Finding of the week #259

Inspiration and Motivation from Epic-Wins

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 epic-wins, especially when they are experienced after having demonstrated a strong endurance, can inspire us that everything is possible – even in the real world.

An epic-win can have many forms. In most of the cases, an epic-win is experienced when a computer game player or even a group of players manages to overcome a desperate situation during their gameplay. Another potential scenario for an epic-win is when a player manages to flawlessly solve a difficult situation thus experiencing a feeling that something extraordinary was accomplished. In the end, a player feels more powerful and ready to tackle the next difficult challenge after experiencing an epic-win as it lets players believe that everything is possible.

A different form of an epic-win is when a player finally achieves something in a game they were working towards for a very long time. This epic-win is even enhanced when the chances for a successful accomplishment of their goals are very low due to the underlying principles of the gameplay. For instance, a player’s goal could be a specific item that can only be found in a few places and to a very low percentage. Thus, the player is required to search for those places in the hope that they finally have some luck. When the player finally manages to collect that item or even obtains it in a very unlikely way, it feels like a super rewarding moment as the player demonstrated the own endurance.

Personally, I experienced such an epic-win the other day after finally finding a specific enchantment in Minecraft I was trying to get for quite some time. The most common way to get this enchantment is by simply fishing and hoping to catch enchanted books. This, however, is a very unspectacular activity in Minecraft as the player only is required to watch the bobber and press the right mouse button once it bounces. Hence, I only did this from time to time in the hope that I might end up catching such an enchanted book. Unfortunately, I was not that lucky and decided to explore a bit more my virtual world. During this expedition, I found a pyramid-a special feature in Minecraft-and, while I was exploring it, discovered a chest that contained the enchantment. In this very moment, I experienced a true epic-win as I was finally rewarded for my endurance even though I was not exactly searching for this book at that moment.

In conclusion, computer games always provide us with the chance of achieving something as long as it is possible in the game. Often, it just takes a lot of time and endurance, but, as it is possible, we keep on playing the game with the knowledge that one day we will achieve what we want to achieve. Hence, computer games can give us the motivation and confidence that we can accomplish anything, if we just try hard and long enough. If we can carry over this inspiration to the real world, computer games might be able to change the world or at least make us dream and give us hope.

Finding of the week #257

Dramatic Music in Calm Moments

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 importance of a game’s soundtrack and the necessity to implement additional functions that check if a certain music theme has to be played.

A computer game’s music has a similar purpose to the soundtrack of a movie. It contributes to the game’s overall atmosphere and underlines key events of the gameplay. For instance, many stroy-based linear games implement an atmospheric background music that fits the overall setting of the game, but play more dramatic, energetic, and dominant music during a fight.

Depending on the style of the game, this also influences a player’s interactions with the game. During explorative gameplay that requires players to solve puzzles or to move from one spot to another, a player can interact with the game without any pressure. This more relaxed gameplay is supported by atmospheric background music. However, when a fight begins, one has to react quickly and accordingly in order to overcome the challenge. Thus, some more dramatic is played to emphasize the importance of the player’s gameplay and to induce some artificial pressure.

In addition, a change in the music theme can also provide players with hints about upcoming events, such as an encounter with a strong enemy, or an upcoming key moment in the game’s story. As a result of this, music is also used to guide the player through the story.

However, although music fulfills a similar purpose to a movie’s music, the implementation of theme changes is critical for the believability of the game’s atmosphere. In contrast to movies, a player can control the progression of the story by stopping at a certain spot to enjoy the scenery or taking a different approach than anticipated by the developers. This potentially can create unwanted effects that render the gameplay almost hilarious.

For instance, a player can trigger an event causing the music to change to a dramatic theme indicating the existence of enemies. However, when the player then decides to turn around because they want to check if there might be a different path, then they are continuously listening to the dramatic music without being in a fight. This potentially results in a very hilarious moment for the players as this music will not stop until they returned to the point where the story continues and the fight begins.

Therefore, it is also important, like with any other game mechanic, to anticipate any player behavior and to implement functions that change the music back to the previous theme or the general background music when a player takes a different route or starts to move away from the position where the next event would be triggered. Overall, music is an important part of each computer game and greatly affects a game’s atmosphere.

Finding of the week #255

Train Any Knowledge You Want

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 computer games can be used to learn any knowledge in a highly motivating way.

Acquiring new knowledge not only requires a learner to memorize and understand theoretical information, but also to gain experience with its explicit application. This often is achieved with repetitive training allowing for the experience of new problems that demand the application of the learning content. However, in many cases, repetitive training can become boring, is expensive or even dangerous. As a result, computer-based simulations are developed that allow learners to practive the knowledge in a safe environment.

Computer games are a special form of simulations as they not only encode a particular knowledge in their game mechanics but also allow for an adjustment of its abstractness. Computer games not necessarily need to simulate every detail of a knowledge and hence can present and demand it in a more intuitive way. This also is a critical element of making a game fun to play and highly intuitive. That way, players easily can gain experience with a particular knowledge on a meta level or focus on a particular aspect without being overwhelmed by its complexity.

However, like real training simulations, computer games can also encode all aspects, information and principles of a particular knowledge. Thus, they achieve an accurate simulation of it which potentially is enhanced with some additional rewarding gameplay elements increasing the motivational aspects of using the game for a knowledge training.

In conclusion, computer games can be utilized to demonstrate and to demand any knowledge. Moreover, they can also demonstrate the knowledge’s application in a meaningful way by embedding it in a narrative or using it as a means to solve puzzles. This potentially increases a learner’s motivation to tackle the virtual training exercises as the knowledge’s pure theoretical aspects are then hidden in the gameplay.

Finding of the week #254

The Joy of One-Button 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 how even one-button games can show a high entertainment rating when the conditions for flow are met.

Recently, a colleague installed a very simple game on the Apple TV connected to the large monitor standing in our meeting room: Jump Drive. During the gameplay, players are challenged to navigate a constantly forward flying star ship through the map that features moving obstacles. At first, the obstacles challenged us with simple movement patterns. Over time, however, the patterns and amount of obstacles got more complex thus achieving a significant challenge. Ultimately, the goal of the game is to collect purple diamonds that are used to unlock new ships or new challenges.

Although the gameplay might sound relatively complex, it remains very simple as a user can merely activate the ship’s jump drive that rapidly propels it forward by pressing a button on the Apple TV remote control. Thus, players are challenged to time the activation well in order to gather the maximum amount of points without colliding with an obstacle. Also, this very limited gameplay already shows high flow inducing properties as players are constantly facing new challenges, receive immediate feedback and follow clear rules. As a result, this little game achieves a high entertainment value.

Naturally, Jump Drive is not a game that can be played over a longer period but it can cause a helpful distraction that increases one’s creativity during stressful or cognitive demanding times at work. Also, as we mostly play this game together with a couple of colleagues, a certain degree of competition and excitement arises. We are cheering for the active player when they have a run or try to find out who can survive the longest.

Ultimately, the simple computer game Jump Drive demonstrates the importance of flow inducing properties as this state of mind even turns a One-Button Game into a very exciting activity.

Finding of the week #253

Inspiration and Hope

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 computer games can inspire and give us hope which especially is helpful during rough times in our normal lifes.

Computer games, like any other medium, can inspire users and give them hope to believe in themselves. This can especially be helpful when they go through a rough time in their real lifes and need some motivation to continue finding a solution. However, in contrast to music or movies that only reach a listener or viewer in a direct and emotional way, computer games can also inspire players by challenging them to overcome dire situations or even save the entire world. Thus, games provide an incentive to actively take part in a meaningful process that often is much greater than the player’s role.

For instance, the games of the Mass Effect series put the player into the role of a star ship’s commander who is sent through the Milky Way galaxy to stop an aggressor from eradicating all organic civilizations. During this adventurous journey, the player often has to make important decisions that affect and change the game’s narration. In addition, the player meets a lot of virtual inhabitants of the galaxy that ask for help and thank the player in a very emotional way. As a result, the player not only changes the lifes of many others, but can also save all civilized life in the galaxy.

By playing a central role in such a meaningful process, players often start to feel powerful as they can change the world when they put enough effort into the gameplay. This motivating feeling is even enhanced as computer games induce flow by providing clear goals, immediate feedback and a constant stream of new challenges that increase in difficulty. In the end, players can get into the mood that anything is possible and nothing can stop them. This mood ultimately can give them hope to be able to solve their real problems and/or inspire them to tackle the problems in a very energic way or with a new approach.

Finding of the week #252

Optional Goals

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 optional goals are implemented and advertised inside of a computer game.

Computer games often provide additional goals to encourage players to carefully explore the game world instead of simply following the main story line. The optional goals can range from simple collection goals requiring players to find special tokens in the game world to fully fledged side missions telling a unique story. Non-mandatory goals additionally increase a game’s replayability as players might have missed some of them thus experiencing a different story or discovering new and special places during a second playthrough.

However, optional goals are difficult to implement from a game design perspective as they are intended to surprise a player and inspire them to thoroughly explore the game world. On the other hand, optional goals also have a high chance of being overlooked by players even during a second playthrough as they need to be hidden in the game world. As a result, some hidden goals are rarely seen by players or players are not aware that a particular non-mandatory goal exists.

Optional goals (photos to take) in „Life Is Strange“

Therefore, game designers often implement achievements or other summary screens indicating a player’s progress towards having discovered all hidden game elements. While this approach guides players and motivates them to revisit specific parts of the game, it also reduces a bit the optional aspect of those goals as they suddenly receive a higher value. In addition, players might feel discouraged when they realize that they overlooked something and can not complete the game to 100 percent. Moreover, by implementing a collection screen a player can unlock over time, the surprising aspect of discovering something unexpected might be lost as well.

In the end, it is very difficult to find the right balance between indicating the existence of potential goals and simply surprising players. Personally, I would prefer to have the chance to be surprised instead of being aware of optional gameplay elements as this makes them more special and turns them into true secrets.

Finding of the week #249

Hiding Limited Behavioral Patterns

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 a game’s story hides limited behavioral patterns that would otherwise be noticeable.

Many computer games allow players to experience atmospheric and exciting narratives by presenting great and dangerous problems only they can solve. The presentation and the overall embedding of a game’s story is often achieved with Non-Player Characters (NPCs) that inform players about a particular problem, provide background information or react to a player’s actions.

An NPC’s reaction can be twofold: 1) The NPC can either react to a player’s successful completion of a task by thanking or rewarding the player, or 2) react to a player’s presence or recent accomplishments by simply acknowledging her existence or expressing the own gratitude or fear. In both cases, an NPC’s reaction rewards the user with positive emotions as they managed to potentially change somenones life or even saved an entire planet. In contrast to virtual items, emotions affect a player in the real world thus ultimately leading to a more intense gameplay experience and even a potential improvement of a player’s mood and general well-being.

Seen from a programming point of view, an NPC’s reaction merely follows the settings of a couple of variables that determine success or defeat and the player’s general reputation. This is due to the fact that simulating realistic behavioral patterns is currently still impossible and would require a lot of expensive development. However, as a game’s narrative normally provides players with clear goals they simply need to complete in order to progress with the story, this limitation is rarely noticed. That way, atmospheric and believable reactions can be modelled and subsequently activated when the required conditions are met. As a result of this, the player experiences the impression that the NPC really saw what the player did and hence feels emotionally involved.

In the end, by using NPCs to only inform players about great problems and rewarding them for their help without requiring additional interactions with them, technical limitations can be hidden.

Finding of the week #248

Individual and Creative Virtual Holiday Celebrations

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 a high degree of freedom and creativity can greatly enhance a player’s experience of a virtual holiday celebration.

Seasonal events implemented in a computer game simulate specific real world holidays by turning major traditions into gameplay elements or simply changing the environment by adding event-specific decorations. That way, the seasonal events not only reduce the distance between the real and the virtual world, but also allow players to celebrate the holidays directly inside of the virtual environments. This convergence between the virtual environments and reality also contributes to the overall holiday spirit as it avoids breaking the ongoing celebrations surrounding a player in the real world.

Feast of the Winter Veil

World of Warcraft: Feast of the Winter Veil

These special events are directly implemented by the developers of a game and are only active during a defined time frame. Outside of this time, the event is disabled and can not be accessed by players. While this is a very effective approach as it avoids implementing additional game mechanics allowing for player-specific ways to celebrate a particular holiday, it also shows the limitations of this concept. Players merely are passive spectators that, despite being able to complete event-specific challenges, can not directly influence the virtual celebrations.

A Christmas Tree in Minecraft

However, open world building games like Minecraft represent an exception as they allow players to freely change and decorate their virtual worlds. As a result, players can decorate their long-term projects inside of the games according to their personal interpretations of a particular event. Moreover, players are also in control of an event’s duration and hence can define how an event ends. This especially is important when these create games are played in multiplayer mode as this allows all players to collaboratively achieve a very individual and unique holiday celebration.

In the end, all virtual versions of a specific holiday can bring players closer together and achieve a convergence of the virtual environments and the real world. However, as holidays are also a unique and individual occasion, giving more control into the hands of the players can result in an even higher acceptance and interest in the events. Also, being able to experience unique and magical moments that result in great memories is essence of life.

Finding of the week #247

Believable Status Indication

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 a player’s status can be displayed in a virtual environment in a believable way.

The indication of a player’s status is a critical design element of many computer games as the information needs to be provided in a clear and easy way without visually irritating the player. Often, this is done using a 2D User Interface (UI) overlay over the actual 3D gameplay that contains bars or numbers expressing a player’s state. This non-diegetic technique, however, negatively affects the overall believability of the simulation as it adds an element to the gameplay that normally would not exist in reality.

In contrast, diegetic UIs embed the information directly into the virtual world thus making it to a part of it and increasing the overall believability. This approach is easy when the computer game simulates a real world activity, such as driving a car, flying an airplane, or operating other machines, that automatically provides a diegetic UI like a cockpit or other control interfaces. In such a case, the status information can be displayed in the same way as in the real world by utilizing the simulated indicators.

However, more creative and sometimes even magic approaches are needed when the game concentrates on the players themselves and lets them experience the virtual world from a first-person perspective. Normally, we have no indication of our current states in the real world aside from our senses. We know how we feel when we are hungry, cold, wet, injured, or happy. Encoding and conveying these feelings in a virtual environment, however, is not straightforward.

Therefore, due to technical limitations, metaphors need to be found that provide us with feedback about the states of our virtual bodies and inform us when we are affected by something. For instance, Stranded Deep indicates a player’s status on a virtual wristwatch the player is wearing. By simply pressing a button, the player’s avatar raises the left arm thus allowing the user to check their health and hunger. Take On Mars puts the players into a spacesuit that displays relevant health information directly into the players helmet like a Heads-Up Display.

This especially is important in the case of a Virtual Reality (VR) simulation that visually immerses the user by utilizing a Head-Mounted Display. In VR, using a diegetic UI is very important as regular 2D overlay UI can cause a high degree of distraction as it would always be in the player’s field of view independent from the player’s gaze.

Finding of the week #245

A Peaceful and Silent World

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 computer games can positively affect our energy and motivation during stressful and chaotic times.

Normally, we play computer games to entertain ourselves by experiencing exciting narratives or overcoming difficult challenges. In addition, depending on a game’s genre, they require us to cooperatively play together with players from all over the world thus ultimately allowing us to make new friends. Finally, computer games, as they provide us with meaningful rewards, often give us the feeling that we accomplished important things and changed the world.

That way, playing computer games and solving a continuous stream of new challenges during the gameplay is a very active process in which we can mentally immerse ourselves. However, this active process is also very physically and mentally demanding and requires a player’s full attention to solve a game’s puzzles or to exhaust the very own skill level. Thus, when a personal level of exhaustion is reached, playing computer games, like all other hobbies, starts to cease being entertaining. This phenomenon, however, is moderated by the game’s complexitiy, e.g. complex strategy games have a higher mental demand whereas first-person shooters rarely require complex decision making.

As a result, during stressful times, when a quick break and distraction is needed to regain some energy to continue working towards the completion of demanding tasks, simple and quick computer games are providing players with the highest degree of satisfaction. This is due to the fact that they save the limited amount of brainpower and still immerse a player in a completely different and entertaining activity.

Skyrim

Skyrim

Alternatively, walking simulators or open world games provide a similar distraction from stressful times as they allow players to delve into a virtual world they can freely explore and enjoy without directly being required to solve challenges. Instead, these games allow players to simply enjoy beautiful and, depending on the game’s visual presentation, even emotional or magical moments without actually playing the game.

For instance, games like Skyrim provide players with a vast and magical environment that features beautiful views and colorful sunsets. Those games can bring a player to a completely different scenery within the fraction of a second and, as a result of this, also allow them to relax during stressful times.

Personally, during the last days before the end of a paper deadline, I observed this behavior myself as I just started Minecraft to explore my virtual world without directly changing something in it. The simple act of enjoying the vista over my small little world from the top of a mountain allowed me to regain some energy and fully distract myself from a long to-do list. After a short amount time, I felt refreshed and ready to continue working.

As a conclusion, small journeys into a quiet and peaceful virtual world can have a very positive effect on the personal energy and motivation level during stressful times.