Arcade Berg aka. "Learning Game Design with Arcade Berg"

30Jul/095

How to process an intense screen of information?

Posted by Arcade

Once again, thinking out loud.

When playing a hectic game, or a hectic part of a calm game, where things are all around the screen for me to keep track of I stop changing focus.

Take a game like Super Stardust HD, Geometry Wars or hectic moments in Viewtiful Joe. You're forced to look in every corner of the screen while at the same time, most of all, keep track of your avatar and have it avoid and defeat obstacles, bullets and other hazards.

This also applies for when running very fast in a platforming/action game where things are leaving and entering the screen in a radid pace.

What I do, if I'm "in the zone" is to stop moving my eyes and just stare at the center of the screen, using my peripheral vision. Hopefully, I know the game well enough to decode the information with the more abstract information given using this technique.  For example, I think you're color blind in the peripheral vision but increase your ability to distinguish variations in luminosity.

I know I'm not the only one doing this. And probably, there are people doing this without even noticing it.

I'd love to have numbers as to how many of us there are, but I'm afraid I don't.

Something like that.

Something like that.

There are probably way more techniques used to be able to process all the information on screen when a lot of things are going on.

As often, I'm thinking out loud here, but maybe this is something we can consider in game design? How will the player process the amount of information shown? How can we help the players?

In intense action games, make objects in the outskirts big and obvious perhaps?

3Jul/0916

Terminator Salvation – Game Design Analysis

Posted by Arcade

Getting less than great reviews, the Terminator Salvation video game doesn't seem to be a favorite amongst the reviewers out there.

Reviewers tend to write subjectively about their experience with the game, as should they. I decided to write an analysis of the game, looking at different aspects of the game and comparing them to basic game design and simple cognitive psychology. It discusses both bad and good things alike, even though it might be leaning more towards one of them.

Since it's pretty big with around 4500 words, I've decided not to copy-paste it into the blog as I doubt you'd have the patience to read it. Therefore I offer you three ways to do it:

  1. PDF-download: http://arcadeberg.com/files/arcade_berg-terminator_salvation_gd_analysis.pdf (29/6/09)
  2. Issuu-link: http://issuu.com/Kizo/docs/arcade_berg-terminator_salvation_gd_analysis (29/6/09)
  3. Read it here, embedded from Issuu!

And please, leave a comment letting me know what you think. I'd greatly appreciate it.

15Jun/092

Animalistic Robots

Posted by Arcade

Huge metalic contraptions, controlled with levers and buttons while roaring like a wild beast.

Robots (Mechas) are often portraid like animals in games, having them use an animal-like movement pattern and sometimes even sounding like them.

Why is that? Does people like it? Does it have any effect?

I like it. A lot of people don't.

I can only guess, but I think it's because we can instantly relate to what we know about the specific specie, race or whatever reference we have. It's all about our cognitive models. To having us use our own resources of knowledge, instead of having to input them into us.

Ie. when seeing a cat-like machine instantly makes me assume it's an agile piece of machinery. Perhaps even mischievous.

Agile and Fast

Agile and Fast

A somewhat recent example from AAA-games are Metal Gear Solid 4 and its different bosses. The Metal Gear Ray for example, launches in front of you, stretching its head (cockpit) towards the sky and lets out a tremendous roar, resembling Godzilla.

Now, in reality, there probably wouldn't be much point in doing so; but while in the Metal Gear world, within the magic circle it said:

- I'm a monstrous foe! Fear me, as I am a primal carnivore!

I'm gonna assume you're dangerous

I'm gonna assume you're dangerous

And that's intimidating! We know to run from dangerous looking things that growls at us. What's more scary? A quiet robot that doesn't move at all, or a fierce sounding robot with a daunting "idle" movement?

I think it's a great developer technique to have the player use his own instincts and base of references. The more iconic; the better.

Of course, sometimes concept artists just think it looks cool and that's why it's in the game...

7Jan/090

In what ways can we NOT apprehend games?

Posted by Arcade

I was watching/listening to an interview with Hal Barwood earlier today. Barwood is a movie and game creator. Among the games you'll find Indiana Jones: Fate of Atlantis from LucasArts.

Anyway, he was talking about how we've learned how to understand movies. In the beginning you started the camera, the actors did their thing and when the film ran out, you had your movie. It wasn't until later on people started cutting end editing. At first, the use of zooming in on chest and up seemed like the people on the screen grew! But our minds quickly figured out that that's not the case and made sense of the jump and realized that the camera moved.

Today we use several tricks like that in both movies and games, with cutting, editing, not showing things chronologically, zooming, etc.

What I really started thinking about then was:

What kind of tools of game development can the player not apprehend if we were to use it now, but being able to learn if they were to be exposed to it?

What is the next step of progress? Something to do with switching avatars? Something time related? I'll admit that I have absolutely no idea but I'm very eager to find out!

When changing scenes at the theatre, they shut the drapes without the viewer getting confused. Just like when we cut in movies.

When changing scenes at the theatre, they shut the drapes without the viewer getting confused. Just like when we cut in movies.