Latest News
spacer View All spacer
 
March 17, 2010
 
Majesco Profits, Revenues Slide In Fiscal Q1
 
New Turtle Rock Studios Game In The Works
 
EA Exec Steven Chiang Joins Zynga
spacer
Latest Features
spacer View All spacer
 
March 17, 2010
 
arrow Interview: The Shape of God of War III [1]
 
arrow Free To Play Games, Meet The Virtual IOU [14]
 
arrow NPD: Behind the Numbers, February 2010 [5]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
March 17, 2010
 
GDC: The Fantasy of Control Part VI - The Sound of Music
 
Fun Over Features [2]
 
Three Rules to Balance By [2]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
March 17, 2010
 
omgpop
Game Developer / Programmer
 
EA Redwood Shores
Sr. System Software Engineer
 
Boston Dynamics
C++ Software Engineer
 
Mako Games LLC
Senior Engine Programmer
 
Mako Games LLC
Gameplay Programmer
 
EA Montreal
Senior UI Designer
 
Microsoft Game Studios - 343 Industries
Technical Animator/Rigger-Senior
 
Microsoft Game Studios - 343 Industries
MIssion Designer
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
About
spacer If you enjoy reading this site, you might also want to check out these Think Services sites:

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Game Set Watch (the Group's alt.game weblog.)
News

  Mirror's Edge, Metroid Prime Devs Talk Creating Physical Realism
by Staff
4 comments
Share RSS
 
 
January 7, 2010
 
 Mirror's Edge, Metroid Prime  Devs Talk Creating Physical Realism
Advertisement
Creating player immersion is a surprisingly complex, fine-detailed process, and today's Gamasutra feature brings together developers on Mirror's Edge, Metroid Prime, Killzone 2 and other next-gen titles to discuss how they built a sense of physical realism into their games.

One factor addresses the player's first-person point of view, as Slightly Mad Studios did with Need For Speed: Shift: "The key aim with the cockpit view was to translate that raw intensity that you feel in a real-life race car to a player holding a control pad," says Slightly Mad's Andy Tudor.

"At high speed we do a combination of things; blurring the cockpit out to make you concentrate on the upcoming apex, camera shake, and even having the driver's hands shake and grip the wheel tighter as they try to control the car," he explains. "All these combined give you the cues you need to get an exhilarating sensation of speed."

There are also ways to blur the line between the first-person interface and the experience of the world, as Retro Studios did with Metroid Prime.

"We wanted the player to feel as if they were actually inside Samus' helmet," says Retro Studios president and CEO Michael Kelbaugh. "Our first idea was that beads of water could appear on the faceplate when Samus moved into and out of water or steam. When this test worked so well, we began to look for more opportunities to use this function, like enemy goo, Samus' reflection, and so on."

The environment can also be imbued with subtle cues that inform players of their circumstances without them necessarily being directly aware. ""The police siren follows, and the players become aware that they are under desperate circumstances," says Kentaro Noguchi of Darkside Chronicles developer Cavia. "A song being played at a nearby shop confirms that there was normal human life happening just moments before the zombie invasion occurred."

The full feature contains numerous developer anecdotes and examples of techniques used in games to create the illusion of physical, sensory experiences.
 
   
 
Comments

Christian Philippe Guay
profile image
It's cool to add realism to a game, but that also killed the controls of Killzone 2. The delay in the aiming made the control less responsive and for that specific reason... shooting in MW2 feels much better.

I guess Designers must properly cut between engagement and trying to add too much personality to a game.

Amir Sharar
profile image
From my perspective the controls of KZ2 (and the similar scheme in Perfect Dark Zero) weren't necessarily realistic either. Some of this ties with user expectation as well. In Halo 3, when you pick up a large turret, you get a similar "laggy" feel to the aiming, but it makes sense as you are lifting a large mini-gun. It makes sense and so users can live with it. In Battlefield using a tank gives you the same "heavy" feel. Again, users can find it acceptable because it makes sense.

I can't put it much better than your last statement, and the article touches on this.

It's a great article. Michael Thomsen interviewed the right people. Seeing Samus's face in the reflection of the visor when an explosion went off in the Metroid Prime series was very impressive. Retro did a great job and deserve recognition for making an engrossing first person game.

Francois Stelluti
profile image
The HUD in Metroid Prime was a brilliant design feature and definitely increased the immersion of the game. Not only the fact that rain would bead off the visor, or seeing steam and your reflection, but also that the display was curved so that it felt like you were wearing a helmet.

A very impressive quality for a game that came out in 2002.

Stone Bytes
profile image
You'd expect Samus' visor to actually be made of materials that would avoid the distortion effect. It is amusing how to make the thing more real, they had to make it more primitive. It's like how people feel "hard" scifi is more real than the soft one with its beams and outstanding technoslangs.


none
 
Comment:
 


Submit Comment