Friday 12 October 2012

UNIT 57 - ASSIGNMENT 2


Styles of feedback interfaces:
Visual:
Showing important information without distracting the user from the game. It helps players make quick decisions. Can be split up into different menus for example the health bars, timers etc. Delivered as text or metaphors (Speedometers)
Colour psychology:
The way a colour makes you feel, for example red is usually displayed as warning signs, Also it can be used for health bars. We have all got used to this over time so we know when we are in danger in games. Green is normally used when the player is safe and also used for nature or the environment. Blue can sometimes be used for experience bars and points, when the player gains xp (experience points) the blue bar rises.
Inference:
An example of inference would be the paperclip on Microsoft word, it guesses what the user is going to do next. When the player is moving around, the game guesses where the player is going to go, so it loads different blocks on the map around you as you move along. If the whole map was loaded the game would not load or would be extremely slow.
Player viewpoint:
First person
is where you can see what the actual player sees, as if the camera is their eyes. Third person is where you can see over their shoulder or from behind their back or head. Along with your ship's primary weapons, the player also has access to three bombs: one that can make a wave of fire that starts from behind the player's ship and scrolls "up" the screen, another that makes a powerful circular, nova-like blast, and one that shoots several mini-missiles capable of homing in on multiple targets. The game has 6 stages in total.
Camera techniques:
Cut scenes are used a lot in games, recent games have a lot of cut scenes which make them almost like films.  Final fantasy XIII has lots of them, you control the main characters so it is like you choose the storyline of the movie and play it.
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in videogames where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third person view is required.
Lighting effects:
Games that are very Gorey have very muted colours and they are very dark. Unlike Zelda which is a very bright coloured game, and there isn’t much violence.
Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos and high dynamic range rendering (HDR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene.
Physical: 
Vibration: 
In certain games, When you get hit or if your player gets hurt, even if something else happens close to the player, The pad will vibrate. (game pay/joystick) It happens in GTA 5, if the car is on grass and isnt a 4by4 the gamepad will vibrate. Also on a motorway and you go over the grids in the middle of the road the pad will vibrate then, too.

Haptic:
 Haptic devices are more physical controllers and fit in more with the game itself. By this I mean the games that the haptic devices are for are Racing games and simulators. Say if the user crashed into something, then the haptic controller will move, vibrate or jolt to send the message to the player that they have crashed into an object.

Audio:
Ambient: 
Ambient sounds bring the world together around you, for example It could be the sound of birds or monsters. Or another example is Minecraft when you can hear a train when you enter a cave. Or when you are near water and you can hear the sound of waves or splashes. Another example could be drum beats when you are being chased like in Slender.
Dialogue:
 dialogue is when characters speak or part of the story is being narrated. It can be a character talking to you or two other characters having a conversation. The narrating part is where like in final fantasy, where there is a cutscene and a character is reading out the text probably at the bottom of the screen. While acknowledging the significance of the visual element in gaming, this article argues for the underappreciated importance of words and their narrative function in the present criticism and future design of games. This article begins to investigate that facet of gaming by concentrating on the dialogue of one of the most heralded of computer games, Squaresoft's Final Fantasy VII.
Foley effects:
 foley effects are when the sound happens at the same time as something that happens on screen. For example when a character is walking, you can hear footsteps. Also when you see an explosion on screen, you can also hear it. It could also be when on sonic for example, picking up a ring it plays a little tune (which is annoying after a while) but the user gets a sort of good feeling after hearing it, because it is a sign that you hav obtained an object or item that is good and/or useful.
Music:
 Music is he thing that plays in the background. it's kind of obvious. the music can be quite annoying, but it brings the story and the whole game together, without the music it would be boring and with just the sounds. so the music is what ties it all up. Most people recognizes how good a game looks. Most can recognize when a game plays well and has an enjoyable story. One aspect of gaming that seems to get unnoticed however, is the music. Music is a huge part of any successful game environment and sometimes it doesn’t get the attention it rightfully deserves. Being a musician and a gamer, I understand that music is a vital part of what makes a game good. Music is more than just a filler to add noise so the game isn’t bland; it is a connection of everything the game is trying to convey. If you were to talk to the average gamer about music and the video game industry Rock Band would likely be one of the first game that comes to their mind.
Emotion:
 this is different for everyone. I could link this to the foley effects, because the user gets a good feeling when the item is picked up and the sound plays. On slender (again mentioning Slender) the drum plays, and his may, again, be different for many people but you get scared and start freaking out and trying to run away from him. Also, if a player that dies in the game ~(one that the user gets attatched to) this can trigger an emotion and make the user upset or angry because their favourite character died in that certain game.
Mood:
In Slender, when you collect the first page the game starts playing a drum every few seconds, this means that the slenderman is after you and could be around a corner that you turn. This makes you feel scared. It also plays a static noise when he is very close to you, making you even more scared.

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