Showing posts with label Immersion. Show all posts
Showing posts with label Immersion. Show all posts

Thursday, June 2, 2022

Forging Socio-Emotional Connections in Games

In this article, game designer Sande Chen relates important lessons learned from the design of that game company's games, Journey and Sky.

I had the opportunity to attend the 2022 GamesBeat Summit virtually in April and attended Jenova Chen's interview and segment, Fostering Positive Human Connections Through Games.  The conversation really tied in with a previous panel topic at CIMFest, Designing Non-Toxic Game Communities.

Journey, created by that game company, has often been cited as a game that can create a powerful social bond among two strangers. Chen relayed an anecdote about a player who had such a profound experience that he continued the play the game repeatedly just so he could give newbies the same kind of experience he had experienced when he first started playing Journey.  Sky: Children of the Light was Chen's opportunity to expand upon the design of creating emotional bonds between players by thinking about what was needed for this to occur in a multiplayer setting.


According to Chen, designing an environment conducive to positive connections is of utmost importance to creating a congenial community. Very often, toxic communities arise from competitive games that are about one-upping and overpowering other players. In Journey, players were made to feel small by making the environment majestic. They had a feeling of awe. 

In Sky, Chen wanted to simulate social consequences. Too often, players do not have social consequences in a virtual world. If they act badly, they can hide behind a handle or make a new account. In Sky, players are known by what others know about them, which means players needs to consider how they treat others. In addition, players cannot disguise themselves. Anything a player writes in the Sky community is visible to the player's closest friends. 

Players in Sky need to "level up" a relationship, just like people in real life slowly get to know other people and "level up" into friendships. Through "leveling up" a relationship and creating trust, players earn the ability to converse to those players. 

Chen says that toxicity is avoidable and that "game designers are totally capable of changing how people interact in their virtual realms" and can create a positive environment without much change to the system. Once the social consequences are in place, people will behave more like they do in real life. 

Sande Chen is a writer and game designer with over 20 years of experience in the industry. Her writing credits include Independent Games Festival winner Terminus and the PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild Award in Videogame Writing. She is the co-author of Serious Games: Games That Educate, Train, and Inform, a founding member of the IGDA Game Design SIG, and an expert in the field of educational game design.

Monday, November 16, 2020

Vote for 2021 SXSW and SXSW EDU PanelPicker Ideas!

Hi, I apologize for not updating the blog. I have not been feeling well these past months. I did in fact win a 2020 Women in Games Hall of Fame Award. I was completely flabbergasted and very grateful. Thank you so much to the people who voted. I need your help again because the SXSW and SXSW EDU Community Voting period is ending November 20, 11:59 PM, Pacific Time. That's this Friday! Check out our panel offerings.

Both SXSW and SXSW EDU will be online next year.  Anybody with an Internet connection who makes a PanelPicker account can vote during Community Voting.

For SXSW, we have panels about emergent narrative, immersive story worlds, and designing games for social change.












Creating Touchstones in Emergent Narratives

Games have a unique ability to establish empathy between a player and a world and characters, but game players don’t always follow the path the narrative lays out for them. This panel discusses how designers and storytellers can build in empathic elements that can be found and engaged with even when the larger narrative gets delivered out of order.

Playable Story Worlds in Immersive Storytelling

Do you need interaction for immersion? How do you feel about the use and manipulation of VR/AR/MR in the rise of immersive storytelling? Do you think you can tell the difference between art, words, or music in the manipulation of audience interaction? In storytelling, we are seeing the potential of VR/AR/MR to aid storytellers, designers, and artists to enhance audience experiences. How will this enable us to tell more interactive and personalized stories in ways we have yet to imagine? Join Timothy Braun, Sande Chen, and Kimberly Ungeras they discuss the concepts of playable stories, interactive audience design, and the future of immersive worlds building.

Vote here for this panelhttps://panelpicker.sxsw.com/vote/108757

How Not to F**k Up Games For Social Change

Can life really be gamified for the better? Or is that just a gimmick to interest a more tech-savvy generation? Learn how video games and technologies like VR can be used to create truly transformative experiences that promote social change. In this panel, four game design and community professionals discuss the overhaul of design systems to be more diverse, equitable, empathetic, and inclusive - without making them worse.

Vote here for this panelhttps://panelpicker.sxsw.com/vote/110000

For SXSW EDU, our panel focuses on using game-based learning in the classroom.













Using Games For Inclusion in the Classroom 

Students of all ages can benefit from games and game creation in the classroom, especially as a way to promote inclusion, equity, justice, and compassion. In this talk, hear from educators and game developers on how to design your own creative and inclusive activities for the classroom. We will share the latest innovations in using games for good--whether your classroom is in-person, remote, or hybrid. We will help you to create the classroom of the future!

Vote here for this panelhttps://panelpicker.sxsw.com/vote/111484

SXSW EDU will be held on March 9-11, 2021 and SXSW EDU will be on March 16-20, 2021.


Wednesday, July 22, 2020

VR and Galaxy's Edge

In this article, game designer Sande Chen discusses the use of virtual reality in creating the theme park Star Wars: Galaxy's Edge.

Years ago, I was interviewed by Disney Imagineering for an internal documentary on design. I pointed out that level designers of video games are often inspired by amusement parks. Amusement parks are designed to lead visitors through a physical space. Imagineers call this "physical storytelling" or "narrative place-making," which sounds very similar to what we would call environmental storytelling.

In creating the theme park Star Wars: Galaxy's Edge, the Imagineers wanted to know the details of objects as small as doorknobs or rusty wires. They wanted visitors, whether they were hardcore fans or casual attendees, to be fully immersed in the land. In other words, they wanted this world to be feel alive.


Galaxy's Edge
CrispyCream27 / CC BY-SA (https://creativecommons.org/licenses/by-sa/4.0)
It was interesting to me to learn that Disney Imagineers used VR to create Galaxy's Edge - not to create VR rides, but to create physical rides and architecture. They built Galaxy's Edge in VR first and that helped not only in designing the architecture and hiding mundane Earth items like heating and cooling units, but also with how actual construction could occur.

Disney also used VR to design the rides at Galaxy's Edge. Designers used VR headsets while in a vehicle. The display shows all the visuals and the controls. The simulation helps the designers experience the ride before it's even built.

Just another example of a "serious" game!

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, July 6, 2018

Impactful VR for Good

In this article, game writer Sande Chen looks at a virtual reality experience made for social impact.

At last week's 2018 XR For Change, Resham Sidhu, Creative Director of design agency AKQA, took the opportunity to discuss efforts that would be considered VR for Good in her session, "Storyworlds in Virtual Reality." Sidhu stressed that effective VR would consider the entire experience. "In VR, you are not storytelling.  You are storyLIVING," as she put it. "You are living the story."

Photography: Milton Martínez / Secretaría de Cultura CDMX
She describes Mexican film director Alejandro G. Iñárritu’s Academy Award-winning Carne y Arena as a VR experience where she felt her brain was tricked into believing she was actually experiencing virtual reality.  Carne y Arena, which had its debut at the 2017 Cannes Film Festival, allows visitors to step into the lives of migrants crossing the U.S.-Mexico border.  Coupled with the cold, the weight of a backpack, and actual sand under toes, Carne y Arena is more than VR. It's part-immersive theatre, a mixture of documentary and spectacle.  Iñárritu, best known for his work on Birdman and The Revenant, based his script on the interviews of Mexican and Central American refugees, some of whose actual stories are featured (in their own words) in the D.C. installation. Visitors are profoundly affected by these tales, especially after walked through the desert with these same people in the VR segment.

The video below shows a bit of the making of Carne y Arena.


Because Carne y Arena does require a physical location, it is limited in the amount of people it can reach and affect, but tickets have sold out wherever it is installed.  And of course, since Carne y Arena, while definitely an experience, is meant to be a VR film, not a game, it's impossible to avoid the U.S. Border Patrol and the impending drama.

Could VR games achieve the same high quality and social impact?  I think so, though it would be trickier, and we'd have to think long and hard about what interactivity adds to the equation.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Tuesday, June 26, 2018

Empathy and VR Refugees

In this article, game writer Sande Chen discusses how the VR experience impacts empathetic responses.

There's been a lot in the news lately about empathy and/or lack of empathy.  Can VR storytelling promote empathy for social impact or is it ultimately a misguided experience, even a form of "disaster porn"?

Dan Archer, a 2016 Tow Fellow researching VR journalism, writes in his article, "Dismantling the Metrics of Empathy (in 360 Video)," that storytellers need to walk a fine line in depicting hardship and suffering.  There's a danger in "too much empathy" since the extreme discomfort felt by viewers translates into revulsion and the opposite of the desired effect. Moreover, oversaturation can lead to "psychic numbing" as viewers dismiss and try to block sympathy towards mass suffering. That's why, as noted in "Statistics vs. Stories," people can empathize with an individual's story, but don't really emotionally connect to statistics.

In fact, in Archer's research, the team found that too much familiarity in a subject led to less emotional impact.  Oversaturation of refugee news stories resulted in less immersion in the VR setting.  Those who weren't familiar with the stories and said they were not really that interested in the topic had the most empathetic responses.

However, compared to traditional text or photo spreads, VR was generally better at motivating users to learn more about the subject and take social action. In particular, VR experiences with clear protagonists and narrative especially heightened empathetic connection since the viewers' sense of closeness to the characters helped to increase the level of immersion.  The more the participants trusted the narrator, the more engaged and connected they were.

One disadvantage to VR, though, was the complaints users had about uncomfortable headsets.  This may preclude longer-form pieces until a solution is found. At present, most cinematic VR is around 5 minutes long, which may not allow for in-depth treatment of a topic.

VR storytelling definitely has the potential to affect minds and hearts through its use in journalism, film, and social impact games, but storytellers will have to carefully consider how the presentation of their stories will impact users.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, June 7, 2018

The Holographic Classroom

In this article, game designer Sande Chen discusses what's available for teachers to give students immersive educational experiences.

In Ernest Cline's bestselling novel, Ready Player One, the main character Wade Watts describes his online lessons on the virtual planet Ludus.  Unlike the online courses of today, which mostly consist of videos, forums, and multiple choice tests, Wade's classroom is far from dull.  His World History class takes his avatar to Egypt where the teacher can flip through different time zones, showing ancient Egypt and then when King Tut's tomb is discovered.  He can walk through the chambers of the heart and the aorta or visit the moons of Neptune.

Though this seems like something out of the holodeck, we can already virtually enter space, go inside the body, swim underwater, and travel to distant lands.  Google Expeditions is available for teachers in VR and AR.  More than one million students in 11 countries have gone on these virtual field trips.


If VR and AR sounds too technically challenging, remember there's still MineCraft.  While the simulation won't be as immersive as VR or AR, students can still have the thrill of visiting different worlds.  Take a look at what the Tate Gallery did to showcase famous art movements like Surrealism.


Sure, none of these options have 100% sensory output or the classroom controls teachers would love that automatically warn disruptive students, but we can still bring excitement and immersiveness of virtual worlds to classrooms today.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.


Wednesday, October 11, 2017

Fantasy Worldbuilding Tips for Beginners

In this article, game writer Sande Chen sums up advice from a 2017 NYCC panel about fantasy worldbuilding.

At last week's New York Comic Con, top comics writers dispensed cautionary fantasy worldbuilding tips during the panel, Wizards and Fairies and Spells - Oh My! After recommending beginners read over dungeon master manuals, writers Kel MacDonald, Brian Schirmer, Dani Colman, Si Spurrier, Sebastian Girner, and Skottie Young proceeded to explain some of the pitfalls awaiting new fantasy writers.

Primarily, several panelists expressed the opinion that worldbuilding shouldn't take precedence over story, or any other activity.  Worldbuilding should not become a full-time job.  It's far too easy for beginning fantasy writers to get caught up with the process of worldbuilding and end up with a beautifully realized world without a story.  In fact, the world can enrich the story, and even become an externalization of a character's emotional life.

Next, the panelists discussed magic and magic systems, and urged writers to think about the cost of magic, as I do in my class, Writing for Sci-Fi, Fantasy, & Horror Game Worlds.  If magic didn't have a price or penalty, then what's to stop people from using magic all the time?  One panelist talked about the Harry Potter universe having 2 magic systems, one without cost and one with cost.

Finally, writers were asked to think carefully about the choice of POV character.  If Gandalf had been the POV character in The Lord of the Rings, then the story would be very different.  The reader would miss out on the feeling of wonder in regards to magic because Gandalf, as a wizard, would know all about the intricacies of the magic system.

Although this was a panel of comics writers, their advice applies to more than just comics writing.  But if you're interested in learning what game writers might have to say about the topic, I along with Dalton Gray, Sharang Biswas, Jennifer Estaris, David Kuelz, and David Tiegen will be speaking on the game writing panel at GameACon Atlantic City on October 28. Hope to see you there.

A writer and game designer, Sande Chen has over 10 years experience in the industry. She studied science fiction and science writing at MIT. Her first published game was the epic space combat RPG, Terminus, which won 2 awards at the 1999 Independent Games Festival. She was later nominated for a 2007 Writers Guild of America award in Videogame Writing for the dark fantasy RPG, The Witcher.

Monday, October 29, 2012

Video Game Music: Player Immersion (Part II)

In Part I of this article, lead audio designer Gina Zdanowicz discusses how video game music enhances a player’s gameplay experience.  In Part II, she offers examples of diegetic and non-diegetic music in games.

A technique that is becoming more popular in games is diegetic music. Diegetic music refers to music that originates from within the game world. It’s always nice when a game score can incorporate epic music in the game world, but in real life when you are walking around in a park or on a beach, you don’t hear any music unless you have your headphones on. Diegetic music, although coming from an object within the game, can still set the mood of the environment.

Let’s take a look at some games that use diegetic music to enhance the player’s immersion into the game world.

Fallout 3 makes great use of diegetic and non-diegetic music. Characters in the game have wrist-mounted computers called the Pip-boy 3000, as well as radios scattered around the game world which play music and other broadcasts from in-game radio stations. If the player has their Pip-boy 3000 turned on, they have to be careful of the radio alerting NPC’s to their presence. When the radio function is turned off, non-diegetic background music is played through the game world.

Bioshock also uses a combination of diegetic and non-diegetic music, as well as no music, to set the mood. In the game’s opening scene, the player escapes from the plane wreckage to a lighthouse set on a small rocky island. The lack of music in this scene hints to the player the feelings of a desperate struggle to survive. After the player enters the lighthouse, music starts to fade into the scene. The music is coming from downstairs, which provokes the player to follow the music down the flight of stairs to find the radio in a bathysphere. The music plays two roles in this example: It gives the player a reason to move forward in the game, as well as sets the mood.

The use of diegetic music in Bioshock really underscores the dying city when the player enters a room with a scratchy, 60’s-era record playing. Diegetic music, which is used in place of orchestral background music, can be heard from around corners or can be muffled by doors.

Left 4 Dead allows a player to turn on a jukebox, which will attract a zombie horde. During this attack, instead of non-diegetic music playing, the jukebox music continues to play even if the jukebox is out of visual range.

Grand Theft Auto is, while cliché, a good example of diegetic music. Car radios broadcast different stations and songs that the player can choose to tune into while driving the vehicles in the game. After all, who doesn’t love riding in a car with the music pumping?

A diegetic switch is a technique which can be used to continue the diegetic music throughout the game. The music starts off as a diegetic broadcast from a radio or other source within the game, and as the scene changes, the music switches to a non-diegetic version of the same song and continues to play in that environment.

The Legend of Zelda: Ocarina of Time starts with the diegetic version of Saria’s as it directs the player through the lost woods maze. As the song grows louder, the player is aware that they are moving forward in the right direction. If they player goes off course, the song’s volume decreases, alerting the player to change direction. After the player learns the song, it becomes non-diegetic music in that environment.

As video games evolve, game music must also evolve, allowing for a cohesive integration for a seamless visual and aural experience, which will deeply immerse the player into the game world and keep them there until they press the pause button.

Gina Zdanowicz is the Founder of Seriallab Studios, Lead Audio Designer at Mini Monster Media, LLC and a Game Audio Instructor at Berkleemusic. Seriallab Studios is a full service audio content provider supplying custom music and sound effects to the video game industry. Seriallab Studios has been involved in the audio development of 60+ titles.

Sunday, October 21, 2012

Video Game Music: Player Immersion (Part I)

In Part I of this article, lead audio designer Gina Zdanowicz discusses how video game music enhances a player’s gameplay experience.
 
Music has always been an important part of entertainment media. As gaming continues to evolve, game music is more heavily relied upon to integrate with the games visuals, to set the scene, and to evoke players’ emotions. Game music should affect the gameplay, and the gameplay should affect the music. The player’s actions influence the interactivity and evolution of the music, just as the music influences the player’s decisions during game play. This combination immerses the player deeper into the gaming experience.

One of the biggest challenges in creating music for video games is in understanding the limits of the game audio engines while trying to provide a seamless interactive experience.

Techniques such as varying tempo, genre, instrumentation and musical notes can set the perfect mood for each area of the game and tell the player exactly what emotions they should feel in those areas.

A layered score is a technique that has several streams with different instruments on each. Those streams should be composed so they are strong on their own and work well with the games visuals, but also be able to be mixed together with the other streams to evolve the music as the game play changes.

Music that builds to a crescendo can signal to the player there is danger just ahead. A boss battle may require more intense music with several layers of instruments and heavy percussion. After the boss is defeated, the music slows down in tempo and the instrumentation thins out, signaling to the player that the danger is no longer imminent.

Super Mario Brothers utilized increased tempo to signal to the player that time is running out, which evokes a sense of urgency to complete the level before running out of time. Dead Space 2 uses ambient soundscapes and a large orchestra to create an eerie, yet larger than life feeling. A small string quartet was used in the game to contrast the large orchestra and to portray the vulnerability of the main character.

Both music and visuals must be well thought out and tightly integrated to create a cohesive and ambient environment. A game’s pace is just as important as the musical build up that allows the player time to feel safe in order to deliver the next tense moment with impact.

When you take a look at how far music in gaming has come, it speaks volumes to its importance in the game industry. Music is no longer just set in the background of the game. Rhythm genre game titles such as Rock Band and Guitar Hero offer a twist on standard game play and offer music as the game.

Gina Zdanowicz is the Founder of Seriallab Studios, Lead Audio Designer at Mini Monster Media, LLC and a Game Audio Instructor at Berkleemusic. Seriallab Studios is a full service audio content provider supplying custom music and sound effects to the video game industry. Seriallab Studios has been involved in the audio development of 60+ titles.

Sunday, September 16, 2012

March 2012: Immersion

Hello!

So back in March 2012, there was a Poll and the topic selected was Immersion.

I was then asked, "Immersion in what sense?"  Usually, GDAM topics are fairly broad, which means you can bring your own interpretation to the topic.  If your article has anything to do with Immersion, then you should be fine.  The submission guidelines are here and feel free to suggest new Topics as well.

I used to stick to one topic per month so that we could have a conversation about it, but a few months back, that policy was changed.  So, you can look to the topics at right and send in anything that fits one of those.  In fact, I see that some topics like Cheats didn't get much love.

Most people think of Immersion in the storytelling sense.  Do you as a player believe in the world?  Are you enraptured by the play experience?  Or more importantly, does the story make sense?

However, someone else pointed out that Immersion could be about user interface.  Does the interface add or detract from the user experience?  Does it have to be exactly how it is in real life (or what you imagine it would be in real life)?

I remember there was once a somewhat noted (because it's funny) chatlog of a player trying out WWII Online for the first time and exclaiming that he had flown planes in real life and it wasn't as complicated.  Btw, if anyone has that link, please send it to me.

I also think about Assassin's Creed.  The interface was explained away in a sci-fi wrapper, but I really didn't like that.  I would rather be medieval assassin than a guy re-living ancestor memories.

What does Immersion mean to you?