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."
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...
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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