The Rhetoric Of Games Explored 37
Thanks to the IGDA for their 'Ivory Tower' academic-related games column discussing how games communicate information to players. The author uses Ico as an example, highlighting the "...gameplay mechanic of enabling players to save their game. Often with consoles, players access this option with the pressing of the Start/Select button... In Ico, you can only save when you find a glowing white couch... clashing with the rest of the design of game world and drawing rhetorical attention to this mechanic that enables you to save your progress." But should developers "work to create gameplay mechanics that are better incorporated within the overall game design, making them less explicitly rhetorical", as The Getaway does by getting rid of HUD information, or does there need to be an explicit and obvious way to save, regain health, check an onscreen map, and so on?
Projection TV (Score:2, Interesting)
Re:Projection TV (Score:3, Interesting)
Re:Projection TV (Score:1, Informative)
Regular tubes tend to be quite small when compared to projection.
Plasma is expensive and actually can burn in worse than regular projection (plus you can afford to wreck upwards of 3-4 projection sets for the cost of a same-sized plasma).
So, for about $3k-4k I'm more than happy to _possibly_ burn in a game on my 65" high definition screen. Playing games in 16x9/progressive scan for those that support it is a very sweet option.
Re:Projection TV (Score:2)
Re:Projection TV (Score:2)
Re:Projection TV (Score:1)
Dictionary of computers, multimedia, and the internet
In other words, immersive was made up pretty much for describing computer use, by people that probably wanted a word that didn't sound as bad as some of the alternatives that come up when looking up immersion, or something that better described what they wanted to portray than engrossing or absorbing.
Intuitivity, on the other hand, I've never hear
Re:Projection TV (Score:2)
Re:Projection TV (Score:1)
Intuitiveness
# Of, relating to, or arising from intuition.
# Known or perceived through intuition. See Synonyms at instinctive.
# Possessing or demonstrating intuition
The intuitiveness of that particular operating system interface is fairly low.
Re:Projection TV (Score:3, Interesting)
It's a guideline, not a rule... (Score:4, Insightful)
I guess what I'm saying is that his idea can be taken to illogical extremes. As such, it should be thought of as a design consideration, not a rule to strictly adhere to . Pacman would be a strange game to play if there was no score, he just got fatter and fatter on ecto-plasm.
Re:It's a guideline, not a rule... (Score:2, Insightful)
as to saves, I feel that you should be able to save whenver you want (yes this can make some games easier but too bad) because its a game, not everyone can just p
Re:It's a guideline, not a rule... (Score:2)
I would say the DII style save is best, because the save point in the middle of a dungeon means that you are right next the the boss. It makes save abuse in a game easier then save at any point, not harder. I agree that lack of quick save sucks, and newer games allow a quick save that get deleted when you start back u
Interface Design (Score:4, Insightful)
Re:Interface Design (Score:1)
Re:Interface Design (Score:2, Informative)
Especially for the MOD makers out there Valve offer the possibility to create your own special HUD, add info, lose info, change size,color,font,but more important: add 3D images, and being able to request player information through an in-game object (e.g. show your total kills/deaths on a giant s
This article made the same mistake B&W did. (Score:5, Insightful)
Black & White attempted to 'do away with' all those complicated trees, menus, progressions, and 'false' structures on a game. The result? A totally unplayable mess where you spend more time trying to get the game to do what you want than you do actually playing it.
Because your sensorum in a gaming environment is extremely limited to controller & video screen, attempting to use 'natural' methods of seamlessly integrating information into the game world guarantees you that players now have to check every last inch of screen real estate to make sure they didn't miss anything. And that they study the game and the language/shorthand used by the developers so that they can interpret things appropriately.
Where, if you have a Simple Menu Button, you get a number of those features right at your fingertips. Sure it breaks the illusion of a world, but it Gets The Job Done(tm) and lets you get on with playing.
I don't want a 'big white couch' to sit down on and save my game. I want to hit start/select, choose 'save game', pick a slot, save the game, and then get back to playing.
while a bad menuing system can make gameplay less fun and immersive, a no-menu system (as games like Black & White demonstrated) makes a game that could be enjoyable an utter waste of time, and a popular item on the $5 'used' shelf.
The ivory tower folks should try looking at games from a more utilitarian, rather than academia based view.
Re:This article made the same mistake B&W did. (Score:2)
Actually, what you're proposing would be a major design, not only interface, change. Saving anywhere, anywhere as opposed to saving only at certain pre-determined spots.
Also, in the article, the "big white couch" is actually considered a kind of go-between between what you call the utilitarian and the immersive approach: the couch is extre
Re:This article made the same mistake B&W did. (Score:2)
It didn't use the "save menu" concept, either, and its save system was awesome: Walking through a level, you read complex computer terminals to get the story threads and information on completing levels. There are also other types of terminal panels--pattern buffers, in this case--that allow you to save your game by walking up to them and activating t
Total Immersion (Score:2)
Who carries 100 rockets around in a pouch nowadays, anyway?
I like the HUD (Score:5, Insightful)
Other games, like Quake, its very nice and convienent to have a HUD with ammo listed for each weapon. Does it detract from the overall experience of the game? Possibly, but for multiplayer, I'll give up the "experience" every time if it helps me play better.
But its not just simple things like the HUD. I played Half Life, the single player campaign, with video settings as close to reality as I could get. Dark places were dark, and difficult to see. It added atmosphere. For counter-strike, graphics completely different. Very bright, and contrast turned way down. Result, its not very dark when its dark, and not very bright when its bright. Easier to see, and kill, other people.
Anything that helps build the experience, ambience, and atmosphere of a game is a good thing, as long as it doesn't interefere with the ability to play the game.
immersion and ambiguity (Score:4, Insightful)
Silent Hill 2 doesn't use a health meter, the character just looks and acts more hurt. Such a system is ambigious. This is acceptable in games like SH2 and Ico. Player health isn't the primary concern; solving puzzles is.
Action games trade off a certain amount of immersion because it is often too ambigious. In Halo, you need to know how much health and ammo you have.
In futuristic style games you can add the ammo meter to the weapon and take it off the hud. But you can't do that in a WWII game. I supppose a more realistic game would just force you to count bullets.
The things he is talking about works better in adventure games. Though why not limit save games to menus and keep them out of the gameworld. He doesn't seem to distinguis between the game loader and the game world.
And then there are pure games. Tetris etc. where this doesn't even matter.
Re:immersion and ambiguity (Score:2)
Don't Die (Score:2, Interesting)
Of course this only works in-game if your game has been designed so that Death isn't used as a "punishment". If your game design allows players to go down unreversible dead-ends, then you have to have save-game functionality to allow them to back up. One hack leads to another
Oh please... (Score:5, Insightful)
I will now discuss the idea of rhetoric in games. Here is my definition of rhetoric in games which is similar to rhetoric in fiction. Here's 2 examples of rhetoric in ICO. Thank you for your time.
This passes for academia?!?
Save games and information presentation for the sake of interacting with an environment is not rhetoric but, I would propose, an extension of the fictional characteristic called "breaking the 4th wall". The 4th wall being the "wall" between the reader/viewer/player and the media being read/watched/played. You see examples of this in Ferris Bueller's Day Off when Ferris talks to the camera and explains his inner thoughts. Also check out the Sesame Street children's book "The Monster at the End of this Book", and Isaac Asimov's "Murder at the ABA" (where Asimov has an ongoing argument with the main character about what "really happened" in the footnotes).
"Saving" on the couch is a nice touch that keeps you within the fiction of the game. It is *not* intuitive. (Try it, drag anybody over who's never seen the game and let them go at it. It's incredibly easy to fly past the couches without ever sitting on them and then ask "Say...how do I save" in the middle of a dangerous situation with no couch anywhere to be seen). But the mere fact that you have to *think* about saving the game will destroy any established rhetoric, because you're not thinking about the story at that point. You're thinking... I have to pee or I better save before the big monster kills me or the power goes out. No matter how much you candy coat it, you're still pulling yourself out of the immersion of fiction to think of real world events.
Contrast this with Myst which saves with every transition from room to room and doesn't penalize you for health or time when you don't interact with it. (THAT'S intuitive, but then that's a PC/MAC game too where you've got a hard drive and not slow memory cards to write to.)
And note that this only applies to story based games. In mulitplayer Quake, this sort of thing is silly (as has been pointed out here already). I need critical information about health and ammo YESTERDAY! That means some sort of HUD or static information gauges. You don't care if the health pack is a realistically rendered metal container with a satin emroidered red cross on it. You care if you can see it from two rooms away!
Re:Oh please... (Score:2, Interesting)
I sort of respect what they are trying to do. I'm sure the author is a video game enthusiest with a good head on his shoulders and wants to write about something he enjoys.
OTOH Its as if these guys believe that their criticism and analysis of video games will pull video games out of the cultural and intellectual gutter.
Games will evolve and gain respect on their own merit and with the talent of creative developers. Analysis by actual game designers would be more
No thanks (Score:2)
Other popular forms of entertainment, like movies, have similar devices. If a movie has background music, does that diminish its ability to tell a realistic story because where the hell is the music coming from? Or for that matter, does it make the movie less enjoyable when it's less realistic?
Isn't it rhetorical ! (Score:2, Interesting)
Direct from the Alanis Morissette school of Irony, now comes a word that we've all been waiting for
I mean, whatever happened to the usual meaning of rhetoric as "the art of oratory"!? (Yes, Virginia, that was a rhetorical question.) How the hell can rhetoric be extended to using objects to communicate? Rhetoric has always been associated with _verbal_ comm
Re:Isn't it rhetorical ! (Score:1)
There are far more pressing issues... (Score:2, Insightful)
How about tackling a real problem, like, when faced with some game problem I have to stop and think "Ok, what physical properties of which objects did the game designers choose to model?" Or something like "how did the game designers intend for me to solve this problem?"
The good games of today attempt to overcome these problems by being consistent; but we are always stuck with a wea
Immersion is only good when its cohesive. (Score:1)
The Getaway was an ample demonstration of how to do it wrongly. No explicit display of health, using the battered state of the character instead, was an interesting idea to immerse you in the game's reality. One then broken by watching the blood disappear from the guy's jacket when you lean against a wall (because, catching your breath is enough to not only recover from gunshot wounds but clean your
Checkpoints (Score:1)
The glowing sofa just seems like another take on the standard checkpoint...and I have to admit that after MDK2 I'm really gunshy of checkpoints. Here's the MDK2 view of checkpoints:
Get to point A. Die.
(repeat 10 times)
Get past point A.
No checkpoint yet. Get to point B. Die.
Get past point A again. Get to point B. Die.
(repeat 10 times)
Get past point B. No checkpoint yet.
Get past A and B to C. Die.
Repeat 10 times.
Get past point C. Find a checkpoint.
Repeat the entire process.
Meanwhile A and B aren't