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Be the ball…

BY: JEFF MURRAY  |  General Rambling, Gaming

As I was flying around the Need For Speed:Carbon universe getting shouted at by my ‘wingman’, I started to notice that something very odd was going on in terms of my relationship with the game. I suddenly realized that I wasn’t playing the driver. There is no driver. Who am I? What am I? Am I … the car?

My steering wheel gives more information about the game world than any visual cue could ever do, through its force feedback. With my hands on the wheel I can feel when I’m losing traction, when I hit a jump or nudge against another driver - I can actually feel the car. Note: The car, not the driver.

On launch day, my son and I got up as early as reasonably possible and headed out to the toy store to pick up our reserved copy of MarioKart Wii. Getting back to the house (and hooking everything up) we hit the tracks. Playing the game, it felt like there was something missing. The steering wheel helped, but I wasn’t jumping up and down - I was just turning a small, plastic wheel left or right. In fact, the only ‘physical’ part of the game is the useless but intensely fun tricks you can perform during a jump by shaking the controller at the right time. When you don’t hit it at the right time, it does kind of feel as though you are hitting the top of a ketchup bottle when the lid is still on. From the much-anticipated Wii wheel, I expected more.

I love the game, but I don’t connect physically on the same kind of level that I connect with WiiSports Boxing or Bowling. MarioKart is great as an ‘old school’ arcade kart racer game, but the shift to the physical world isn’t there yet. It makes the steering wheel a gimmick.

I’ve been dealing a lot with different game control methods recently and I’m beginning to notice that mainstream interaction with computer games is changing quite significantly as a result. Since new gyroscopic control systems are in development and other alternative control systems are in design, this is almost certainly going to require further exploration. Designing games to use new control methods effectively means more than finding ‘fun’ ways to wave our arms around. There is an important paradigm shift that needs to be taken into account in that the control method literally sets the whole context for the experience. The control system affects not only how we play the game, it also affects our attachment and social reference to its content. Stick with me on this, ok?

When you’re in your living room swinging your arms like a fool and listening to the giggles coming from your significant other as you sweat it out in WiiPlay Boxing, ask yourself if you are actually engaged with the game itself or with the control system. I’d suggest that your actions become the game and that the tv screen only serves to give you feedback as to whether or not you’re making the right moves. So where is your mind? Are you in the game, or in the real world?

Game developers concentrate a great deal of effort into making you feel like part of the action and drawing you in to the game. Surrounding Dolby sound effects are all around you, bullets whistling past your ears. The vignette closes in your focus to see what is going to happen next .. what is around the next corner? The music is building up as you approach - the lights are out and the volume is set to ‘window shaking’.

Whats interesting to me is that shift in focus and how it could progress from here. I’ve played a first person shooter on the PS3 with the Sixaxis controller and it was a nice gimmick, but without that physical seperation from the console I’m still trying to immerse myself and the controller actually seemed to restrict that. The marriage of physical and game world just isn’t there.

One way to deal with this shift is to consider exactly what type of game we are trying to compose and consider which direction this type of game should go. Can you even bring this into the physical world without a VR headset and a giant hamster-wheel? Are there opportunities to enhance this game by moving the focus away from the game world? 

Through prototyping and focus testing it is certainly possible to design control methods that support the game experience; however to push the boundaries of the technology most homes already have, we need to consider more than just a control system that feels like ‘fun’. It requires a radical re-thinking of the core game design to utilize alternative control methods, one that may even be seen as counter-intuitive to traditional game design theory.

From here, I guess it’s another one for my ‘list of in-depth studies I’d love to write but will probably never get around to’. Google didn’t return anything on this subject, so if you happen to know of any existing studies on this subject either psychological, metaphysical or otherwise, please do let me know.

COMMENTS
  1. Tony Walsh
    May 22nd
    2008 at 7:26 am

    There was an old ‘Nature of Things’ (CBC) episode from the 1980s that discussed how our sense of physicality extends to inhabit familiar non-physical spaces. If I recall correctly, they were talking about how drivers “feel” the boundaries of their car… I believe in the same episode they were also relating this to the ‘phantom limb’ syndrome. The idea is that if we become familiar enough with an extension of our physical self, our brain’s interpretation of where our body is fills that extension. I’ve experienced this with video games, so I relate to your post.

    I hope you update to point out sources of additional info, should you find it, I suspect research on this topic is rather obscure. I’ve been looking for info on the subject as well, and I’m pretty sure I’m not typing the right things into Google.

  2. Steve Murray
    May 26th
    2008 at 9:06 am

    Nice write up.

    I play Call of Duty a lot. Thinking along your lines a little, I become totally immersed as a “1st” person in the game. How’s it going to feel playing CoD 22 on the Wii I wonder?

  3. Jeff Murray
    June 27th
    2008 at 10:08 am

    Thanks for the comments, guys.

    I want to try and follow this post up sometime, since I find it really interesting that companies like Atari were trying to do exactly the same thing during the 70s and 80s with their arcade machines as Nintendo are trying to do with the Wii. The whole idea of computers becoming an extension of the physical body is perhaps beyond what I could do justice to, as a writer, but it’s such an interesting field that I’d like to take it a little further if time will allow.

    I’ll see if I can find the ‘Nature of Things’ episode, as it sounds interesting. Thanks for the comment and I will make sure to update as / when I find any associated materials.

  4. Jeff Murray
    June 27th
    2008 at 12:38 pm

    In the future, the Wii will be a Yu. Named after ‘The Great Yu’, first ruler and founder of the Xia Dynasty, The Yu 大禹 will submerge users in a big bubble for an un-detirmined amount of time. Everything inside the bubble will seem real to the player and he/she will be reminded every 4.3 years to stop playing games and visit his/her family ;)

    From Wii to Yu.

    I’ll get my coat.

  5. Jeff Murray
    July 9th
    2008 at 2:37 pm

    Quick update … Gordon Calleja has just published his PhD Thesis on ‘elements that influence player involvement in digital games, ranging from their general motivations and attractions to a detailed analysis of moment by moment involvement in game-play’. Although it’s not directly related to control input devices, there are certainly some interesting snippets of information about how players are motivated and drawn into gameplay. I think it’s great to see such qualitative information being shared like this, since he went to the trouble of making it available as a download from his site. Hats off to Gordon! It may be downloaded in pdf format here : http://www.gordoncalleja.com/phdthesis.html

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This entry was posted on Monday, May 19th, 2008 at 11:26 pm and is filed under General Rambling, Gaming. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

 
 
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