Contents
Persuasive Games: Texture
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Persuasive Games: Texture
by Ian Bogost
8 comments
Share RSS
 
 
May 7, 2008 Article Start Previous Page 3 of 4 Next
 

Force Feedback

In such cases, the player still does not feel the texture of the road or the brush of the grasses when he plays, but only the cold plastic of the controller. Unlike painting and sculpture (which forbid touch) and music (which cannot accommodate it), video games require user participation.

Advertisement

Even though image and sound comprise much of their raw output, touch is an undeniable factor of gameplay.

Force feedback, motion simulation, and vibration have been built into expensive flight and military training simulators for decades.

By the 1980s, some of this technology made its way into the arcade. 1988's driving sim Hard Drivin' featured force feedback steering, which resisted player rotation at higher speeds and rumbled on collision.

Tactile computer interfaces, or haptics, became a consumer industry by the early 1990s, with companies like Immersion developing cheaper, simpler sensors and motors that allowed such devices to be integrated into objects other than the expensive, awkward gloves and vests of dedicated virtual reality labs.

Thanks to the Nintendo 64 Rumble Pak add-on, we usually call haptic feedback in video games "rumble." Rumble allows games to create tactile sensations in addition to visual and aural ones. Cars can now seem to bump with the changing texture of asphalt, gravel, dirt.

Technically, rumble in contemporary game systems is more or less all alike: motors spin one or more unevenly molded weights in a housing within the body of a controller.

But despite the simplicity of rumble, its effects are quite varied: the pulse of a heartbeat signifies health and instills fear in Silent Hill; a tackle in Madden NFL registers physically as well as visually; the tremor of a gunshot in Call of Duty alerts the player to unseen dangers from behind or above; the vibration of the steering wheel in Gran Turismo communicates the force of cornering around a hairpin at speed.

The subtle signal of a motor signals the cursor entering a button in the Wii Sports menu screen; a jolt to the hand in MVP Baseball alerts the player to an opponent stealing base; a spin of the the rumble pak in The Legend of Zelda: The Ocarina of Time signifies the loose feel beneath Link's feet when a treasure is buried beneath the ground he stands upon.

In general, the use of rumble is of two kinds: the first (as the name of the company that licenses the technology suggests) is increased immersion. Rumble is supposed to make the player feel more a part of the game in titles like Madden or Silent Hill. The second is better feedback. In Wii Sports and Ocarina of Time, rumble helps the player orient himself toward certain interface or gameplay goals.

Despite the utility of rumble in these cases, there is something missing. Rumble infrequently communicates texture in the way that paint, food, or even 3D bump mapping does: the texture always has purpose, never just aesthetics.

Put differently, rumble is an instrumental kind of texturing: it makes the environment tactile only to allow the user to make better progress within it. Even 3D rendered texture is not so brazen about its focus on function: one can comfortably look in simple admiration at the walls and floorboards of a room in Half-Life 2.

 
Article Start Previous Page 3 of 4 Next
 
Comments

Anonymous
profile image
Great article.

Chris Remo
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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


none
 
Comment:
 


Submit Comment