Finding of the week #244

A Difficult Game Design Challenge: Climate Change

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 critical game design problems that arise when complex problems like the climate change are addressed in a computer game.

Some time ago, I got asked how I would design a computer game that addresses ecological problems and tries to educate players about the effects of pollution, climate change and global warming. Although I strongly believe that computer games can help us to visualize and potentially even solve these global problems, it is not that simple to come up with a design for a good computer game. The reason for this is that this ecological subject has three main requirements which are hard to combine:

  • Global scale: Pollution and emissions of greenhouse gases affect the entire planet and are not just limited to a small area. In addition, different ecosystems react differently to certain changes in the global climate. That way, the game needs to present a resulting climate change on a global scale to demonstrate and educate about the underlying principles and effects.
  • Large time scale: Although the climate change is rapidly affecting various ecosystems around the world, it is still relative slow in respect to the way how we perceive time and change. As a result of this, it is necessary that the game allows players to control the flow of time to speed up the process and thus achieve a better understanding of the underlying principles.
  • Personal attachment: For the purpose of emotionally involving players in the gameplay and the game’s narrative, a personal attachment to protagonists in the game world is important. In addition, a first person perspective can also provide a more subjective, immersive and intense experience of the effects of climate change.

This requirement analysis ultimately creates the game design challenge of finding a way to combine a very subjective and emotional view with the presentation of large scale problems. The personal view reduces the player’s distance to the global problems to a minimum thus causing the users to regard them as their personal problems they have to solve–in the virtual and in the real world. The global presentation, on the other hand, demonstrates the underlying principles and allows players to develop an in-depth understanding of them.

Hopefully, this design challenge will be solved at some point, soon, as it is more important than ever before that the awareness of climate changed is raised in an intuitive and immersive way.

Finding of the week #243

Observing Limits of Cognitive Abilities

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 test the limits of our own cognitive abilities.

Frequent and deliberate practice helps us to internalize knowledge and, as a result of this, the knowledge’s performance becomes more fluent and even automated. This especially is the case when we acquire and practice a particular skill such as typing, dancing or driving a car.

At first, a skill’s performance is very slow as the underlying steps and rules are followed closely. Over time, the underlying rules get internalized and, subsequently, subconsciously executed thus achieving an automatization of the knowledge. Finally, after frequent and deliberate practice as well as general performance, the skill can be mastered which results in a total automatization and quick skill performance.

However, the automatization and subconscious performance can also result in a certain degree of inflexibility which can be observed when only a small parameter of the knowledge’s rules get changed. In this case, especially when the person is not aware of the changed rules, the skill is performed in its internalized form thus resulting in unexpected outcomes and a high degree of irritation.

WRC 7

Recently, I observed this particular phenomenon myself as I tried a new racing computer game: WRC 7. Normally, I play racing games with manual transmission enabled as it provides me with a higher degree of flexibility. However, in the case of WRC 7, the gear change option was set to automatic transmission which also maps the car’s reverse gear to the brake and engages reverse when the brake is still pressed after the car has stopped. In addition to this, I am using a steering wheel and pedal setup that mirrors the functionality of a real car’s controls. Ultimately, this small but significant parameter change of the internalized rules caused a high degree of irritation on my side as the virtual car was doing the opposite of what I expected.

In the end, this experience demonstrated how computer games not only can be used to train knowledge but also to test our own cognitive abilities as well as their limits. Computer games allow for the realistic as well as immersive simulation of real world knowledge while simultaneously providing a safe testing environment where those experiments can be conducted.

Finding of the week #242

Entertainment or Chore?

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 repetitive gameplay is perceived differently depending on the player’s type and overall personal goals.

Yesterday, I had an interesting discussion about different ways and attitudes how a computer game can be approached. In particular, we were discussing how certain repetitive tasks in World of Warcraft (WoW) can be tackled and if the resulting gameplay is still entertainment or just a chore like washing dishes or vacuum-cleaning the house.

WoW features seasonal events that take place every year and provide players with special activities and quests. For instance, every year around Halloween, the special „Hallow’s End“ event takes place and allows players to virtually celebrate this spooky event by defeating a Headless Horseman, wearing costumes, or gathering lots of candy. In addition, players have the chance to obtain unique collectables, i.e., virtual pets and toys, during an event by completing the special activities that reward players with an event-specific currency tradable for these special items.

However, this is not a simple or quick task as the prices for these items are designed to be relatively high thus requiring players to work towards their goals for several days by repeating the same activity over and over again. As a result of this, the gameplay stops being compelling and simply becomes a chore. Interestingly, as long as players add some value to these virtual collectables, this gameplay concept fulfills the requirements for flow by providing players with a clear goal and constant feedback which results in a high motivation to continue completing the event-specific activities.

On the other hand, although players have a clear goal in mind, the gameplay still stops being real fun and often is done while watching TV or browsing the internet. This indicates that the computer game itself lost its immersive effects and can no longer attract a player’s full attention as the tasks can also be completed subconsciously. This raises the question, if the resulting gameplay is still entertainment or just a normal chore.

This question can not generally be answered as it depends on the player type and the player’s goals. For instance, while a player who seeks tough challenges or new experiences will probably feel bored after a short amount of time and cease to complete the activities, a different player seeking a relaxing activity potentially keeps on completing the quests and even derives some joy from it.

In the end, while a good computer game should normally gain the full attention of the player and completely immerse them in the gameplay, certain games like WoW can make an exception due to the overall structure of being a vast narrative that spans over several years and has to provide content for all kinds of player types.

Finding of the week #241

Overall Gameplay Balance

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 need for a good overall balance of a computer game to ensure that the targeted audience stays motivated for the entire playthrough.

Conditions for victory and defeat are depending on a game’s gameplay and overall challenge. While computer games that are designed to be unforgiving and challenging can have very strict victory conditions, other games that challenge players to take risks often need more relaxed rules or the possibility to make up for a bad performance.

The former kind of computer games often gives players plenty of time to analyze the current situation and think about their next steps to overcome a particular challenge. In such a case, constantly facing a potential defeat contributes to the game’s overall atmosphere and increases the importance of carefully planning each individual step. As a result, players feel very rewarded when they beat a challenge without experiencing strong penalties. For instance, XCOM 2 challenges players with difficult missions but avoids restricting them with time constraints thus allowing for an in-depth analysis of the current situation.

The latter kind of computer games normally creates a fast-paced gameplay that challenges the overall reaction time and game-specific sets of skills. While playing these games, players often have to decide whether they like to play it safe or give it everything thus accepting the risk to lose a game. However, playing at the own skill level only is a valid option when the game provides enough chances to make up for a potential bad performance. For example, a racing game normally implements championships that span over multiple races thus providing the chance to make up for a very bad race.

However, when the conditions for victory and defeat are not matching the gameplay, players can easily lose interest or motivation to play the game. The reason for this is that users are then either bored or frustrated as well-thought decisions are not needed or taking risks is too dangerous.

For instance, DiRT 4 challenges players with rally and circuit racing but rarely offers championships that have enough events to make it worth to take the risk and push as hard has possible. As a result, the game’s career mode fails to motivate players to be aggressive as they rarely can make up for a bad performance.

In sum, balancing also has to take into account how the overall gameplay is structured and what interests the targeted audience has.

Finding of the week #239

Window to a different 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 potential reasons why virtual environments not necessarily work as permanent windows to a different world.

Normally, while playing a good computer game, I am totally immersed in the gameplay. The immersion is, in the case of a virtual environment that I really enjoy, often combined with a feeling of awe as it allows me to explore beautiful places. For instance, as I played The Long Dark, I was constantly in awe due to the beautiful virtual winterly landscape which reminded me of great days I spent outdoors during the winter time.

Animals of the forest

A typical The Long Dark scene.

Therefore, I expected a similar experience when I stay for a longer time at a certain position to just enjoy the fantastic scenery and use the computer screen as a window to a different and exciting world. Surprisingly, the immersive experience most of the time came to a quick end after I leaned back to just enjoy the beautiful view I have selected.

The reason for this phenomenon could have several reasons. The probably most likely explanation would be that, by stopping to actually play the game, the flow-inducing aspects of the gameplay ended and no longer supported the overall overwhelming experience of exploring an amazing landscape. As the excitement returned after I continued to play the game, it can be assumed that the break in flow also caused a break in the overall experience.

However, there are also other aspects that could play a moderating role for the break in the overall experience. By leaning back to just watch the scenery, I changed my personal point of view thus suddenly seeing the surrounding environment which potentially distracted me from the gameplay. If this is the case, the experience might last longer when I would use a Head-Mount Display instead of a regular computer screen as this would prevent me from suddenly being distracted from the outside world.

A third reason could be that, by stopping to actually playing the game, I was no longer completely focussed on the gameplay and, as a result of this, my mind and thoughts potentially started to drift and I no longer effectively enjoyed the virtual environment.

Finally, it could also haven been the case that I reached the point of having seen all aspects of the virtual environment as it is limited by the degree of the simulation. At some point, no new elements can be discovered as the virtual world only contains a limited amount of elements. This, in contrast, is not the case in reality, as every moment is unique and will never return.

In the end, this problem shows the current limitations of simulated virtual worlds as the technical development still has not reached the state of simulating a vivid and completely believable virtual world.

Finding of the week #236

Game Training Certificates?

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 verified virtual exams that reward players of serious games with generally accepted certificates can improve the gamification of learning.

Computer game players automatically and often subconsciously learn as well as train the knowledge encoded in a game while progressing through the gameplay. Depending on the genre as well as used game mechanics, this knowledge can be procedural or declarative. For instance, Assetto Corsa, a realistic racing simulation, allows for a training of driving skills whereas Age of Empires, a real-time strategy game, not only trains a players decision-making ability, but also informs users about historic facts concerning ancient conflicts and units used.

This educational potential has led to the development of serious games which are specifically designed to directly educate players as well as assist them to practice a particular knowledge. Serious games utilize the engaging effects of regular computer games thus motivating players to apply and hence train the encoded learning content on a more frequent basis. Moreover, using serious games also results in a higher learning quality as learners derive fun from the training process.

Unfortunately, despite the good training effects of computer games, it is still problematic to use computer game experience as a measurement for a person’s actual knowledge level. The reason for this is the lack of an accepted certificate confirming a player’s knowledge level that can be obtained by progressing through a game. Without such a general certificate, only players who also have an in-depth understanding of a particular game’s game mechanics can potentially assess a different player’s knowledge level based on their experience.

Naturally, specialized serious games are already implemented in educational contexts and also used to rate a learner’s performance. However, this mostly requires instructors who have an in-depth understanding of the game’s knowledge and hence are qualified to assess a learner’s training outcome. Therefore, the overall gamification of learning can be improved by implementing virtual exams in serious games which are verified by experts. However, in order to prevent learners from cheating and ensuring that the correct person is completing the exam, some authentification methods are required, too.

That way, serious games would not only educate players in a particular knowledge, but also provide an accepted way to assess the training outcome. Moreover, by using the virtual environment of a serious game, learners potentially are more relaxed and experience a reduced form of exam’s anxiety.

Finding of the week #234

Virtual Selfies

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 implementation of a selfie feature in World of Warcraft allowing players to take selfies of their avatars.

With the emergence and increased popularity of social media services, taking a selfie and sharing it with friends or even the entire world has become a popular activity in our society. In general, a selfie is a self-portrait photograph that is used to document a person’s activities or current appearance.

Taking a selfie in World of Warcraft

Interestingly, the activity of taking selfies also got implemented in World of Warcraft with the release of patch 6.1.0 (2015-02-24). The selfie feature allows players to document special moments of their avatars and to subsequently share the seflies with their friends or the entire community. For this purpose, the player’s camera angle gets changed to a frontal, face-focussed perspective normally used when taking a selfie. In addition, the avatar also stretches out one arm and holds an virtual camera in its hands thus mirroring the real world behavior. Finally, a selfie interface gets activated that allows a player to change between three different filters, to take a selfie or to cancel the activity and return to the normal third person perspective.

Although this feature merely is a gimmick, it potentially enhances the immersive effects of MMORPGs as players can develop a personal attachment to their avatars and even start to use them as a virtual representation of themselves inside of the virtual worlds. Thus, it is the player who directly experiences all the adventures and fights in the world of Azeroth. As a result, providing players with a function allowing them to take a selfie of them, i.e., their avatars, increases their attachment and even creates a connection to their real lifes as the resulting selfie-screenshot can be used and shared the same way as a normal selfie. In the end, by implementing real world activities in a virtual world, a convergence between the virtual and the real world is achieved which potentially accomplishes a higher believability, identification and presence.

Finding of the week #233

Visuospatial Knowledge Demonstration

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, by accurately and visuospatially demonstrating knowledge, can help players to develop an in-depth understanding of the encoded knowledge.

Computer games not only encode real world knowledge, such as equations used in engineering, to accurately simulate specific activities, but also use very realistic graphics engines to visually display the simulations. Depending on the perspective from which the game can be played, players can develop an in-depth visuospatial understanding of the demonstrated knowledge.

For instance, a racing game is mostly played from a cockpit or dashboard view thus giving players the impression of actually sitting inside of the virtual race cars. However, like in the real world, this perspective does not provide any information about the way how the suspension works or an accurate mapping of the wheels‘ positions. Hence, unless they already are expert players, users can only guess why their race car lost grip and subsequently spun out. Fortunately, many racing games provide a replay function that allows for an in-depth analysis of an race event by controlling the time as well as perspective. As a result, by analyzing an incident from various perspectives players can develop a visuospatial understanding of the underlying principles that ultimately helps them to improve their performance.

By changing the perspective, players are able to analyze specific effects in detail and, more importantly, to develop an understanding of the dependencies of individual effects. Furthermore, by visually demonstrating a specific knowledge, players can compile a mental model of the underlying principles as well as their effects which helps them to mentally simulate the outcomes of a specific action. That way, by achieving an overall demonstration, the visuospatial demonstration ultimately allows player to develop an in-depth unterstanding of the encoded knowledge and, as a result of this, a potentially improved performance when applying the presented knowledge in the real world.

Finding of the week #232

Inspirational and Educational Gameplay

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 joy of being able to plan and improve my gameplay using real world knowledge.

A couple months ago, I decided to take a break from playing Kerbal Space Program (KSP) after having created a let’s play episode on a weekly basis for more than three years. Although I still enjoyed playing the game, I began to notice that I loose interest in the game as it started to become repetitive and did not provided enough challenges nor regions I have not explored, yet. Generally, becoming too repetitive, proving no new challenges or being fully explored are the most common reasons why players start to loose interest in a game. In the end, these reasons indicate that highly motivating gaming flow is drastically reduced and players start to feel bored by the gameplay.

However, although I do not feel the urge to return to playing KSP, yet, I notice how much I miss a game of this complexity that even challenges me outside of the actual gameplay. KSP allows players to construct virtual spacecraft out of a huge variety of different parts of which each has physical properties affecting the spacecraft’s performance. Hence, in order to design an ideal spacecraft, a lot of trial and error or careful planning is needed.

As KSP encodes orbital mechanics and hence realistically simulates space flight, players are able to apply the equations used in orbital mechanics to determine and improve the performance of their spacecraft based on the properties of the used parts before even launching them on a test flight. That way, KSP keeps players also induces gaming flow outside of the game when they set up complicated spreadsheets allowing them to efficiently design and plan their next space mission.

Unfortunately, aside from some flight simulations, not many computer games are accomplishing such a challenging and scientific gameplay. Personally, I would really enjoy it when other games also implement design and planning processes that are based on real world equations which I could use to improve my gameplay. However, as changing between KSP and excel broke the immersion of the gameplay, it is necessary to allow for such a scientific approach directly inside of the game by providing intuitive but also unlimited planning game mechanics.

In the end, those games not only provide a challenging gameplay, they also educate players in a knowledge they potentially are not familiar with, inspire them to research additional information and potentially even motivate them to consider a career in science or engineering.

Finding of the week #231

Persistent Story Elements

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 persistent story elements that mark important and special events a player experienced during a game’s gameplay and hence remind the player of this moment.

Sentimental aspect often play an important role when we value arbitrary things. A piece of equipment, such as a backpack, despite being pretty beat up, can be of a very high value because it reminds us of specific adventures and experiences we made. Every scratch can tell a different story and be a mark of a special event. Naturally, since we automatically engrave important and unique moments in our memory, we would also remember a specific experience without a trinket. However, as this item was a part of the story, we have also developed a certain connection to it and use it as a token that always reminds us of a great moment.

The same principle applies to virtual items and characters we use and control in a computer game. It can be a sword in a role-playing game that helped a player to overcome a difficult challenge or a virtual character in a turn-based strategy game that survived a very dangerous situation. In the end, we connect great memories with these virtual elements which subsequently become of great value for us and even receive an important meaning.

A RimWorld colony.

A RimWorld colony.

Unfortunately, most game mechanics do not receive scratches, scars or other marks that are persistent. Of course, cars can start to accumulate some virtual scratches during a race, but as soon as the race is over and the game is left, all scratches are lost. As a result, these virtual elements, despite being part of a potential epic story, seem to be neutral as they do not continue to show signs of usage.

Despite this lack of persistency, we still continue to develop a certain attachment to those particular elements of a computer game but these attachments are not as close as they could be when a specific moment leaves some marks behind. However, when a game is designed to store those story elements, then we automatically start to grow a very deep attachment to things that played an importan role during our gameplay.

One of the best examples for a game that utilizes persistency very well is the colony simulation RimWorld. Colonists not only have to survive very dangerous situations, but they also change over time as they get older or, in the case of a severe injury, can receive persistent scars that all the time remind us why this character is so important to us.

In the end, it would be very exciting when developers continue to add persistency to the game that helps to tell a story. Of course, it adds another element that has to be balanced, but it also greatly affects a game’s effect on us.