Friday, 2 November 2012

Challenge Accepted. . .

So after a recent meeting with Rob, my fears have been settled and I am now feeling pumped about the dissertation project. The original idea, the scary hotel game (which I think I will name 'Phobia') is acceptable, provided that I get the games priorities in order.
It has been a few days and I have sorted out the important elements of this game, and ran with it accordingly. The game can be broken down into its singular departments such as 3D modelling, sound, scripts, core mechanics etc. For this horror game to be successful, the players experience is the most important aspect. The way the player 'feels' the game as they're playing it will ultimately decide how scary this game can be, so I have further broken down the elements of the core gameplay and will experiment with them to properly understand what can be done to make the game as unsettling as possible.

The game will be played in first person, for a more intimate sense of exploring the hotel. The noise of the players footsteps will be audible to accentuate the old creaking wood and age of the building, also to induce a more authentic feeling of being alone. Heavy breathing is also an option, but will definitely be played during and after the scary events happen. To keep the game immersive and clear, very little in the way of a HUD will be visible. A small health bar at best. Giving the torch a battery life, and a batter life meter is also a possibility to add some resource management into the game. With respect to the last point, GUI's will be minimalistic, so, for example, if a door can be opened, a message might say "Press 'X' key to open", but faintly, when the door is hovered over. A quiet horror ambient track can also be played gently in the background to set the mood for the levels.
In terms of testing these various elements, I have planned a few tests that can be achieved in unity with placeholders, to determine the effectiveness of these player 'experiences'.

1. The 'Scare' Test 
This test is simple, but will help me judge the best way to convey the scary moments in the game. Based on the first person players camera frustum, when the player turns around and literally 'see's' something scary happening, this will trigger animation and an alarming sound to make the player jump and feel frightened. This can also trigger the heavy breathing mentioned earlier.

2. The Sound Test
This is simply to test the sound of the players footsteps, breathing and ambient music. The breathing might only occur every now and then, but the test will verify how effective this in combination with ambient music.

3. The 'Vision' Test
This test will involve how the player interacts with GUI's, if blurry vision or blood splatters on the screen when the player is hit is an effective choice. This test can also be used to see how well the 'minimalist' HUD elements should be arranged, to keep things understandable to the player, but clean and undisturbed of  the gameplay.

These tests will lay the foundation of what will hopefully be a successful horror game. Aesthetics and polished graphics and sounds can come at a later date. After the dissertation proposal is handed in, I can get to work on nailing down these core elements to set up the scariest gameplay possible. It is exciting!

1 comment:

  1. Hi

    The dissertation is beginning to come into focus. You are proposing to do something similar to Ross in creating a immersive and scary environment in unity. Also Ryan is doing something similar for his game project. You might find it useful to send an email round so that you can share some thoughts on your projects to support each other and share knowledge. That may prove helpful.

    You need now to start working your way through the actual proposal in order to upload a draft version of this as soon as possible so i can give some timely feedback to you on it prior to submission.

    Here are a list of readings on immersion, which is the core element of the project.

    There's plenty of papers out there on immersion in games (you might also want to look at papers / articles on immersion in other forms of media such as film). I did a quick search on the libraries e-resources system (http://ucs.summon.serialssolutions.com/search?s.cmd=nextPage()&s.q=immersion+games) and found the following, which might be good starting points for your own investigation beyond what you've already looked at:

    Hua Qin, Pei-Luen Patrick Rau, Gavriel Salvendy, Effects of different scenarios of game difficulty on player immersion,
    (http://www.sciencedirect.com/science/article/pii/S095354380900109X)

    David Weibel and Bartholomäus Wissmath, “Immersion in Computer Games: The Role of Spatial Presence and Flow,” International Journal of Computer Games Technology, vol. 2011, Article ID 282345, 14 pages, 2011. doi:10.1155/2011/282345
    (http://www.hindawi.com/journals/ijcgt/2011/282345/cta/)

    Stéphane Bouchard, François Bernier, Éric Boivin, Tanya Guitard, Mylène Laforest, Stéphanie Dumoulin, and Geneviève Robillard
    Modes of immersion and stress induced by commercial (off-the-shelf) 3D games
    The Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 1548512912446359, first published on May 4, 2012
    (http://dms.sagepub.com/content/early/2012/05/03/1548512912446359)

    e Kontour, K. (2009). Revisiting violent videogames research: Game Studies perspectives on
    aggression, violence, immersion, interaction, and textual analysis, Digital Culture & Education, 1:1, 6-30.
    URL: http://www.digitalcultureandeducation.com/cms/wp-content/uploads/2009/05/dce1011_kontour_2009.pdf

    Daniel Örtqvist and Mats Liljedahl, “Immersion and Gameplay Experience: A Contingency Framework,” International Journal of Computer Games Technology, vol. 2010, Article ID 613931, 11 pages, 2010. http://www.hindawi.com/journals/ijcgt/2010/613931/cta/

    'THE ART OF IMMERSION How the Digital Generation is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories' 2011, Kirkus Reviews, 79, 3, pp. 192-193, Academic Search Elite, EBSCOhost, viewed 28 October 2012.

    There are plenty more, especially if you vary up the search terms.

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