Just some random thoughts on how expectations factor into immersion, and how games can also provide us with expectations of the real world, in a cultural context.
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12
2008
CS4067: Expectations and immersion
10
2008
CS4067: Essay update
I’ve gone through a few different titles for my essay. Now the theme seems to be evolving into a discussion on immersion, including:
- How technology helps with immersion, both by affording realistic simulation and affording opportunity for innovative and engrossing narrative (see how I recycled my first 3500 words there?)
- Huizinga’s Magic Circle
- How Janet Murray’s discussion of immersion describes its role in games as a form of art
- Richard Bartle’s recent discussion with the community about torture in games: managing players’ expectations to preserve the immersion
The list is neither ordered nor complete, but it’s where I’m at right now. *sigh*
07
2008
CS4067: Essay
Oops. Looks like I chose the wrong topic after all. No longer seems at all interesting or new to me. Now do I throw out 2000 words and start again, soldier on, or try to salvage it somehow? But how to salvage 2000 words in a meaningful way..?
06
2008
CS4067: Essay plan coming together
The plan for the essay is starting to look a little better. I know that one area of interest of Liam’s is how people write, so I’ll keep posting as I write more.
06
2008
CS4067: Essay preparation
I’ve been doing some planning for the essay, due within the month. Here are some topics I’m hoping to address:
History and current state of game technology in the context of realistic representation of the real world and the uncanny valley effect:
- Animation (Animation faces/lips, Animation blending techniques, IK, mo-cap, Physics-affected animation, NaturalMotion’s fame from GTA4/Force Unleashed)
- Graphics (Procedurally generated geometry ala Far Cry 2, DirectX and OpenGL developments, shader models)
- Gore (Soldier of Fortune, Gears of War 2)
- Sound
- Video output (from TFT displays to retinal scanning displays)
- Other feedback (tactile, olfactory?)
- Input (force feedback, Wii, neural/brain-wave driven)
And also in the context of interaction with these worlds:
Next I hope to explore violence in games:
- which companies have been making violent games
- how popular violent games are compared to non-violent games
- how this popular has changed over time
- emotional response to violence in games
Any input through comments appreciated!