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Read Me: Closing the Readability Gap in Immersive Games Patrick Redding Ubisoft Montreal

Read Me: Closing the Readability Gap in Immersive Games Patrick Redding Ubisoft Montreal. Who am I? Patrick Redding Game designer at Ubisoft Montreal, unannounced project Previously, narrative designer on Far Cry 2. Narrative design problems…. … game readability problems.

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Read Me: Closing the Readability Gap in Immersive Games Patrick Redding Ubisoft Montreal

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  1. Read Me:Closing the Readability Gap in Immersive Games Patrick ReddingUbisoft Montreal

  2. Who am I? Patrick ReddingGame designer at Ubisoft Montreal,unannounced project Previously, narrative designer on Far Cry 2

  3. Narrative design problems… … game readability problems.

  4. AI dialogue system

  5. Dynamicnarrative

  6. Readable interface exposes the game’s systems (and player choices)

  7. Imperfect information

  8. Game mechanics manipulate information

  9. representation procedural representation(simulation) dynamic systems

  10. player game information

  11. Not accessibility, exactly

  12. Both concerned with providinggame cues and feedback

  13. Not talking about legibility (although UI is important)

  14. ≠ uncanny valley problem, although

  15. consistency and interface feel > graphical fidelity

  16. Elements of representation

  17. graphics physics dynamic lighting spatial audio animation mo-cap IK modeling hardware UI Elements of representation

  18. ++ “bit-depth”added to simulation

  19. perfect information eyes ears hands

  20. Dynamic complexity 1970 1980 1990 2000 2010

  21. Representational depth Dynamic complexity 1970 1980 1990 2000 2010

  22. The “fat pipe”

  23. AAA game titles Rich representational content

  24. thin-pipe/fat-pipe problem

  25. Player controls are pitiful

  26. overcompensation

  27. unrecognizable, disconnected

  28. Dirt Splinter Cell Virtua Figher simulation Gran Turismo Far Cry 2 GTA III: SA Shenmue representation RE5 MGS Myst emulation QTE-heavy action games Super Mario 64 low high readability

  29. Elements of readability (current working model)

  30. Elements of readability (current working model) game cues game feedback player interface

  31. Elements of readability (current working model) game cues available actions response to input feedback

  32. Elements of readability (current working model) game cues

  33. Elements of readability (current working model) game cues

  34. Elements of readability (current working model) feedback

  35. Elements of readability (current working model) feedback

  36. Elements of readability (current working model) coherence easy to recognize information easy to interpret prioritized

  37. Elements of readability (current working model) coherence Players know when they are being told something

  38. Elements of readability (current working model) coherence HUD coherence

  39. Elements of readability (current working model) consistency matches natural expectations representation assigns similar form to similar meanings or behaviors

  40. Elements of readability (current working model) consistency

  41. Elements of readability (current working model) consistency

  42. Elements of readability (current working model) context player understands the world game space player can apply “natural mapping”

  43. MDA(LeBlanc, Hunicke, Zubek) designer mechanics dynamics aesthetics player

  44. MDA(LeBlanc, Hunicke, Zubek)

  45. MDA(LeBlanc, Hunicke, Zubek) Authorship ? M D A A’ designer player

  46. MDA(LeBlanc, Hunicke, Zubek) Simulation M D A1 A2 A’ systemic representational

  47. ‘MDA’ is the purist version…

  48. …But because of the readability problem: M D ∑{A1+ A2+… An }

  49. Confusing aesthetic experience for aesthetic content

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