Game thinking from Adam Clare

Category: ExperimentalPage 9 of 38

The Reality Of Spatial Dimensions In Games

Last year the Philosophy of Computer Games conference examined space in games. The ultimate question being ‘is space in games real?’

If you want to know the answer to that question you’ll have to relive the conference. To be clear they examined space as in spatial environments, not space as in outer space. All of the slides and lectures are available online for your viewing pleasure.

The keynote lecture, “Antinomies of Space: Philosophy – Culture – Games”, is a good place to start as it provides context around the conception and history of space. The discourse around what space is has evolved more than you think it has.

Considering the history of philosophical problems the keynote will firstly address the various notions of space and focus on their similarities and contradictions by which basic antinomies of spatial concepts can be determined. In a second step solutions or alternatives to this contradictions will be offered, before looking at the origins of the present spatial turn in social, political and cultural studies. Finally the presentation inquires spatial approaches that do exist in game studies and offers a way of a philosophical study of computer games in spatial respect.

Enter the 4th dimension:

Then there are people who take their curiosity to the logical conclusion of creating a game. Miegakure is an upcoming game that explores the fourth dimensional space. The creator, Marc ten Bosch, was recently interviewed about the game.

The game runs on its own custom 4D engine that I developed from scratch. Every position in the game is *actually* represented with four numbers. There are no tricks or hacks. We are building what a 4D world would be like, in many ways. This creates a space were puzzles happen naturally: they are just simple consequences of 4D space. More traditional puzzle games very carefully set up situations, and the behavior is limited to what the designer has intended (for example you need to input the right code to open the door, and the code is written down somewhere hidden). Because what we are building is so general, I might not know all the solutions to a particular puzzle… or I might discover a lot of puzzles by just setting up random situations and playing and seeing what happens. If something surprising and interesting happens, I will make it into its own puzzle.

Emotion Sensing For Future Games

I’ve explored mindreading to enhance a game before and I like to stay up to date on what’s going on. This year we should be seeing more and more games using consumer EEG machines or other wearable technology that allows us to get a glimpse of what’s happening in people’s minds.

The Muse headband continues to be the best looking device, but on the experimental side there are some nifty new products.

This mindreading helmet records your stress level while you’re engaged in helmet-wearining activity like riding a bike. On it’s own, it’s not that novel since one can do the same measurements with existing head sensors. The useful part of MindRider is that it can be used to collect data on mass while not be an inconvenience to wear since you’re already wearing a helmet. FastCompany adds this informative bit of knowledge into the mix:

Cyclists use the feedback in different ways. “Most of our avid commuters are most interested in the mindfulness or relaxation aspect of MindRider,” says Ducao. “New cyclists are most interested how the high focus aspect–the red part of the spectrum–can help them know where to be more cautious.”

But the data may be most useful as it’s aggregated. Anyone with the helmet can opt to share it anonymously online, so everyone’s experience can be merged in an up-to-the-minute map showing exactly how a particular route will make you feel.

Sadly, their recent (and ambitious!) Kickstarter failed.

Don’t give up hope though!

While not a mindreader like the tools above, this experimental controller can sense emotions.

McCall added a 3-D printed plastic module packed with sensors to an Xbox 360 controller. Small metal pads on the controller’s surface measure the user’s heart rate, blood flow, the rate of breath, and how deeply the user is breathing. A light-operated sensor gives a second heart rate measurement, and accelerometers measure how frantically the person is shaking the controller.

Meanwhile, custom-built software gauges the intensity of the game, in this case, a simple but fast-paced racing game in which the player must drive over colored tiles in a particular sequence.

McCall can then compare all this data to generate an overall picture of the player’s level of mental engagement, which can be used to alter the pace of gameplay to better suit the player.

Obviously, these new tools can be used for play testing but it’ll be far more interesting to see how people can take these tools to create new meaningful gaming experiences.

When we combine the tools above with mind trickery we can really create some bizarre stuff!

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