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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.
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.
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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