Monday 15 October 2012

Unit 57 - Control and Feedback


Visual
In video games there are a lot of parts that make the game run better. Computer games should have an aesthetic design and also needs to not cram people’s minds with a lot of information, especially text based. Games have a lot of visuals in which help players, For instance colour psychology is an aspect in games; an example of this is the colour red on the health bar. People straight away link the colour red with health this may be because it has been used frequently in other games and it also is the colour of blood.  Another example would be the colour white, which is seen as pure and good, players would feel less at threat and so colour psychology works like that.
Iconic

Icons are frequently used in video games; an example of this would be the game runescape. Icons are used in the inventory as tabs in which people click on to get to different parts of the game. If they wanted to see their stats they would click the icon which looks like exp bars and it would take it to them.
Player viewpoint

Another feedback interface would be the player viewpoint. This is simply how players may see the game; it can be in first person or in third person. It is all down to personal preference however it gives players a choice in some games and so it helps players get more out of the experience.
Camera Techniques
Camera techniques are another aspect of feedback interface, Games are beginning to be more and more like movies. For instance The Walking dead telltale game allows players to choose what happens and then watches them happen in cut scenes. The game is almost like an interactive movie. In some games it allows players to change the camera in a variety of ways, to get the best out of the game, again it is all down to personal preference however it is good that players are able to change it.
Lighting Effects
Lighting effects are also added into most games, they change the mood of games and rooms. Dark and gloomy rooms may give suspense and terror however in bright rooms it is a lot different as it gives the player safety and calmness and so changes the way that users think. Lighting effects are probably one of the most important aspects to a game. Light can change the style of game and change the emotions of the player.
Inference
Inference is used a lot in the design of video games. Inference means trying to guess what your user is going to do and working on that. An example of this outside of computer games would be Microsoft office and the paperclip that pops up to help the user. Another example would be the Game FIFA In which the game tries to guess which way you are going to shoot when taking a penalty.


Physical
Physical aspects are used a lot in games. If there is an explosion or an earthquake when playing the controller in which the player uses may respond. For instance vibration, and would make the player more involved with the game. Haptic devices (Force feed Joysticks) Feels more realistic. For instance, in call of duty, the game controller would vibrate during cut scene to give the player more of a realistic experience and also to indicate something has happened that the user may need to know. Games that frequently use this would be racing games such as need for speed, in which when you are driving and smash into walls and cars the controller will shake. Normally the physical aspect will link in with audio making a loud sound to make a vibration. Another game example might be war games such as battlefield and call of duty, During the online experience shooting would normally make the controller vibrate, however players have the choice to customize the online play and can turn the vibrate off.  The idea of vibrations and haptic, physical shaking of the controller is called Force feedback in which makes the game more realistic.

Audio
Music/Sound Effects
Audio plays a crucial part in computer games, Music especially. Music sets the mood in a game, for instance when near danger the music may change to create tension. Also sound effects are used to make the game better for the user. Sometimes sound effects are needed to alert the player, this could be the same for music. An example of this would be the game Metal Gear Solid, in which when seen there would be alert music that would sound and make the player panic and hide. Music like I said, changes the mood of the game. The mood of a game is all about the emotions or feelings in the atmosphere when playing a video game, The mood can be changed by the environment.(Is it a dark and cold place)  and also the music would change due to the environment. A good game get the user involved and audio plays a huge part in it. If a game uses the emotion of players to get them attached to characters or places then it is successful.
Music plays a great part in intense and scary games. When playing Amnesia players are scared by music which surprises people because it changes the mood in a room. When Enemies are near drums begin to be heard and will terrify the user. So in that case audio and music are crucial for a good game. In most games however, players are again given the opportunity to change the music volume and sound effect volume. An example of a game which does this is Minecraft.


Foley Effects
In games, designers try to make the game as realistic as possible and so they use Foley effects.
Foley effects are realistic sounds and ambient sounds that are implemented in the game. These are normally background sound effects in which make the game better. For instance pipes banging in the background or dripping taps in bathrooms that are very small yet make the game what it is.

Dialogue
Dialogue is another version of audio and is used in cut scenes and in most games. Without dialogue users may not get to follow the story correctly and will not understand what goes on. Games normally have skip buttons for texts and many users skip the dialogue. Therefore some games have bad feedback as they don’t know what to do and will make mistakes and so some games make an objective tab which give tips and also what to do.

In conclusion, Feedback is almost the glue which makes video games a success. If the game doesn’t give players enough information the players are easily bored and can become frustrated. That is why feedback must be involved well in games.