For personal reference: Research Report Guidelines
I have begun developing and refining the topic for my Research Report.
I will mostly be thinking about and researching the following topics, within the specialism of Interactivity:
I have gathered some initial feedback on the potential questions I’ve been thinking about. This has given me a useful starting point for narrowing down or better defining the topic. I agree with the feedback given and my next step will be to start answering the questions given.
I have filled in the following information for the session today (30/09/15) with Marie-Claire.
This helps me solidify my ideas so far, and get everything together in one place. I can then clearly see what needs focusing on next, and fill in any gaps.
Name: Aiden Lesanto
Title(s): How can innovative interactions create better experiences in games?
Form of Report(s): Extended Essay
Nominate a Research Report Friend: Sam Brooks
Any other important information or question:
I’m unsure whether 5,000 or 10,000 words would be most suitable. I usually struggle to keep within word limits but also would like my work to be concise. I would appreciate advice on the benefits of choosing 10,000.
I also feel the need to narrow down the subject more but am wary of making it too specific and having a lack of content to talk about.
*Draft ready end of week 8, Friday 13th November Draft submission to the VLE. Using the layout in the RR Guidelines.
Uncharted 4 (and previous games) makes good use of minimal and clean contextual signifiers to keep the players well informed without breaking their immersion within the game world.
Journey is a notable example for my research as the UI is so successful through the lack of UI (similar also to Monument Valley). Innovative methods of interaction and giving feedback to the player are employed to heighten the experience.
The game communicates changes in state and provides feedback to the player’s action within the context of the game rather than laying them over the top in the form of GUI elements. For example, the length of the player’s scarf communicates the player’s health.
Above is an example of giving the player meaningful feedback, in a Diegetic and immersive way. The game does this throughout. Another example is how when two players are nearby one another, their scarf will glow and is charged due to the proximity of the other player.
“Glowing symbols and glyphs are tracked in the chapter select area. In the chapter buildings, the glyphs that you have found will light up, showing you in which chapters you are missing them, except for one in the introductory chapter. The glowing symbols are tracked in total off to the side of the buildings, but you will need to reach the end of a chapter to see how many you’ve collected out of the total for that chapter by the number of lit up symbols in front of the altar where you receive your vision.”
The player can check which symbols they have collected by actually looking at the environment of the game.
The glyphs you have found will light up on the chapter buildings. This replaces the need for graphical progress bars and similar HUD elements. It allows the player to feel that their progress is more intertwined with the game’s world, the story and environment. It increases the sense of agency that the player has – they can see their progression directly influencing and altering the outcome of their environment and its role in the world. Their choices and gameplay are reflected in the world they explore. The lack of these graphical/HUD/UI elements also adds to the mysterious, unknown atmosphere of the game. This is fairly crucial in allowing the game to succeed in the way that it was intended to. It allows the game to set and portray the tone that is intended.
UXP is an interesting Youtube series discussing the user experience design of various video games. I’ve been watching the series to gather more research on the topic for my report. It’s useful to find any series like this as coverage of this subject is minimal, and finding information about UI in Video Games specifically can be tough.
I will use these videos to help support, challenge or form my own conclusions, finding examples that I can take further in my own case studies later on. If I find a particular game or section of UI that is notable, I can make note and write up a more detailed analysis of it further down the line.
It serves as a useful platform for observing games I may not have played or seen before and also gives me other perspectives – rather than just focusing on my own opinion.
Revui is another Youtube series offering analysis and critique of various games and their UI & UX.
The videos are very informative and I will use them in the same way that I have been watching UXP. The overall design and editing of the videos is very effective and clear, as well as aesthetically strong. As shown in the screenshot above, the speaker gives his critique and then offers a concise, logical improvement on the issues he finds. I think this is particularly important and reminds me of a quote from Donald Norman:
“I make it a rule never to criticize something unless I can offer a solution.”
—Donald Norman, The Design of Everyday Things
What is particularly useful for me is how the content of the videos leads to many new paths for me to find more research material.
The channel features some ‘Roundup’ videos that discuss current happenings in Design within Video Games. Although the videos are fairly old now, and the channel doesn’t seem to be active, it’s still a useful archive of information that seems perfectly current despite it’s age. While working on my report, any information looking at design within video games is valuable.
Above is a collection of excerpts I’ve saved from my reading of The Shape of Design by Frank Chimero. I have highlighted anything I find particularly true, relevant, notable, etc that I want to remember and may want to include in my Research Report. I will use quotations as the basis of points I make or to support and evidence them.
A sensible place to start will be to study 3rd person movement controllers and how to create them. Games such asMario 64 and Zelda: Ocarina of Time are a resourceful place to start, and are often considered pioneers of 3D space – or at least notable in how they did so.
Unfortunately, they don’t answer many questions about how to handle vertical movement, to simulate swimming underwater. The 3D Ecco the Dolphin game, Defender of the Future, is a useful starting point to observe how this could work. The gameplay GIF above shows this in action and also proves useful to examine how elements of the user interface can be handled. As the player swims, arrows and other markings appear on the screen around the character to guide them. This provides immediate and constant feedback on the location and goal of the player. Placing this information directly alongside/around the character works well – possibly better than if it were around the edges of the screen. This means it is where the player’s eyes are focused already, and may also make it easier to relate the information and map it to the 3D space they are exploring. However, having said this, I feel it is also important to be wary of detracting from the immersive experience of exploration. When creating a world, I want the player to become lost in it. Overlaying too many 2D, UI elements may start to take away from this experience and break the immersion. Perhaps the best option is to search for a balance between this.I’ve begun looking for some resources and tutorials online that may be a good starting point to decide whether I am capable of achieving this with my own game. I can follow the tutorials and experiment with the result to get a feel for whether this is a realistic goal, or if I need to rethink my plan.
All aspects of Journey are a huge inspiration for my own project. In particular, there are a few things I want to take away and learn how to recreate in my own way:
The first secondary task we have been given is to create something from the prompt “Insect”. I decided to go down the route of a Mysid, which is an order of small, shrimp-like crustaceans (which I feel is a close enough link to insects). I chose these creatures as they could be linked to my main Studio work, Weedy the Sea Dragon, as I have always planned Weedy would gain energy/powerups by eating small Shrimp-like creatures (as Sea Dragons naturally would eat similar creatures in nature). I gathered some reference material and did some rough sketches to start thinking about the shape and form of the creature and how I could recreate this in a different style.
I started by illustrating a Mysid in 2D and adding some quick and basic animation. This style follows the original 2D aesthetic of Weedy the Sea Dragon.I particularly like the colours used and feel like the design—although basic—does make a fairly unique character.
I then wanted to take the design a little further as I felt the previous illustration wasn’t really substantial enough to be considered as fully answering the task. I made a voxel version of the sprite.
I then made some quick renders in Blender to show the design. I don’t think that my response to this task is particularly strong compared to my other work, but it could work well as concept art for some potential future additions to my main Studio project. It also helped me get back into the 3D workflow and re-familiarise myself with creating Voxels, using Blender and rendering out designs — so overall I am still pleased with the result. If I were to re-visit this task, I could improve this design by adding some more unique characteristics (right now it’s based almost entirely from nature, without my own original input) or by recreating it in a stylised ‘Low Poly’ look rather than sticking just with the Voxels.