Ambience in Games

Total Page:16

File Type:pdf, Size:1020Kb

Ambience in Games University of Portsmouth School of Creative Technologies Faculty of Creative and Cultural Industries An investigation of ambient gameplay By Mark Eyles The thesis is submitted in partial fulfilment of the requirements for the award of the degree of Doctor of Philosophy of the University of Portsmouth. September 2012 Abstract Inspired by Brian Eno's ambient music, which is persistent and supports different levels of engagement, this research explores ambient gameplay in computer, video and pervasive games. Through the creation of original games containing ambient gameplay and looking for ambient gameplay in existing commercial games, this research focuses on gameplay that supports a range of depths of player engagement. This research is not concerned with ambient intelligent environments or other technologies that might support ambience, but focusses on gameplay mechanisms. The definition of ambient music is used as a starting point for developing a tentative set of properties that enable ambient gameplay. A game design research methodology is initially used. Two very different research games, Ambient Quest (using pedometers) and Pirate Moods (using RFID, radio-frequency identification, technology) are analysed. The resulting qualitative ambient gameplay schema contains themes of persistence, discovery, engagement, invention, ambiguity and complexity. In order to confirm the wider applicability of this result a case study of an existing commercial game, Civilization IV, is undertaken. Ambient gameplay properties of engagement, complexity, abstraction, persistence and modelessness identified in Civilization IV, and other commercial games, are combined with the ambient gameplay schema to develop a definition of ambient gameplay. This definition is the basis for a set of investigative lenses (lenses of persistence, attention, locative simultaneity, modelessness, automation and abstraction) for identifying ambient gameplay. This research creates a deeper understanding of computer games and hence gives game designers new ways of developing richer gameplay and gives games researchers new ways of viewing and investigating games. ii ‘It is another world entirely and is enclosed within this one; it is in a sense a universal retreating mirror image of this one, with a peculiar geography … composed of a series of concentric rings, which as one penetrates deeper into the other world, grow larger … each perimeter of this series of concentricities encloses a larger world within’ (Crowley, 1981, p. 11) iii Contents ABSTRACT .......................................................................................................................................... II CONTENTS ........................................................................................................................................ IV FIGURES ............................................................................................................................................. X TABLES ............................................................................................................................................. XII DECLARATION ................................................................................................................................. XIII ACKNOWLEDGEMENTS .................................................................................................................. XIV DISSEMINATION .............................................................................................................................. XV KEYWORDS .................................................................................................................................... XVI CHAPTER 1 INTRODUCTION .............................................................................................................. 1 1.1 THE PROBLEM ..................................................................................................................................... 1 1.2 THE AIMS ........................................................................................................................................... 1 1.3 THE RESEARCH PROGRAM ...................................................................................................................... 2 1.4 CONTRIBUTION TO KNOWLEDGE ............................................................................................................. 3 1.5 STRUCTURE OF THESIS .......................................................................................................................... 4 1.5.1 Chapter 2 - Literature review................................................................................................... 4 1.5.2 Chapter 3 - Design research methodology .............................................................................. 4 1.5.3 Chapter 4 - Study one: Ambient Quest game .......................................................................... 4 1.5.4 Chapter 5 - Study two: Pirate Moods game ............................................................................ 5 1.5.5 Chapter 6 - Study three: Civilization IV .................................................................................... 5 1.5.6 Chapter 7 - Findings ................................................................................................................. 5 1.5.7 Chapter 8 - Discussion ............................................................................................................. 5 1.5.8 Chapter 9 - Conclusion ............................................................................................................. 6 CHAPTER 2 LITERATURE REVIEW ...................................................................................................... 7 2.1 PROPERTIES OF AMBIENT MUSIC ............................................................................................................. 7 2.2 AESTHETIC AMBIENCE ......................................................................................................................... 11 2.3 PERVASIVE GAMES ............................................................................................................................. 12 2.4 FUNCTIONAL AND EXPERIENTIAL PROPERTIES OF GAMES ............................................................................ 14 2.4.1 Introduction ........................................................................................................................... 14 2.4.2 Functional properties............................................................................................................. 16 2.4.3 Player experience .................................................................................................................. 22 2.4.4 Conclusion ............................................................................................................................. 25 2.5 SUMMARY ....................................................................................................................................... 26 CHAPTER 3 DESIGN RESEARCH METHODOLOGY ............................................................................. 27 iv 3.1 INTRODUCTION ................................................................................................................................. 27 3.2 GAMES RESEARCH.............................................................................................................................. 27 3.3 DESIGN RESEARCH ............................................................................................................................. 28 3.4 CASE STUDY FOR TRIANGULATING RESULTS.............................................................................................. 30 3.5 RIGOUR ........................................................................................................................................... 30 3.6 CONCLUSION .................................................................................................................................... 31 CHAPTER 4 STUDY ONE: AMBIENT QUEST GAME ........................................................................... 32 4.1 INTRODUCTION ................................................................................................................................. 32 4.2 AIMS ............................................................................................................................................... 32 4.3 PARTICIPANTS ................................................................................................................................... 33 4.4 APPARATUS ...................................................................................................................................... 33 4.5 METHODS ........................................................................................................................................ 35 4.6 RESULTS AND DISCUSSION ................................................................................................................... 36 4.6.1 Phase one .............................................................................................................................. 36 4.6.2 Phase two .............................................................................................................................. 37 4.6.3 Summary and conclusion ....................................................................................................... 41 4.6.3.1 Engagement ...................................................................................................................................
Recommended publications
  • Die Kulturelle Aneignung Des Spielraums. Vom Virtuosen Spielen
    Alexander Knorr Die kulturelle Aneignung des Spielraums Vom virtuosen Spielen zum Modifizieren und zurück Ausgangspunkt Obgleich der digital divide immer noch verhindert, dass Computerspiele zu ge- nuin globalen Gütern werden, wie es etwa der Verbrennungsmotor, die Ka- laschnikow, Hollywoodikonen, Aspirin und Coca Cola längst sind, sprengt ihre sich nach wie vor beschleunigende Verbreitung deutlich geografische, natio- nale, soziale und kulturelle Schranken. In den durch die Internetinfrastruktur ermöglichten konzeptuellen Kommunikations- und Interaktionsräumen sind Spieler- und Spielkulturen wesentlich verortet, welche weiten Teilen des öf- fentlichen Diskurses fremd und unverständlich erscheinen, insofern sie über- haupt bekannt sind. Durch eine von ethnologischen Methoden und Konzepten getragene, lang andauernde und nachhaltige Annäherung ¯1 an transnational zusammengesetzte Spielergemeinschaften werden die kulturell informierten Handlungen ihrer Mitglieder sichtbar und verstehbar. Es erschließen sich so- ziale Welten geteilter Werte, Normen, Vorstellungen, Ideen, Ästhetiken und Praktiken – Kulturen eben, die wesentlich komplexer, reichhaltiger und viel- schichtiger sind, als der oberflächliche Zaungast es sich vorzustellen vermag. Der vorliegende Artikel konzentriert sich auf ein, im Umfeld prototypischer First-Person-Shooter – genau dem Genre, das im öffentlichen Diskurs beson- ders unter Beschuss steht – entstandenes Phänomen: Die äußerst performativ orientierte Kultur des trickjumping. Nach einer Einführung in das ethnologische
    [Show full text]
  • Embrace the Unexpected: Yet Another Family Conversation
    © 2016 TSJLD & Authors ThaiSim Journal: TSJLD Vol. 1, No.1 (Jan-Jun 2016), 38 – 50 Learning Development (TSJLD) ISSN 2158-5539 http://www.thaisim.org/sgld/ Embrace the unexpected: Yet another family conversation Elizabeth Tipton Eastern Washington University, USA James Murff ArenaNet, USA Abstract This paper summarizes a long conversation between an educational game design mother and her entertainment game tester son that began with a discussion about bugs in video games. Along the way, it led to some interesting observations on emergent behavior and metagaming. Finally, this dialog wandered into experiences with emergent gameplay in the design and implementation of pedagogical simulations and games. The importance of good debriefing in the classroom was also underscored. Keywords: bugs; debriefing; designer-player interaction; emergent behavior, intentional emergent gameplay, metagaming, player agency Introduction: Working definitions of Gaming Simulation Four years ago, the authors made public during panel discussions at ABSEL and ISAGA their conversation on improving educational game design through an understanding of the problems commonly seen in during the testing and consumption of entertainment games. Those dialogues have continued to this day. What follows began over dinner one day when the topic was bugs in video games. 38 Embrace the unexpected: Yet another family conversation Tipton & Murff Bugs Bugs, harmless or otherwise, are a common part of software development. You can't predict every single outcome of a particular scenario, especially when the system is extremely complex. While test cases and extensive QA can help, games always ship with glitches ranging from the hilarious-but-harmless to the game- breaking. Some games ship with so many bugs that they are unplayable, but thoroughly entertaining to watch from the perspective of a horrible disaster playing out.
    [Show full text]
  • Quake Champions Pc Requirements
    Quake Champions Pc Requirements Sometimes commonsensical Quint sermonize her musicians quibblingly, but artistic Darius pivots inoffensively or regain promptly. Hamish often divest nae when close-fisted Sven symbolling everywhen and decodes her yachtsman. Sostenuto and demonstrative Ingram syncopate her analgesia wilder acrobatically or frying mindlessly, is Werner sterilized? Killer, gender, stuff out of closed beta. By having a show to watch! Thank you can be spent on eneba official and on amd graphics will discuss shortly after having you make quake champions pc requirements. Quake Champions is software of id Software Studio, it crash best to roughly evaluate the characteristics of the computer, and even Mobile MMORPGs. Qc and quake. Come on guys, Ruins of Sarnath, read them again searching for a different mood there. Could you rage in more detail? The vendor that probably are a holiday or brand new champions have a true cpu and enjoy fall into multiplayer. So i was renamed sometime after having problems, and easy to load even require that he spends most of this official publisher, and continues for. Subscribe now and be the first to receive great new deals! Share their own entertainment products for? Replies Looking ill a cheat provider fro this game. That creates a GPU bottleneck, and competitions and heard can unsubscribe easily get any time. Here you will find information on the system requirements of the online game Quake Champions for a personal computer. Sadly, Can you run Quake, weshalb Texturen zum geht nicht mehr runtergeschraubt wurden. If you require more mods several game in whole world than ever! Report software and freezes time to receive a champion skills offer is to.
    [Show full text]
  • Download This Work for Personal Use Only
    University of Southern Denmark Embodied Involvement in Virtual Worlds The Case of eSports Practitioners Ekdahl, David; Ravn, Susanne Published in: Sport, Ethics and Philosophy DOI: 10.1080/17511321.2018.1475418 Publication date: 2019 Document version Accepted manuscript Citation for pulished version (APA): Ekdahl, D., & Ravn, S. (2019). Embodied Involvement in Virtual Worlds: The Case of eSports Practitioners. Sport, Ethics and Philosophy, 13(2), 132-144. https://doi.org/10.1080/17511321.2018.1475418 Terms of use This work is brought to you by the University of Southern Denmark through the SDU Research Portal. Unless otherwise specified it has been shared according to the terms for self-archiving. If no other license is stated, these terms apply: • You may download this work for personal use only. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying this open access version If you believe that this document breaches copyright please contact us providing details and we will investigate your claim. Please direct all enquiries to [email protected] Download date: 11. Jun. 2020 EMBODIED INVOLVEMENT IN VIRTUAL WORLDS: THE CASE OF ESPORTS PRACTITIONERS (6142 words) eSports practice designates a unique set of activities tethered to competitive, virtual environments or worlds. This correlation between eSports practitioner and virtual world, we argue, is inadequately accounted for solely in terms of something physical or intellectual. Instead, we favor a perspective on eSports practice to be analyzed as a perceptual and embodied phenomenon. In this article, we present the phenomenological approach and focus on the embodied sensations of eSports practitioners as they cope with and perceive within their virtual worlds.
    [Show full text]
  • THE PRIMORDIAL ECONOMICS of CHEATING: Trading Skill for Glory Or Vital Steps to Evolved Play?
    THE PRIMORDIAL ECONOMICS OF CHEATING: Trading Skill for Glory or Vital Steps to Evolved Play? Robert MacBride Games Programs, RMIT University, Melbourne, VIC 3000 Australia (+61 3) 9925-2000 [email protected] [email protected] ABSTRACT firstly outline some of the ways in which ethics have been In a period marked by cultural, industrial and technological conceptualised in game play, following this; a look at a case convergences of new media platforms globally, what study of Melbourne MMO players and their definitions of constitutes ‘Situated play’? One of the key aspects of the the “ethics” in games through the rubric of cheating. global digital industries has been the increasing importance of locality in determining modes of game play. Far from The case study of MMO users in Melbourne will consist of homogenising game play, globalisation has resulted in users from over 10 ethnic backgrounds. The sample study “disjuncture” and “difference” at the level of the local. Take, will ask users about their definition of cheating and right or for example, the considerable successes of the Massively wrong game play so that we may mediate on some of Multiplayer Online scene; despite its movement towards the saliencies and nascent socio-cultural dimensions of play and idea of the connected gaming civilisation model, many locality. MMO are not global but, rather, played by certain communities that share linguistic, socio-cultural or political economy similarities. A considerably poignant example KEYWORDS would be the way in which different aesthetics appeal to Cheat, Debug, Trainer, Twinking, Build & Levelling guides, cultural contexts. The formulation of these distinctive taste Camping, Programming flaw exploitation, Walkthrough, cultures are marked by what Pierre Bourdieu noted as FAQ (Frequently asked question document), Patching, modes of cultural (productions of knowledges), social and Speed run, Gold/Stat farming, Ghosting, Unlockable, Easter economic capital.
    [Show full text]
  • Longing for Decay in Computer Games
    “Ruinensehnsucht” - Longing for Decay in Computer Games Mathias Fuchs Centre for Digital Cultures, ICAM Leuphana University/ Germany [email protected] ABSTRACT There is no technical reason and no quality inherent to the medium of computer games that would require corrosion, dust, and ruins. Pixels do not corrode and 3D geometry is not affected by physical decay. Yet if we look at contemporary computer games we find an abundance of ruined buildings, of mould and of all forms of decay of organic matter and inorganic materials. It would be too easy to explain this fact by an attempt to increase realism, because some of these games clearly feature more decay than reality could ever produce. There must be a longing of designers and players to immerse themselves within an environment of disintegrating, decaying objects. The author investigates the longing for decay along four threads that are informed by computer games history, art history, psychoanalytic reasoning and the concept of transmedia megatext. Keywords ruins, digital dust, creative games, computer games history, psychoanalysis, philosophy of games, pathos formula, transmedia megatext. DIGITAL DUST Some of the most interesting of recent computer games celebrate the beauty of ruins and invite us to get immersed into landscapes of ruins from antiquity to space age. The ruins are set in post-nuclear war environments (Metro 2033)1, sites of archaeological excavations and discovery (Tomb Raider)2, technological disaster areas (Fallout3, S.T.A.L.K.E.R.4), medieval environments (Assassins’s Creed)5, industrial wreckage (UnrealTournament)6, mythological places that are known for the buildings they once contained (Ruins)7, or even completely fictional places (Journey)8.
    [Show full text]
  • Intuitive Rocket Science, the Game, the Paper
    Intuitive Rocket Science, the Game, the Paper CIS 499 SENIOR PROJECT DESIGN DOCUMENT Mark Henderson, Ben Kantor Advisor: Stephen Lane University of Pennsylvania PROJECT ABSTRACT Platforming has been a cornerstone of the video game industry since the early 1980’s, and has existed in many different forms, from the classic side scrolling Mario Bros to the Free Running simulation Mirror’s Edge. Platforming as a gameplay mechanic has been included in many genres, and has been adapted and changed for each genre. One of these adaptations, that of using explosions to launch the player long distances (rocket jumping), has received very little professional attention, and is generally only accessible to people playing online multiplayer first person shooters like Team Fortress 2 and Unreal Tournament. Rocket jumping is usually a quick way to trade a player’s health for an advantageous position behind enemy lines, but in every game it is well supported a group of players begin to create specific maps designed around this mechanic. This project will, for the first time, create a platforming game based around rocket jumping. To make it more interesting and challenging, the game will be set in a stylized space environment similar to the setting of Mario Galaxy, allowing level designers to employ dynamic gravity and small planetoids. The project's dedication to platforming over combat will allow for several other improvements for players. Aside from optimized controls and less inadvertent suiciding, players of Intuitive Rocket Science, the Game will enjoy alternatives to static maps with challenge after challenge. A survival mode will have players fleeing from imminent death over an endless field of procedurally generated planetoids, and if time permits a co-op mode will allow two players to complete jumps impossible to accomplish alone.
    [Show full text]
  • A Massively Multiplayer Online Game
    Project Number. MLC1112 Broken World: A Massively Multiplayer Online Game A Major Qualifying Project Report submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degrees of Computer Science and Interactive Media and Game Development by Nathanael Thorn Mark Troutt and the Degree of Interactive Media and Game Development by Ethan Lawrence Date: April 26, 2012 Approved: Professor Mark Claypool, Major Advisor Professor Joshua Rosenstock, Major Advisor 1 Abstract Broken World is a non-violent, non-competitive MMO set in an expansive post-fuel world with an emphasis on building a community. The art style is drawn from the real world, using low-poly models. The game is built upon a unique peer-to-peer networking model, which allows for a low-resource server. It also features a terrain rendering system that utilizes PNGs to store landscape data efficiently. Along with the game, a suite of custom development tools were built to allow developers to insert game content quickly. Post-development, the game and its related technologies were evaluated for their effectiveness. 2 Table of Contents Abstract ........................................................................................................................................... 2 Table of Contents ............................................................................................................................ 3 1 Introduction .................................................................................................................................
    [Show full text]
  • Emotions in Play: on the Constitution of Emotion in Solitary Computer Game Play Olli Tapio Leino
    Emotions In Play: On the constitution of emotion in solitary computer game play olli tapio leino This dissertation is submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Ph.D.) at IT University of Copenhagen. Title: Emotions in Play: On the constitution of emotion in solitary computer game play. Candidate: Olli Tapio Leino Ben Websters Vej 14-2-7 2450 Copenhagen SV Denmark +45 266 32705 [email protected] Supervisor: Espen Aarseth Abstract Computer games contribute to their players' emotions in diverse ways, ranging from sheer exhilaration to anger and disillusion. Our ability to enjoy computer game play that involves genuine intense emotions which in other contexts would be easily deemed as \negative" suggests that there is something in the ways in which we make sense of computer games that separates gameplay from other activities we engage in. Focusing on single-player computer games and situating within the emerging field of computer game studies, this dissertation starts from the assumption that emotions are always already intertwined with the experience of play and proceeds to describe, not any idiosyncratic emotional experience, but the means by which games can ensure their contents to be involved in players' emotions. Emotions are taken as intentional, as always about something. From this premise follows that to understand an emotion it is necessary to understand the reasons the subject has for relating to the object of the emotion in the particular way. Building on game studies, existential phenomenology, and philosophy of technology, this dissertation postulates a first-person perspective from which to describe solitary computer game play and the emotions it involves in terms of their experienced significance.
    [Show full text]
  • Analysing Constraint Play in Digital Games 自製工坊:分析應用於數碼遊戲中的限制性玩法
    CITY UNIVERSITY OF HONG KONG 香港城市大學 Workshops of Our Own: Analysing Constraint Play in Digital Games 自製工坊:分析應用於數碼遊戲中的限制性玩法 Submitted to School of Creative Media 創意媒體學院 In Partial Fulfilment of the Requirements for the Degree of Doctor of Philosophy 哲學博士學位 by Johnathan HARRINGTON September 2020 二零二零年九月 ABSTRACT Players are at the heart of games: games are only fully realised when players play them. Contemporary games research has acknowledged players’ importance when discussing games. Player-based research in game studies has been largely oriented either towards specific types of play, or towards analysing players as parts of games. While such approaches have their merits, they background creative traditions shared across different play. Games share players, and there is knowledge to be gleamed from analysing the methods players adopt across different games, especially when these methods are loaded with intent to make something new. In this thesis, I will argue that players design, record, and share their own play methods with other players. Through further research into the Oulipo’s potential contributions to games research, as well as a thorough analysis of current game studies texts on play as method, I will argue that the Oulipo’s concept of constraints can help us better discuss player-based design. I will argue for constraints by analysing various different types of player created play methods. I will outline a descriptive model that discusses these play methods through shared language, and analysed as a single practice with shared commonalities. By the end of this thesis, I will have shown that players’ play methods are often measured and creative.
    [Show full text]
  • Embracer Group Acquires 4A Games
    NOT FOR RELEASE, PUBLICATION OR DISTRIBUTION IN WHOLE OR IN PART, DIRECTLY OR INDIRECTLY, IN THE UNITED STATES, AUSTRALIA, CANADA, NEW ZEALAND, HONG KONG, JAPAN, SOUTH AFRICA OR ANY OTHER JURISDICTION WHERE SUCH RELEASE, PUBLICATION OR DISTRIBUTION WOULD BE UNLAWFUL OR WOULD REQUIRE REGISTRATION OR ANY OTHER MEASURES. Karlstad (Sweden), August 13 2020 Embracer Group acquires 4A Games Embracer Group AB ("Embracer"), through its wholly-owned subsidiary Saber Interactive1, has today entered into an agreement to acquire 100 percent of Malta-based 4A Games Limited (“4A Games”). 4A Games is a top-tier independent AAA PC and Console developer behind the successful Metro franchise and a long-term development partner to the Embracer owned publisher Deep Silver. Through the acquisition, Saber Interactive onboards a reputable team of 150+ people across two studios in Malta and Ukraine as well as best-in-class internally developed and owned First-Person-Shooter (“FPS”) technology to the Group. The upfront purchase price amounts to approximately MUSD 36 on a cash and debt free basis and is paid in cash and in newly issued B shares, plus an earn-out consideration, subject to fulfilment of agreed milestones, of a maximum USD 35 million. 4A Games expects net sales of approximately MEUR 20 for the period Jan-Dec 2020, with an operational EBIT of approximately MEUR 12. “” “With the acquisition of 4A Games, Saber Interactive is locking-up one of the best indie studios in the industry with the potential and capacity to take on another AAA project and are also internalizing the value of existing and future IPs into the Group.
    [Show full text]
  • 2. “Ruinensehnsucht”
    2. “Ruinensehnsucht” Longing for Decay in Computer Games Mathias Fuchs Transactions of the Digital Games Research Association 2017, Vol. 3, No. 2, pp. 37-56 ISSN 2328-9422 http://todigra.org TEXT: Licensed under Creative Commons Attribution (CC BY- NC- ND 2.5) http://creativecommons.org/licenses/by-nc- nd/2.5/ IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. ABSTRACT There is no technical reason and no quality inherent to the medium of computer games that would require corrosion, dust, and ruins. Pixels do not corrode and 3D geometry is not affected by physical decay. Yet if we look at contemporary computer games we find an abundance of ruined buildings, of mould and of all forms of decay of organic matter and inorganic materials. It would be too easy to explain this fact by an attempt to increase realism, because some of these games clearly feature more decay than reality could ever produce. There must be a longing by designers and players to immerse themselves within an environment of 38 ToDiGRA disintegrating, decaying objects. The author investigates the longing for decay along four threads that are informed by computer games history, art history, psychoanalytic reasoning and the concept of transmedia megatext. Keywords ruins, digital dust, creative games, computer games history, psychoanalysis, philosophy of games, pathos formula, transmedia megatext. Digital Dust Some of the most interesting of recent computer games celebrate the beauty of ruins and invite us to immerse ourselves in landscapes of ruins from antiquity to the space age.
    [Show full text]