Finding of the week #199

Borders of borderless open worlds

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the necessity of implementing believable world borders in order to avoid breaking a game’s immersion.

Increasing the immersion of a computer game can often be achieved by allowing players to freely explore the virtual worlds. Open world games do not force the players to move in a particular direction by only providing a linear path through the game world. Instead, those games enable players to wander around and even reach places that have no direct connection to the narration. Naturally, depending on the type of the game, players are still guided by quests and other game goals that, on completion, advance the game’s story, but between those tasks, players are free to explore the game world on their own. This approach gives players the feeling of freedom thus greatly increasing the immersion of the game.

However, open world games, unless they rely on a procedurally generated terrain, are not endless virtual worlds. At some point, a player will reach the end of the virtual environment when constantly travelling in the same direction. In order to avoid breaking the immersion of the game when the player reaches the end of the world, game developers need to implement believable world borders that match the setting of the game. For instance, in a post-apocalyptic world a world border can be implemented by designing an area that is highly contaminated and kills the player within a short amount of time. Other prominent solutions are high mountains, blocked roads or deep water which can not be crossed by the players.

Unfortunately, there are also games that intend to provide the players with immersive environments but fail at achieving this due to bad implementations of a world border. The probably most disappointing and immersion breaking approach is to implement invisible walls. Once a players reaches such a wall, he can not proceed any more in the desired direction and just stops moving. Other bad solutions are when the player instantly dies or gets teleported back to a place inside of the game world.

The latter approach is used in DiRT Rally which is not directly an open world game but tries to provide the players with an authentic environment. Due to the nature of rallying, a player easily can slide off the roads and hence needs a way to return back to it in order to continue with a rally stage. Unfortunately, DiRT Rally uses an unpredictable way of forcing the players back to the roads. In general, players have 15 seconds to return back to the road before getting reset. This already can become frustrating when the player almost has reached the road again and suddenly finds himself in a completely different position. However, at some places the game instantly resets the player although the 15 seconds have not passed yet. Those moments then result in a high degree of frustration as it completely breaks the immersion of the game. A better solution would be to not constrain the players with time limits and instant resets. Instead, players should be able to find their way back to the road – the maps still could have a border in form of impassable terrain – and only be required to manually reset their cars when they are completely stuck. This would greatly increase the immersion, especially as the stages must be completed within a given amount of time (15minutes for short stages and 30 minutes for long stages).

As a conclusion, implementing an authentic and immersive world not only requires the design of a good virtual environments but also demands the implementation of believable world borders.

Finding of the week #198

The End of 2016

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the year 2016.

Today is the last day of 2016 and I am once again a bit surprised that another year comes to an end. Although the year had many great as well as concerning events, it does not feel as if an entire year has passed since I wrote the last end-of-the-year blog entry.

Personally, 2016 had some very exciting and amazing moments in stock for me. The probably most important events were my two journeys to the North. The first journey brought me to winterly Iceland which surprised me with beautiful frozen waterfalls and hot steaming geothermal active areas in the middle of the snow covered landscape. The second big journey of 2016 was a trip to the Norwegian North Cape and brought me to 8 spectacular locations all across Norway. Amongst other things, I saw huge glaciers, the Arctic Circle, the famous Northern Lights Cathedral as well as the North Cape.

Unfortunately, 2016 was also the year of the patience. For instance, I am already waiting for nine months for some feedback on one of my research papers that will act as a foundation for three additional papers that will present the results of three different studies. As long as I do not get feedback, all my other papers have to remain drafts which is quite frustrating. The only good thing is that I managed to publish a small poster paper at least.

In addition, 2016 has surprised the world with many sad and concerning things. The year broke many global temperature records and demonstrated the dangerous effects of the on going global warming. Only if we act now, we might be able to limit the effects of global warming and protect our Earth. Unfortunately, leaders who deny global warming and the fact that man made emissions are the main reason for it got elected. Those leaders are also the biggest uncertainty about the next year.

In the end, 2016 was a year full of preparational work that will hopefully result in many good outcomes during the year 2017. I just need to keep on pursuing my goals and continue to work despite all the brick walls that emerged in my way. Maybe a bit of luck is needed, too, but I do not like to rely on luck … In this case, 2017 has the potential to become a great year and I am looking forward to it!

Let us make 2017 to a great and fantastic year we will never forget and always look back to it with joy!

Happy New Year!

Finding of the week #197

The Yearly Christmas Update Spam

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the yearly spam of new game updates that get released just a few days before Christmas.

The last days before the Christmas holidays are always very busy and result more than often in a lot of stress. A last minute Christmas gift needs to be bought, a travel across the country needs to be organized or other Christmas related events need to be enjoyed.

The computer game industry also seems to get very busy around this time of the year as many new games or updates get released just a few days before Christmas. Especially the Christmas updates seem to have become some kind of mandatory goal for many game developers. Of course, this perfectly makes sense, as releasing an update indicates that the game still gets improved and, more importantly, it encourages players to return to the game thus raising the global awareness for it which can result in an increased amount of new buyers. Along those lines, many YouTubers also want to enjoy and show their experiences in a new update which in return raises the awareness for a certain title even more.

However, from a player’s point of view, this sudden spam of new updates and releases feels a bit overwhelming as only one game can be played at a time. In addition, Christmas is the time of the year where I have the least amount of time to play computer games as many other things are more important. Furthermore, once the Christmas updates are released, it often takes a lot of time until new game contents are designed which results in a period of time that lacks new additions to games I already play.

In the end, there is no solution to this problem as players want to have a constant stream of new updates whereas game developers like to maximize their revenues which is mostly possible around Christmas. However, it would be interesting to see if countercyclical releases would result in better sells due to a reduced amount of competitors. The only good thing is that so much content gets released around Christmas that it lasts for several months.

Merry Christmas! (Especially the real one and not just the virtual events!)

Finding of the week #196

The Continuation of the Speedo Diplomacy

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about Lewis Pugh’s return to Antarctice in order to continue raising awareness for the importance of protecting the pristine Antarctic ecosystems.

About two years after the Five Swims in Antarctica, Lewis Pugh has returned to Antarctica in order to continue his „Speedo Diplomacy“ with the Antarctica 2020 campaign. His goal is to raise awareness for the need of establishing more Marine Protected Areas (MPA) around Antarctica that will help to protect those pristine ecosystems by performing long distance swims in the Antarctic seas wearing nothing else than a speedo.

Lewis Pugh’s previous „Five Swims in Antarctica“ campaign as well as his enormous efforts of travelling to Moscow numerous times in order to convince Russian officials to endorse the Ross Sea protected area finally resulted in the Ross Sea being declared an MPA on 28 October 2016 by the Commission for the Conservation of Antarctic Marine Living Resources (CCAMLR).

On 13 December 2016, Lewis Pugh launched the Antartica 2020 campaign by undertaking a kilometer-long swim between icebergs in the Bellinghausen Sea. It took the endurance swimmer and UN Patron of the Oceans 17 minutes and 30 seconds to complete this challenging swim in the 0°C cold water.

I know the risks I face when I swim down here, but I consider them to be less than the risks the world will face if we lose.

Furthermore, Lewis‘ message is emphazised by the spectacular and breathtaking photos that are taken during his swims. For instance, on 16 December 2016, he swam next to an iceberg shaped like a heart. This amazing picture was taken from a drone by Kelvin Trautman which was only possible after a lot of paperwork ensuring that no wildlife will be disturbed in order to get the permission to use drones in Antarctica at all.

Thank you!

Finding of the week #195

Virtual world, real emotions

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I provide another example for the real emotions computer game players experience while playing a game.

The emotions we experience when we play a computer game alone or together with friends are, aside from being in the state of flow, the most motivating as well as rewarding elements that keep us playing the game. Furthermore, those emotions are the reason why experiences we make in a virtual world are a real thing that can even affect our real world.

Although I already discussed this topic quite a lot, I like to provide another example of experiencing positive emotions and social connections by playing a computer game.

Last Sunday, the fourth season of the Conelanders Assetto Corsa Racing League has ended and resulted in a few emotional moments for some of the players participating in this league. In contrast to the previous seasons, the fourth season offered the opportunity to the players to form teams in order help each other and to experience another competitive aspect of playing a racing simulation.

Depending on the motivation of a team, the members met for practice sessions, discussed race strategies and supported each other to overcome a bad result. As a result of this, team members not only shared important moments but also developed friendships among each other throughout the 6-race long season. Naturally, after having worked together as a team over such a significant amount of time, participating in the last race was an emotional moment for some of the participants and can even have resulted in the shared goal of continuing to play together.

Of course, this is just a small example of the broad variety of different ways how computer games can connect players from all over the world and allow them to share emotions as well as special moments. The exciting thing about this phenomenon is that the emotions and friendships caused by events taking place in a virtual world are real for the players. In the end, the virtual world becomes an extension of the real world and stops being just game that is played for entertaining purposes.

Finding of the week #194

When a game stops being challenging

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the elements that make a game challenging.

World of Warcraft (WoW) probably is one of my favorite games all time. It is the game I played the most by far and that entertained me for more than a decade by now. The main reason for this incredible lifespan is the fact that the game periodically received updates that provided new regions to explore and new evils to defeat. Now, 12 years after WoW got released, I still enjoy joining my friends in Azeroth in order to fight our ways through a dangerous instance.

Despite all the joy I continue to derive from playing WoW, I have to admit that the game has ceased to be challenging. The main problem is that the game mechanics barely have changed since the game’s release and, as a result of this, I have fully internalized all my virtual capabilities. Of course, I still have to be focussed and pay attention to critical events during a boss fight, but that is just a matter of concentration and does not challenge me to improve my skills in order to become better at the game. In addition, most of new boss mechanics that have been added to the game are very simple and easy to exhaust thus providing not a real challenge.

Normally, a game is challenging when a player operates at the limits of the own ability in order to exhaust one of the game’s challenges. In addition, while playing a challenging game, players can train their skills in order to improve their performance. In other words, a game is challenging when it follows the main principles of flow and allows players to train their knowledge.

Unfortunately, this is no longer the case when it comes to WoW for several years by now. Although I still enjoy playing the game and experiencing new story arcs, I noticed how I significantly reduced the amount of time I play WoW. Currently, I only play the game when I do have a fixed appointment with my friends in order to tackle a certain dungeon.

In general, I noticed that, although some content is left to explore, many games cease to be challenging as soon as I fully learned all the knowledge that is encoded in a particular game. As a conclusion, amongst other things, good games need to provide a lot of room for improvement in order to remain challenging for a long time.

Finding of the week #193

Between Frustration and Excitement

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about my struggle of constantly having issues during virtual races and the motivational effects of the game that keep me going despite my negative experiences.

Since I joined the Conelanders Assetto Corsa League, things have not worked out so well for me. Aside from a few top-10 finishes, I never had a race I was really content with. The reasons for this are quite simple but yet very complex.

The probably main problem was that I rarely had the chance to spend a high amount of time practicing the race tracks which resulted in a huge disadvantage concerning the overall pace. Most of the time, I was, depending on the track, 3 – 8 seconds slower than the fast drivers. In addition, the lack of practice increased the chances of making a mistake or being overtaken by another car. Furthermore, my slower pace was also problematic when I lost contact with a group of cars due to an incident as I was not able to catch up with them again.

The other main reason for my mediocre results was the high amount of race incidents I was involved in. During the majority of the races I was spun out at least once by another driver who tried to overtake me at a place where it is not possible or in a way that was just too aggressive. Being spun out not only broke my concentration but also resulted in a huge loss of time and, due to my lack of speed, to a loss of contact with the other drivers. As soon as I was spun out during a race, the chances for a decent finish were ruined already.

In the end, I was frequently frustrated after a race weekend as I rarely managed to complete my personal goal of having a clean race which then could easily have resulted in a top-10 finish. As a result of this, I often was questioning myself if I should not stop participating in those races.

However, as participating in such a Conelanders race as well as driving a virtual race car in general always resulted in me playing at the very edge of my skill level, I was all the time motivated to compete in the next race despite all the negative experiences I made during the previous race again. As soon as I calmed down and overcame the frustration caused by the last race, I accepted the challenge of racing anew.

As a conclusion, the struggle between frustration and excitement is a prime example for the motivational effects of flow. Assetto Corsa as well as the Conelanders League provide me with a clear goal, new (or better the same as I never exhausted one) challenges and a constant feedback. In addition, the activity of racing exactly matches my personal skill level thus resulting in me being completely immersed in the gameplay.

Unfortunately, the motivational effects start to decline as I constantly encounter the same issues over and over again. Although flow has a huge motivational effect, it can not overcome a constant stream of disappointments and needs to be backed up with some successes. Hopefully, this will happen in the next race …

… challenge accepted!

Finding of the week #192

Transport Fever

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the release of Transport Fever which brought back great memories of playing Transport Tycoon about 20 years ago.

One of the first games I played for a really long time was Transport Tycoon which was developed by Chris Sawyer and got published in 1994 by MicroProse. The game challenged the players to manage a transport company during the time from 1930 to 2030 by setting up efficient transportation lines in order to transport goods from one place to another. For this purpose, players had access to various road vehicles, trains, ships as well as planes and were able to develop a map’s infrastructure by building rail lines, streets, harbors and airports. Furthermore, the historic development of technologies played a central role in the game as new and more efficent vehicles got developed and released as time progressed in the game.

Personally, I was mostly attracted by the game as it allowed me to use different transportational means instead of just focussing on a single technology like trains in Railroad Tycoon. In addition, I found it very interesting to learn more about historic locomotives and airplanes by playing this business simulation.

Unfortunately, aside from the OpenTTD (Open Transport Tyconn Deluxe) project which started 2004, no new business simulation game which provided a similar gameplay experience or improved the game mechanics used in Transport Tycoon got developed since then. OpenTTD is based on the original Transport Tycoon Deluxe and received various improvements throughout its community driven development, but still uses the same 2D isometric graphics.

Transport Fever

Transport Fever

On 8. November 2016, about 22 years after the release of the original game, Transport Fever got released. Transport Fever provides a similar gameplay but streamlines important functions such as building infrastructur as well setting up lines, and provides a beautiful 3D environment. Although I have not played the game a lot since it was released, it immediately brought back great memories of playing the old Transport Tycoon.

Finally, the long wait has come to an end!

Finding of the week #191

Measuring the distracting effects of loud noises using computer games

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the results of a small experiment I did in order to measure the distracting effects of loud noises coming from a nearby construction site using computer games.

Over a year ago, I wrote about the need for a quiet and comfortable workspace in order to work efficiently. Unfortunately, since I wrote this article, the loud noise caused by the workers right in front of my door has not subsided. As there is no way to actually stop them from doing what they do, I started to think about ways to measure the negative effects of the noise on my concentration using computer games.

After a short requirement analysis I came to the conclusion that I need to play a game that constantly demands my full concentration in order to be played successfully. Also, the game needed to be repeatable in order to allow for a comparison of the results. A game that perfectly meets those requirements is DiRT Rally as the gameplay of this rally simulation demands a player’s full concentration in order to drive the virtual rally cars at their limits and to comprehend the calls of the co-driver. Furthermore, DiRT Rally provides different short rally stages that can be repeated in custom events thus allowing for a direct comparison of a player’s performance.

In the end, I created a custom event consisting of four different rally stages belonging to the Sweden Rally in order to reduce the training effects due to the needed repetition. Subsequently, I completed the custom event while the workers were causing the noise and after the work hours when my concentration was not affected by their work.

The results of this experiments were stronger than I expected as, on average, I was 10% slower while my concentration was affected by the noise. In addition, I made more mistakes while I was subjected to the noise.

As a conclusion, the experiment’s results indicate that loud noises and potentially other distracting effects significantly reduce and disrupt a person’s concentration. Also, the results suggest that my work performance throughout the last year was permanently reduced due to the loud noises of nearby house building activities.

Lastly, I found it very interesting to observe that even very immersive activities such as playing computer games were significantly affected by distracting effects like loud noises.

Finding of the week #190

Paris Agreement Enters Into Force

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the fact that the Paris Agreement was ratified by 55 countries that account for at least 55% of global emissions and has entered into force.

Last year, on 12 December 2015, the Paris Agreement was adopted by consensus by all of the 196 United Nations Framework Convention on Climate Change (UNFCCC) member parties. The UNFCCC member parties agreed to take action against global warming by reducing their CO2 emissions in order to limit global warming to well below 2°C on average. About 11 months later, on 4 November 2016, the Paris Agreement entered into force, thus setting a strong signal to globally act on climate change as the agreement had to be ratified by 55 countries that account for at least 55% of global emissions before.

Reason 1

We do have the power to save the world.

Although this is a huge step forward towards a carbon free society, it is just the beginning. Now, as the Paris Agreement has entered into force, we need to take action and start to come up with solutions and ways in order to reduce our emissions. Unfortunately, the pact mostly consists of aims and not firm commitments as well as many items that are just voluntary and not binding. Therefore, it is even more important to continue to dicuss global warming in order to rise the awareness for this global problem.

Nature.

Nature.

It is critical that people all over the world realize the urgency to act now to save our Pale Blue Dot and to keep the Earth a beautiful place for future generation. As this is a global problem, it can only be solved when we start to work together. We as inhabitants of our planet need to urge our leaders that we want to step away from fossil fuels and reduce human-made emissions. The power lies in our hands as we can put pressure on our leaders as well as the industry to come up with innovations for an environmental friendly future.

When we help the movement around the Paris Agreement to gain momentum then 4 November 2016 can become a historic day on which the world has changed and the Paris Agreement truely has turned into „a message of life“.