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

From Feedback to Sensation

There is at least one example of a game that uses rumble to provide direct, tactile sensation instead of feedback. And surprisingly, this title relies on a musical rather than physical texture as its primary tactile inspiration.

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Tetsuya Mizuguchi's Rez is a psychadelic, abstract rail shooter first released for Sega Dreamcast in 2001.

The game is set in the data flow of a computer network, where the player takes on the role of a hacker trying to reboot the system while destroying enemies like viruses.

Mizuguchi cited synesthaesia, the unity of the senses, as an inspiration for the game. It combines striking visual, musical, and manipulative experiences all at once.

As a part of this goal, the Japanese special edition of the PlayStation 2 version of the game included a "trance vibrator," a large plastic dongle that plugs into the console via USB. The device has no inputs, but houses a rumble motor within.

When Rez is played with the trance vibrator active, the device pulses in time with the trance eletronica music that plays during the game. The music, in turn, signals the position of enemies in time with the beat.

The player already has a tactile relationship with the music via timed button presses on the controller, but the trance vibrator allows him to experience the texture of the music, translated into continuous tactile sensations, at the same time as the musical texture is also translated visually into neon abstractions.

Although Mizuguchi denies that the trance vibrator was intended to be a sexual add-on for Rez, that obvious use has been well documented. The potential for sexual pleasure only underscores the way Rez's use of rumble focuses on a different kind of tactility than does Halo or Gran Turismo: in Rez, the player touches the surface of the game itself. The texture of neon light and synth phrases produce a surface one can literally feel.

Video Games that Touch

The abstraction and immoderation of sensation in Rez offers an extreme example of videogame texture, one few games could or should replicate. But Rez sends a signal that other games might wish to tune in.

Just as the texture of a tufted wool rug can please the toes, or the texture of a piece of unagi atop nigiri sushi can please the tongue, so similar tactility can please the body of the gamer. These are pleasures far more subtle and confounding than the anonymous fun of solving a problem in a game.

It might be possible to simulate the tactile pleasures of Go in a videogame. Removing the snap-to-grid stone placement would be a start. A physics simulation could allow perturbation of the stones when they touch, just as so many games do with crates and with barrels. A videogame adaptation could depict the bowls of stones and use a fluid dynamics model to allow the player to stir it while he considered a move, or to spin it in a virtual hand.

Such simulation might successfully refer to the tactility of the original, but that appreciation would quickly become conceptual, lost in the limitations of mouse or analog stick compared to fingers.

Still, the potential is great. We craft every aspect of videogame worlds in excruciating detail: the marbled, diffracted surfaces of water, the filthy grit of alleyways, the splintered grain of bombed-out church rafters.

We render the visual and aural aspects of these worlds in startling vividness and at great expense. But those worlds remain imprisoned behind the glass of our televisions and our monitors. Rez shows us that as far as texture is concerned, games can be as much like food as they are like film.

 
Article Start Previous Page 4 of 4
 
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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