I've seen two films with the new 3-D technology now: Avatar and Clash of the Titans (the 1981 version's better). And I, along with many others I've spoken to, am not thrilled by the 3-D. Though I appreciate the fresh experiences it provides, I much prefer traditional HD.
The problem is clarity. It seems the new 3-D tech creates tunnel vision, blurring all but the small part of the movie screen one is focused on. One might argue that this mimics natural vision, but the effect is not noticed with natural vision. It's simply a crisper picture and more pleasant experience for many, if not most viewers, without 3-D.
So, while I was cautiously excited about the new tech before it was demonstrated, I'm now hoping gaming will avoid the fad.
But there is an alternative to explore. Why not eliminate TV screens altogether and project visuals directly to the glasses?
It would make less sense for movies than for games, since movies rely on tighter control of what the audience is seeing at any given moment. But for games, think of all you could do with that extra joystick on the controller if looking in a 3-D environment was controlled by the player turning and tilting his head. And might it feel more immersive? A vestibular system in the glasses' rims could detect tilt.
I'm not impressed by the latest 3-D tech, but there are still plenty of viewing options to explore.
P.S. Yes, I plan on blogging again, though probably not with the same frequency as before.
Showing posts with label perspective. Show all posts
Showing posts with label perspective. Show all posts
Monday, May 17, 2010
Wednesday, September 09, 2009
visual foreshadowing
Aside from MMOs, which are predictable to a fault, adventure games tend to lean heavily on surprise encounters. The player turns a corner and "Boo!" -- danger leaps out and combat begins... or a story character appears and dialog begins.
It doesn't have to be that way. An alternative is to show the player exactly where they're going, exactly what's coming, thereby building anticipation.
Think of LOTR. Frodo sees Mount Doom long before he reaches it. In fact, it's in almost constant view as he travels from location to location, inching ever closer.
Or what about when the heroes are guarding Helm's Deep. The enemy army doesn't advance on the fortress in a mad rush. They march slowly toward it. There's a lot of time for anxiety to build.
The player could be walking through a town and see an event or important character at the end of the road. It might be up to the player whether to go straight to the scenario or to meander through every building and conversation along the way.
A massive battle might loom in a valley ahead. Enemies or other content might fill the path leading down. While that content is engaged, the battle remains in sight and becomes louder with each step. As the player gets closer, new sights and sounds may appear. When the player gets close, stray arrows or bullets might land around him.
Surprises can be a lot of fun, but it can also be fun to know exactly what's coming.
It doesn't have to be that way. An alternative is to show the player exactly where they're going, exactly what's coming, thereby building anticipation.
Think of LOTR. Frodo sees Mount Doom long before he reaches it. In fact, it's in almost constant view as he travels from location to location, inching ever closer.
Or what about when the heroes are guarding Helm's Deep. The enemy army doesn't advance on the fortress in a mad rush. They march slowly toward it. There's a lot of time for anxiety to build.
The player could be walking through a town and see an event or important character at the end of the road. It might be up to the player whether to go straight to the scenario or to meander through every building and conversation along the way.
A massive battle might loom in a valley ahead. Enemies or other content might fill the path leading down. While that content is engaged, the battle remains in sight and becomes louder with each step. As the player gets closer, new sights and sounds may appear. When the player gets close, stray arrows or bullets might land around him.
Surprises can be a lot of fun, but it can also be fun to know exactly what's coming.
Labels:
combat,
NPCs and story,
pacing,
perspective
Tuesday, July 28, 2009
madness and conspiracy
In responding to Trent Polack's post on unreliable narrators, I shared a bit of my family's history with schizophrenia and how different symptoms might be made into gameplay. I gradually realized that placing a hero with schizophrenia in a real conspiracy could make for a unique and exciting game.
You might think of the movie Conspiracy Theory, but that's not exactly what I had in mind. While some degree of paranoia would be a good feature, the protagonist I'm suggesting would exercise more self-control. The hero's madness would take a more sporadic, more hallucinogenic form that the player could feel. Here are some examples, from my comment on Trent's post:
The visual delusions might even be used to create an adaptive AI that adjusts difficulty to performance, ala Left 4 Dead. The more help the player needs, the clearer the character's perception becomes, opening up new opportunities.
There are other schizo symptoms that might play a role, such as being aloof or having trouble finishing more than a couple sentences without a pause or wandering thought. But, in any case, my point is that an unreliable "narrator" and conspiracy could be a great mix.
You might think of the movie Conspiracy Theory, but that's not exactly what I had in mind. While some degree of paranoia would be a good feature, the protagonist I'm suggesting would exercise more self-control. The hero's madness would take a more sporadic, more hallucinogenic form that the player could feel. Here are some examples, from my comment on Trent's post:
Schizophrenia runs in my family. For my cousin, hallucinations have taken the form of believing others are angry and yelling at him when they are not. In a game, experiences like that could be used to make a player unable to discern who can be trusted, who are enemies and allies.The basic idea is a character who can carry on a very clear and orderly conversation but occasionally falls victim to delusions and problems such as these. These problems could make him distrustful of others, make other distrustful of him (when he's telling the truth), and affect the player's interaction with the environment.
I have much milder schizophrenia. I've had hallucinations where my mind couldn't organize the patterns I was seeing into a meaningful image, so I saw one thing as something else. In gameplay, the player might see something falsely the first time and correctly every time after that, creating the possibility that the player bypasses something useful. Imagine fighting with a baseball bat and realizing halfway through the fight there's a gun nearby.
I've also had memory blocks. A few years ago, I asked my brother how he got the eggs in the frying pan to be all yellow. For about 5 minutes, the very mundane memory of eggs was trapped in my mind and everyone was looking at me like I was crazy. That frustration of hearing everyone around you identify reality as something other than what you're seeing it as... that's gameplay I haven't seen yet. It could be compelling gameplay if the character also saw some things differently than other people and was correct in those observations. Imagine a schizophrenic hero working to unravel a true conspiracy.
The visual delusions might even be used to create an adaptive AI that adjusts difficulty to performance, ala Left 4 Dead. The more help the player needs, the clearer the character's perception becomes, opening up new opportunities.
There are other schizo symptoms that might play a role, such as being aloof or having trouble finishing more than a couple sentences without a pause or wandering thought. But, in any case, my point is that an unreliable "narrator" and conspiracy could be a great mix.
Labels:
characters,
game concept,
NPCs and story,
perspective
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