Affective Gaming And Ghosts In The Machine
Thanks to the IGDA for its 'Ivory Tower' column discussing the concept of 'affective gaming' - provoking more intense emotions in videogame players. The academic-authored piece reveals: "At Glasgow Caledonian University, we are currently looking specifically at those environments which are renowned for producing supernatural experiences. By modelling and adapting reputedly haunted places in Edinburgh, UK we have been able to create game environments which evoke ghostlike experience for approximately 60% of people who experience it." They also claim game creators could change content based on the gamer's mood, since "...the affective state of the player can be determined by how they use the gamepad. Not only does the pressure of button depression indicate the level of player arousal, but also the rate at which a button is pressed and eventually released indicates the emotion felt by a player."
"Not only does the pressure of button depression indicate the level of player arousal, but also the rate at which a button is pressed and eventually released indicates the emotion felt by a player."
This article is rated M for mature.
"Derp de derp."
If anything, I think this demonstrates that ghosts doesn't exist. It is just the mood and atmosphere of the place that makes it feels creepy and ghostlike. If ghosts really do exist then it would not be easily translatable by computer modelling - that is clearly ridiculous.
But then, when one talks about ghosts, a sense of the ridiculous is sometimes necessary...
Reading through the Dynamic Content section of the article, I came to the conclusion that this could make videogames fantastically bizarre. Imagine for a moment the Xbox processor during a game of DOA Xtreme Beach Volleyball:
... nope, that didn't work. Physics Engine, we're looking for a little more jiggle, here... Now, AI, could you spike the ball a couple of times? Aha! There he is, he's back now."
"Hmm, we're just not getting the right emotional state out of this guy... Mesh Engine, can you go up a cup-size or two on that one?
Did they use very low tones (16Hz springs to mind for some reason?) to generate these "ghostlike" responses?
Whoa, so now my games will act to my emotions? Need to remember to not act so emotional toward my games...
"Remember, you were a n00b once." - Me!
Ever been faced with a boring situation you'd wish would hurry up (i.e. another boring cutscene, perhaps one you've already seen before)? Some players quickly become frustrated at the lack of control, almost viewing it as a punishment. I consider myself one of these players. The original Deus Ex had the right idea, with very few cutscenes and a lot of dialog happening in a "heads-up" manner.
Also I'd love to see the game guide that has to tell players how to cheat the emotional detection system!
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Open Source Sysadmin
The greatest emotional response I have ever gotten out of a game, was playing Eternal Darkness on the Gamecube. Anybody who has played the game will know how the insanity system not only affects the character but the player.
After playing a few hours I go to save and end up deleting the file. Ooops wrong button. Then I see all the save games in my directory get deleted. SON OF A ******. Controller flies out of my hand, then the screen flashes back to reality... the save games are there, darn machine tricked me!D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
If you want more emotional response from the players, then start hiring real writers and professional actors who know what they are doing. Instead of having your voiceovers done by Willie the stock room boy.
A modified version of this technoglogy would be great for use in elevators and pedestrian cross lights!
I yell to the guy I just fragged in the other room at a LAN party. I feel what the character in the game is feeling.
It'd be really cool if games would give me some biofeedback.
(-1,Worthless)