encourage me to explore.
If Mirror's Edge had more then just immersible movements, then perhaps it would have had a greater impact. The dialogue, dying, the plot, and scripted events more often then not took me out of the game. This is part of the reason I enjoyed the Time Trials more then the campaign.
Guitar Hero, and similar games, requires consistent concentration to succeed. I can't casually look away from the screen as I can in other games. I don't know if that is immersion. Maybe if I started head banging, or rocking out while "jamming?"
Ummm... No.
Games, traditionally, are about immersing someone in an imagined space. Not a sensory one. When you played Dungeons & Dragons, Diplomacy, Chess, any wargame, in the traditional way, you imagined a world in which actors were present making moves. There is zero sensory immersion in such a space.
Only recently, with 3D graphics, have games started to be about sensory immersion.