Finding of the week #139

The joy of improving

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 emotional rewards of playing DiRT Rally.

Currently, DiRT Rally is one of my favorite racing games as it allows me to experience the excitement off-road racing and to put my driving skills to a test in the disciplines of rally, hillclimb, as well as rallycross. Additionally, the game realistically simulates the behavior of the rally cars on different surface types. For instance, it is much easier to keep a car under control when driving at high speeds on dry asphalt than on a gravel road. Racing along those rally stages provides me with new challenges as rallying requires a completely different style of driving than racing at a regular race circuit.

Racing in DiRT Rally.

Racing in DiRT Rally.

In general, playing a realistic racing game mostly results in a strong flow experience as the racing itself provides drivers with clear goals and a constant feedback about the own progress. The most obvious goal is to beat the own personal best lap time on a race track and/or to drive a perfect lap. This goal is even recursive as each time a driver achieves a new fastest lap, the goal is renewed and the player can start again to beat the own lap time. In addition, the player is constantly informed about the own performance as the game displays the current lap time and thus the player is able to observe the own progress.

As a result, players can get into the state of flow which constantly motivates them to continue and to exhaust their skills in order to overcome the next challenge. The lap time in itself becomes unimportant to the players as they do not crave for the achievement. Instead, they derive their motivation from the emotional rewards of completing a challenge after having exhausted the own skills.

This is also true for DiRT Rally, as the main goal for the players is to complete a rally stage as fast as possible. In addition, the driving experience of a rally car in itself provides the players with a new challenge and allows the application of special techniques that are used in rallying. For instance, the players can learn and master rally maneuvers, such as a handbrake turn or a Scandinavian flick. The behavior of the virtual rally car then constantly provides the players with feedback about their learning progress.

This is also the main reason why DiRT Rally is currently one of my favorite games. It provides me with a great amount of new challenges, constant feedback and lots of emotional rewards.

Finding of the week #138

Force Feedback

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 first time experience of using a force feedback device.

Realistic racing simulations belong to my favorite computer games as they have a very strong immersive effect and are an ideal environment to observe my personal improvement over time. On the one hand, the strong immersion is a result of the visual representation of the virtual racing as racing simulations allow me to enjoy the gameplay from the driver’s perspective, thus giving me the feeling of actually driving the car. On the other hand, the strong immersion is also a result of the realistic physics-engine that simulates the behavior of the car correctly and provides me with feedback about the car’s performance and the surface condition.

Furthermore, the realistic physics-engine helps me to observe my personal improvement as it provides me with an immediate feedback about my driving performance. Over time, I develop a feeling for a race car which enables me to drive it at its limits without loosing control over it. In the end, the feeling provided by the physics-engine allows me to recognize when I start to master a particular race car. In addition, the racing itself provides me with lots of feedback about my improvement as I get constantly informed about my lap time and thus I can visualize my progress.

DiRT Rally

DiRT Rally

Recently, developing a feeling for a race car has reached a completely new dimension for me. Until the end of last week, I was playing racing games with a very basic, no force feedback racing wheel that featured only 280° of rotation. Now, I have upgraded to a 900° of rotation force feedback racing wheel that really helps me to develop a feeling for a race car. Although the positive effects of force feedback are already well known, I was blown away as I played a racing game for the very first time using the new racing wheel as this was also my first time experience of the current generation of force feedback. Using it resulted in a new dimension of immersion as the force feedback provides me with an additional layer of feedback about the status of my car. Additionally, based on this feedback, it is much easier to develop a feeling for a particular race car and to control it at its very limits.

Finally, I was really amazed as I played for the very first time the off-road racing simulation DiRT Rally with my new racing wheel as it provided me with an accurate feedback about the surface condition. In particular, my first race took place on a gravel road and the emulated vibrations of my racing wheel resulted the same feeling I experienced while I was driving along gravel roads in Iceland.

In the end, driving a virtual race car now feels almost as if I would be driving a real car. Well, except for the fact that I unfortunately do not feel the acceleration on my body. Still, I can not wait for the next ride along a virtual race track!

Finding of the week #137

The future is now

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 fast technological advancement of computer games.

On October 21, 2015, the future has become reality. At least, this is what happens in the movie „Back to the Future Part II“ as Marty McFly and Dr. Emmett „Doc“ Brown travel from the year 1985 to the year 2015 and are able to take a sneak peak at the future of the world. Although I do not want to compare the future shown in the movie with our reality, I have to admit that dehydrated pizzas would be a great addition to the standard frozen pizza selection we can find in our grocery stores these days.

As I watched Back to the Future Part 2 on this famous day, I really had to think about the most recent history of the computer game development. Just looking back at the last ten years makes me realize how fast the technological advancement is. Additionally, it is fascinating to play again a ten years old computer game that seemed very realistic back in the days. Today, the game brings back good memories, but my perception of it has drastically changed as it looks really stiff and the textures as well as the physics-engine seem no longer as realistic as they did ten years ago.

For instance, sports and racing games always had the goal to achieve a photo-realistic simulation of the sport in question. Ten years ago, they began to look good from a distance, but they never reached an authentic visual representation. Today, some simulation games have almost reached the goal of a photo-realistic simulation and could trick the human eye when the gameplay is shown on the TV instead of a live coverage of a sport event.

Ferrari LaFerrari in Assetto Corsa

Ferrari LaFerrari in Assetto Corsa

However, this is not the end as the virtual reality (VR), which will achieve a new dimension of immersion, is approaching fast. For instance, the Oculus Rift will be released in Q1 2016 and promises a new immersive experience. The Oculus Rift itself is a head-mounted display that actually allows its users to look around in a virtual world. VR is the next step that brings us closer to a total immersion as the immersion is currently broken as soon as the user looks to the side and thus away from the monitor. This issue will be solved with head-mounted displays that react to the movement of the user’s head.

Aside from the technological advancement of the computer game development itself, new forms and use cases of computer games have been found. Computer games are used for educational purposes and even encode knowledge that can be learned during the gameplay. Those virtual learning environments keep the learners engaged and achieve the same learning outcome as traditional learning methods. Furthermore, due to the technological advancement of the internet, watching the gameplay of other players in the form of Let’s Play videos and live streams has become a new form of entertainment.

As a conclusion, the last ten years have greatly changed the computer games and created new use cases of them. I’m already looking forward to take a look back at today’s photo-realistic games and to compare them to games that will exist in ten years from now.

Finding of the week #136

The achievement 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 how achievements have lost their meaningfulness.

Achievements are a simple method to reward players for playing and exploring the game. Depending on the game, achievements are a reward for completing the game, exploring the virtual world or even doing things in an unusual way. Sometimes, achievements are even combined with additional rewards the player receives for getting a very complex achievement. Furthermore, achievements do not require a lot of additional development as they just check if a player has fulfilled a certain requirement.

The underlying idea of the achievements follows the principle of a flow inducing activity. Each achievement provides the players with a clear goal, a constant feedback about their progress and a meaningful reward. For instance, a player can get an achievement for collecting a certain amount of items. The achievement itself describes the requirement and shows a progress bar to provide the player with a constant feedback about the own progress. As soon as the player has collected the right amount of items, an information is displayed that the player has unlocked the achievement.

The first time I got in contact with achievements was as they got added to World of Warcraft (WoW) with the release of the update that prepared the world of Azeroth for the release of the „Wrath of the Lichking“ expansion pack. At this time, WoW featured 745 different achievements that belonged to eight different categories. Amongst other things, WoW players were able to collect achievements for completing quests, exploring the world, defeating raid bosses or fighting against other players.

An achievement in World of Warcraft.

An achievement in World of Warcraft.

Although the achievements have not changed the gameplay itself, they added a new layer of meaning to the activities in WoW. For example, completing an instance for the very first time was rewarded with a new achievement that provided the players with a feeling that they have achieved something meaningful. Some of the achievements provided the players with hard challenges and, as a result of this, contributed to a player’s reputation as they were a direct representation of the player’s skill level. Furthermore, the achievements provided the players with new ideas they could try out in the game world in order to unlock some special achievement. This new game mechanic even encouraged players to revisit old places to complete their achievement collection. In conclusion, the achievements were a great system to revitalize old content and to keep players longer engaged in the current content.

Since then, achievements became one if the most easiest ways to keep players engaged in a computer game as they are very effective and easy to implement at the same time. Today, the game mechanic is being implemented in the majority of the current computer games. Some computer games are even rewarding the players with an achievement for starting the game for the very first time. As a result, achievements lost most of their meaningfulness as they have become a common element of computer games. Personally, I do not even notice anymore when I get a new achievement as most of them are rewarded for just playing the game.

In conclusion, achievements are a great way to reward the players as long as they only reward important milestones during the gameplay. This way, the players associate them with important moments during their gameplay and feel rewarded for their performance as they then have achieved something meaningful.

Currently, World of Warcraft features 2587 achievements belonging to 12 categories.

Finding of the week #135

The Lego 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 the close resemblance of some computer games to Lego.

During my childhood, I spent a lot of time playing with Lego models or building new vehicles and buildings out of the many different Lego blocks. The great thing about Lego is that it allowed me to express my creativity and to shape new things out of a bunch of different blocks. Although I have not built anything out of Lego for a very long time, I still enjoy designing new things out of a bunch of blocks. However, in contrast to the plastic Lego blocks, the building blocks are now virtual blocks and only exist in particular game worlds.

Building new vehicles and buildings has become one of the core game mechanics of current computer games. Minecraft allows the players to place, remove and relocate a colorful variety of different blocks in order to create huge buildings and express their creativity. Kerbal Space Program, Besiege and TerraTech evolve around the assembly of different vehicles and provide the players with a variety of different parts that can be combined in order to design a new vehicle. Subesequently, the players can utilize their unique vehicles in order to explore the virtual world or to pursue their goals.

Interestingly, the core concept of the gameplay has not changed since my Lego days. Of course, the environment is now a bit more age appropriate and demands additional knowledge about physics and the laws of nature. Furthermore, due to the strong immersive effects, it feels almost as if I would be directly involved in the action. For instance, landing a spaceplane back on the runway always results in a very exciting experience. However, I can still feel the same excitement of my Lego days when I design a new virtual airplane or building.

Curiously, the virtual world of Minecraft even closed the gap and became to a certain degree reality: Lego has created a special Minecraft series and thus closed the circle.

Finding of the week #134

Lessons learned from creating Let’s Play videos

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 some of the lessons I have learned during my career as a creator of Let’s Play videos.

Creating Let’s Play (LP) videos is a special way of playing a computer game as the player commentates and records the own gameplay. The resulting LP is a coverage of the gameplay that is enhanced with an additional story arc due to the player’s commentary. This article reports on my own experiences of creating LPs and uploading them to YouTube. Most of my experiences might be obvious and already well known. Furthermore, some of my experiences are caused by the functionality of YouTube and are not directly connected with the creation of LPs.

Learning how to create LPs takes time. It might be possible to extract the most important elements of creating an LP by watching already existing LPs, but actually recording a video and comming up with an exciting commentary is challenging as all of this happens just in front of the own computer screen without any audience. As a result of this, the player just talks into the microphone without getting an immediate feedback on the own performance. Additionally, it takes time to get used to play a game and to commentate on the own actions at the same time. Some games are really demanding and thus it is not that easy to simultaneously focus on both tasks.

Building a loyal audience takes time. One of the biggest challenges of creating LPs is probably to build a loyal audience that enjoys the videos and even interacts with the content creator by commenting on them. This can be explained with the high amount of other Let’s Players that are competing around the attention of the viewers and the functionality of the YouTube search algorithm that favors YouTubers who already have a high amount of viewers. In the end, a new content creator has a very hard time to reach other people as the uploaded LPs are only found by a few viewers.

It is all about the game and not about the player. The majority of the viewers is mostly interested in the gameplay of a particular game and does not follow the player’s progress through a different game. As a result of this, only a particular LP series gets a high amount of views whereas all the other series are only watched by a few users who are really interested in the player’s playstyle. This behavior has surprised me the most as I have selected my favorite YouTubers by their playstyles and not by the games they are playing.

Announcements, offers and requests only have a limited effect. Creating special announcments or requesting some feedback has a very low response rate. This observation aligns with the previous observation that the majority of the users only follows one video series. Even if a less popular video series is announced in a popular video series, the amount of views of the less popular series remains the same.

Although my observations revealed some curious aspects of uploading LPs to YouTube, creating LPs can be still very entertaining and can become a great hobby.

Finding of the week #133

Complex strategy 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 turn-based strategy games that provide the players with very complex strategic options.

Personally, I enjoy playing strategy games as they allow me to experiment around with different approaches to win the game. In general, strategy games can be separated into two different groups: real-time strategy (RTS) and turn-based strategy (TBS) games. The former kind of strategy games simulates a continuous flow of time and thus the player is also required to react in time during a battle. In StarCraft2, for example, the player has not only to prepare a well mixed army, but also to control the movement of the units in real-time. The latter kind of strategy games removes the continuous flow of time by segmenting the gameplay into turns. During the own turn, the player can move the own units, attack enemies, order new infrastructure, and/or start new research projects. In XCOM: Enemy Unknown, for instance, the player controls a small team of soldiers who can move for a certain distance or attack an enemy during a turn. Once all actions are used, the player can not do anything else except for ending the turn and following the opponent’s actions.

In contrast to the gameplay of TBS games, the gameplay of RTS games does not follow a long-term strategy. Instead, RTS players execute a certain tactic and adjust the tactic based on the reaction of the opponents. In the end, the gameplay of RTS games is mostly determined by the rock, paper, scissors concept as each unit has some strengths and some weaknesses. The gameplay of TBS, however, evolves around a long-term strategy and requires the players to think ahead in order to win the game. In addition, TBS games can also evolve around a so-called „grand strategy“ that provides the players with an overall goal they have to pursue throughout the whole gameplay. Every decision during the gameplay has to contribute to the grand strategy even though the decisions are not beneficial for the player’s current position.

During the gameplay of an RTS game, the players have to outmaneuver the enemies by creating an army that exploits the weaknesses of the opponent’s army. Additionally, RTS players have to adjust their strategy once they discovered the tactic of their opponents. Although this requires a good decision-making, the strategic options in the game are not very complex. In contrast to the RTS games, the TBS games can provide the players with a lot of different strategic options to win the game. In Civilization V, for instance, the player is able to win the game by fulfilling one of many victory conditions. The player can win the game by dominating all the enemies, by researching a spacecraft and leaving Earth, or by reaching a certain diplomatic influence. All these different victory conditions require a different playstyle and a focus on different resources in the game. In the end, the strategic options of TBS games can be very complex and sometimes even overwhelm the players.

Personally, I really enjoy playing very complex games as they allow me to try out various tactics and to find new ways to triumph over my opponents. However, those complex games do have also a downside as the high amount of strategic options is hard to understand during the initial hours of playing the game. Players easily can feel overwhelmed by all the different choices and might even not be aware of all the strategic options in the game. In addition, players have not only to learn the controls of the game but also to develop an understanding for all the resources and the dependencies between the resources. In the end, the initial hours of playing such a game challenge the players with a very steep learning curve which can sometimes even be discouraging to the players. On other hand, as soon as the players have developed an understanding, they feel really rewarded by the high amount of strategic options.

In conclusion, grand strategy TBS games encode a high amount of knowledge that has to be learned in order to successfully play the game. As soon as the players have developed an understanding for the game mechanics, they will thoroughly enjoy the gameplay. However, achieving this understanding is a hard challenge.

Finding of the week #132

Motivating players to tackle nine years old content

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 way how World of Warcraft motivates its players to tackle nine year old content.

Over the course of a year, several so-called „world events“ take place in the virtual world of Word of Warcraft (WoW). The world events are based on real world events, such as Christmas, Eastern and Thanksgiving. Currently, the „Brewfest“, which is based on the Oktoberfest, takes place in Azeroth and imports some elements of the Bavarian culture into the virtual world. The Brewfest was added to the game in the year 2007 and is now celebrated for the ninth time. Surprisingly, although the underlying quests were not significantly changed during the last nine years, the Brewfest still attracts a lot of players who complete all the related activities in order to earn „Brewfest Prize Tokens“.

Brewfest 2015 - Dark Iron Attack

Brewfest 2015 – Dark Iron Attack

The reason behind the high demand for the tokens can be explained with the fact that the Brewfest 2015 received a bunch of new items that only can be purchased with the special Brewfest currency. Usually, old content is no longer visited as soon as the players can not get anything new from it. The reason behind this phenomenon lies in the structure of the events in the game as they do not feature an infinite amount of unique quests. Instead, an event features a few quests that can be repeated on a daily basis and that reward the player with a certain reward on completion. In this case, a player has usually completed all the available quests on the first day and starts to repeat them the over the course of the following days in order to gather enough resources to obtain the desired event rewards. Over time, the quests cease to be entertaining and become a chore the player has to complete.

However, the player is provided with a clear goal and a constant feedback about the own progress and thus the player is very motivated to tackle the quests on a daily basis. This is also the main reason why the gamification is so successful as it provides the users with a clear goal and constant feedback about their progress so that they are highly motivated to work towards that goal by completing daily chores.

Players deliver kegs in order to obtain Brewfest Prize Tokens.

Players deliver kegs in order to obtain Brewfest Prize Tokens.

As soon as the player has obtained all available items, the motivational effect of working towards a clear goal stops and the player looses interest in completing the daily quests. However, the motivational effect can be restored by adding new rewards to the game and, as a result of this, the player has a new incentive to tacke the daily chores in a highly motivated way. In this case, adding new rewards to the game is a very effective and easy strategy to raise the interest of the players for the old content as the events do not need to be changed.

The NPC that sells the event related items is surrounded by players.

The NPC that sells the event related items is surrounded by players.

This is especially surprising as the content is already nine years old and the rewards are nothing more than a few fun items that do not change the gameplay of the players in a significant way. On the other hand, it demonstrates well how strong the motivational effects of virtual rewards can be.

Finding of the week #131

Learning more about a culture

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 way how Never Alone presents the culture of the Iñupiat people to interested players from all over the world.

Recently, I began to play the computer game „Never Alone (Kisima Ingitchuna)“ and I was caught right away by its unique concept as it presents the culture of the Iñupiat people in a very engaging way. During the gameplay, players can learn new knowledge about the culture of the native Alaska people by discovering and watching so-called „Cultural Insights“.

Each of those special videos follows the style of a documentary and is about a certain part of the Iñupiat culture. In addition, the videos are also used in order to provide the players with some background information about certain elements that play a crucial role in the game. For instance, a player receives a bola during the early stages of the gameplay and can subsequently use it in order to destroy certain ice barriers. At the same time, the player unlocks a new Cultural Insight that presents the original use of a bola and describes a special hunting method of the Iñupiat people.

The story of the game itself is about a young Iñupiat girl who is lost in the Alaskan wilderness and tries to find her way back to safety. Fortunately, she is not alone as she is accompanied by an arctic fox. During the gameplay, players can switch between both characters in order to solve puzzles and to overcome challenges.

Personnally, I think the combination of documentaries with an engaging gameplay is a great way to develop a certain understanding of a different culture. On the one hand, the videos provide the players with a connection to the real world and help them to understand the feelings and thoughts of the Iñupiat people. The computer game itself, on the other hand, even allows the players to experience the mythical elements of the culture. For instance, a Cultural Insight introduces the player into the thought that every part of the world has its own soul and that those souls sometimes even help the people. Subsequently, the player meets the mythical helpers that continously help the player to overcome challenges.

Helpers in Never Alone.

Helpers in Never Alone.

In the end, Never Alone demonstrates that computer games can be even used to help players to develop a certain understanding of a foreign culture.

Finding of the week #130

Experiencing a new level of flow

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 experience of entering a new dimension of flow by combining two different flow activities.

I already wrote about the way how I was motivated by the state of flow while I was running [1]. While being in the state of flow, everything except for the current activity becomes unimportant. The only goal is to continue and to remain in the state of flow as this is one of the most rewarding feelings. A person, who is in the state of flow, is completely immersed in the activity, enjoys every part of it and does not want to reach the end. In the end, being in the state of flow is the wish to never stop experiencing the current situation. This is also the main reason why flow keeps a person motivated to tackle a new challenge that will exhaust all of his skills in order to overcome it.

Recently, I have experienced a new dimension of flow while I was running. Normally, the state of flow is caused by the activity itself as it provides me with a constant stream of feedback about my progress. This time, however, the „regular“ running flow was enhanced due to the fact that I was running in a very energetic environment: I was running along the shoreline of one of the East Frisian Island during high tide. Not only that I was running right next to the approaching waves, I was also exposed to a light rain and a very strong wind that made the athmosphere even more energetic.

Running along the shoreline

Running along the shoreline

Looking back on this particular running session, it seems that the state of flow reached a new dimension as I combined two different flow activities. Being exposed to the elements and watching the waves can be very exciting and cause the state of flow. At the same time, I was following my passion of running and thus I was already in the state of flow. In the end, I have combined both activities and, as a result of this, I have experienced a new dimension of flow that caused a very rewarding feeling.