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Texture in Video Games
In the era of 3D computer
graphics, texture is a term frequently
used in technical talk about video games. Textures are the graphical skins laid
atop 3D models so they appear to have surface detail.
Texturing techniques like
bump mapping and normal mapping use two-dimensional image data to perturb the
lighting patterns applied to objects by 3D rendering algorithms to make them
appear to have a surface texture that is not actually present in the 3D model
itself.
These simulate the
appearance, but not the behavior or sensation of texture. This is nothing new;
the fine arts have often done similar.
Surrealist Réne Magritte was
particularly adept at creating the appearance of texture in his subjects with
color and tone rather than paint thickness.
In Magritte's "Le modèle
rouge," the texture of the wood slats and the dirt ground jump out as
familiar textures, despite the flatness of the artist's brush technique.
Epic Games' Gears of War -- it's all about the texture(s)
But unlike paintings and
plats principaux, games are not static scenes or objects -- they are
interactive models of experiences. To simulate the behavior, rather than just
the appearance of texture, games have to use more than visual effects.
Sound design is one answer:
footfalls or bullet casings can produce different noises when falling on grass,
dirt, concrete, wood.
A character wading through tall grasses causes the blades
to swoosh around him. When steered off the road, a car's tires grind against gravel.
Simulated properties of the
physical world can also contribute to texture. A game might slow a character's
movement through brush or swamp, as do both realistic first-person shooters
like Far Cry and abstract strategy games like Advance
Wars.
Likewise, driving games from Pole Position to Burnout
alter a vehicle's speed and handling when it moves across different surfaces,
simulating the differences in traction. Friction is another frequently
simulated texture: platformer games like Ice Climber
simulate the reduced friction of ice-covered surfaces.
In all these cases, video
games simulate the texture of the real world in two ways: through visual
appearance or effects.
A stone cavern wall or a
splintered wood floor communicates texture by appearance. Contemporary graphics
processing units make the surface textures of objects in games appear lifelike,
just like the wood slats in Magritte's painting.
When the player moves around
in these worlds, the renderer's real-time updates reinforce the sense of
texture in the scene by offering different views of the same surfaces.
The driver's shoulder or the
soldier's swamp communicates texture by effect. When the player operates
machines or moves creatures, their behaviors are constrained by the physical
consequences certain textures represent.
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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