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Features
  Persuasive Games: Texture
by Ian Bogost
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May 7, 2008 Article Start Previous Page 2 of 4 Next
 

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.

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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.

 
Article Start Previous Page 2 of 4 Next
 
Comments

Anonymous
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Great article.

Chris Remo
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This is a great piece. It's a topic in which I have long been extremely interested, and here it is laid out eloquently and with plenty of good context. Bravo.

Shahar Eldar
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This is a very good article, but as much as it discusses texture in it's sensory form, there is also texture that is provided through gameplay and interaction that is left unmentioned.

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.

Ian Bogost
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Chris (and anon), -- Thanks!
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.

Christian Nutt
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Texture is something I've very much pondered over the years. What makes the combat in Devil May Cry or Zelda feel good but the combat in other games that have a sword feel so terrible? How do those developers successfully create the feel of an impact without any sort of feedback (and I generally turn off rumble!)

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...

Georgia McGregor
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Texture in architecture refers to both the visual and tactile quality of a material. Given that game-spaces are not coporeal environments, lacks materiality, games offers only the visual component. In fact games ingnore quite a wide range of sensory information, from smell to propriproception. Videogames can be thought of as phenomenologically sterile (in architecture phenomenology is about the sensory qualitites of architecture - what Pallasmaa calls an architecture of the seven senses).

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

Michael Kelley
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I really enjoyed this article and agreed with what Georgia McGregor had to say. The problem that I see developing in video games particularly is that as immersive as they may be, they are still constrained by the mediums of audio and visual. This limits the boundaries of what games can be. As haptics become ever more sophisticated (see Butterfly Haptics new mag-lev device) the expansiveness of what can be expressed within games and how we can interact with virtual worlds will offer ever greater posibilities for desingers and gamers alike.

Jim Barrett
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Dr. Ian Bogost, a recent seminar guest in HUMlab and a professor at Georgia Tech has as part of his regular Gamasutra column discussed 'texture' in games. Ian gives an excellent account of texture, "tactile sensations that people find interesting on their own", in relation to the haptic qualities of computer games. He talks about Tetsuya Mizuguchi's Rez (2001) one of the most imaginative games I have come across and a skillful mix of textual synesthesia and kinetic participation.
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


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