Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 20,946
» Latest member: blackopsdlc
» Forum threads: 22,105
» Forum posts: 23,072

Full Statistics

Online Users
There are currently 1255 online users.
» 0 Member(s) | 1251 Guest(s)
Applebot, Baidu, Bing, Google

Latest Threads
Stackable Battery Holders...
Forum: Printers & CAD Projects
Last Post: xSicKxBot

» Replies: 0
» Views: 0
Parts Tray Drawers 3D Pri...
Forum: Printers & CAD Projects
Last Post: xSicKxBot

» Replies: 0
» Views: 7
All In One 3D Printer tes...
Forum: Printers & CAD Projects
Last Post: xSicKxBot

» Replies: 0
» Views: 8
1.75mm Filament Clip 3D P...
Forum: Printers & CAD Projects
Last Post: xSicKxBot

» Replies: 0
» Views: 10
[DevBlog MS] Build Agenti...
Forum: C#, Visual Basic, & .Net Frameworks
Last Post: xSicKxBot

» Replies: 0
» Views: 9
Headphone Stand 3D Print ...
Forum: Printers & CAD Projects
Last Post: xSicKxBot

» Replies: 0
» Views: 9
[Dev News] Gozen – Free &...
Forum: Game Development
Last Post: xSicKxBot

» Replies: 0
» Views: 9
[WoW Retail News] Glory o...
Forum: World of Warcraft
Last Post: xSicKxBot

» Replies: 0
» Views: 11
[PS.Blog] Suri: The Seven...
Forum: Sony Discussion
Last Post: xSicKxBot

» Replies: 0
» Views: 8
[PS.Blog] God of War Lauf...
Forum: Sony Discussion
Last Post: xSicKxBot

» Replies: 0
» Views: 13

 
  Steam - Now Available on Steam – Stay Silent
Posted by: xSicKxBot - 09-17-2020, 09:27 PM - Forum: PC Discussion - No Replies

Now Available on Steam – Stay Silent

Stay Silent is Now Available on Steam!

Stay Silent is a western-themed multiplayer online FPS game for VR. Step into a Wild West town in the aftermath of an alien incursion. Playing as either the Marauders or the Guardians, fight against stealthy opponents on silent nights using both traditional guns and powerful alien weapons!



https://www.sickgaming.net/blog/2020/09/...ay-silent/

Print this item

  Xbox Wire - This Week on Xbox: September 4, 2020
Posted by: xSicKxBot - 09-17-2020, 09:27 PM - Forum: Xbox Discussion - No Replies

This Week on Xbox: September 4, 2020

We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!


Xbox Game Pass - Coming Soon - September 2020

Coming Soon to Xbox Game Pass for PC & Console: Destiny 2, Resident Evil 7: Biohazard, Tell Me Why, and More
Good day everyone! Except those who don’t want more games – this might not be the post for you. If you want more games, this is the post for you. Glad we could clear up what we’re all here for. Let’s jump in… Read More

NBA 2K21: Everything Is Game
NBA 2K21 is the latest title in the world-renowned, best-selling NBA 2K series. With exciting improvements upon its best-in-class gameplay, competitive and community online features, and deep, varied game… Read more


Experience More of the Ronan Twins’ Journey in Chapter 2 of Tell Me Why
It’s been one week since the launch of Tell Me Why Chapter 1 and today, there’s a new chapter available for fans to dig into! Last week, players met Alyson and Tyler Ronan, twins who have reunited in their… Read more

Lou’s Revenge Now Available on Xbox One
When we started developing Lou’s Revenge, we drew our inspiration from a collection of sci-fi stories called “The Ultimate Weapon,” which I had read about 10 years before. In one of the stories, a U.S. SWAT team… Read more

Tony Hawk's Pro Skater 1 + 2

Drop into Tony Hawk’s Pro Skater 1 and 2 Today on Xbox One
Grab your board — it’s time to hit the park. Developed by Vicarious Visions, Tony Hawk’s Pro Skater 1 and 2 is now live on the Xbox Store. Radically remastered for Xbox One and in stunning 4k resolution on… Read more

Rogue Company Introduces New Cosmetic Shop and More in Latest Update
When we launched our closed beta phase of Rogue Company last month, we proposed a clear directive to our players: Save the day. Look good. Get paid. We’re happy to say that an overwhelming number… Read more

Marvel's Avengers

Xbox Gamers Assemble: Marvel’s Avengers is Available Now on Xbox One
We’ve been waiting all year to say this: Marvel’s Avengers is now available on Xbox One! With an epic single-player campaign, online co-op, and tons of post-game features that will be rolling out for years to… Read more

Master the Elements Today with Spellbreak (Game Preview) on Xbox One
Hello prospective battlemages! We’re excited to announce that Spellbreak (Game Preview) is now available on Xbox One! We wanted to give you a quick look at what you can expect when venturing… Read more

D4X Hero image

Designed for Xbox – A New Look, Continuous Compatibility
At Xbox we’ve long believed that accessories are a critical part of the gaming experience. Whether it’s controllers, headsets, or storage for that catalog of games we know you’ve collected over the years… Read more

Poker Club Checks in on Xbox Series X and Xbox One This Year
It’s finally time to lay all our cards on the table… Poker Club is the next title from the team here at Ripstone and it’s arriving on Xbox Series X and Xbox One later this year. We have been hard at work on... Read more

Image showing Microsoft Flight Simulator player stats.

Microsoft Flight Simulator is the biggest game launch in Xbox Game Pass for PC history with over 1 million players to date
Microsoft Flight Simulator has a rich history as Microsoft’s longest running franchise, and we are proud to announce we are celebrating the simulator’s biggest launch in 38 years. Just over two weeks ago… Read more

Try and Connect Them All in the Colorful Puzzle Game Batu Ta Batu, Available Now on Xbox One
After a long time in my rectangular cave Batu ta Batu will see the light! Muahahahaha! Hi, I am Erik Zubiria, the creator of Batu ta Batu, a colorful puzzle game in which you move blocks to connect them… Read more


Xbox to Connect with Japanese Gamers at Tokyo Game Show Online 2020
Tokyo Game Show is one of the world’s biggest celebrations of video games and culture and Xbox is confirmed to participate this year. The 2019 event attracted more than a quarter of a million attendees to… Read more

World of Warships: Legends Unleashes Italian Navy
A flotilla of Italian Warships is headed to World of Warships: Legends in the new Veni, Vidi, Vici update. The new campaign for the update features a battleship to bolster the Italian nation as well, the elegant… Read more

The Elder Scrolls Online: Stonethorn

The Elder Scrolls Online: Stonethorn and Update 27 Now Live on Xbox One
The Stonethorn DLC game pack and Update 27 is now available on Xbox One and brings a host of new stories, challenges, tools, and improvements to The Elder Scrolls Online, including… Read more

The Wild at Heart Coming to Xbox One in 2021
Hi everyone! We’re so excited to share that The Wild at Heart, the upcoming action-adventure game about childhood escapism created in partnership with Moonlight Kids, will come to Xbox One in 2021… Read more

Crusader Kings III

Building Your Dynasty in Crusader Kings III, Available Today with Xbox Game Pass for PC
In Crusader Kings III, we are challenging you to create the greatest dynasty of the medieval world. You will start as a mighty king or lowly noble anywhere in the world, from Scandinavia to Western Africa, from Ireland to India, with an infinite variety of stories and possibilities awaiting you… Read more

Check Out New Gameplay for The Outer Worlds: Peril on Gorgon
Last month at the Xbox Games Showcase, we were thrilled to announce Peril on Gorgon, the first of two narrative expansions coming to The Outer Worlds. We’re less than two weeks away from launch on… Read more

Halo Monster Hero image

Bank Now, Play Later: Halo Infinite Meets Monster Energy Global Partnership
Over the past few weeks, consumers have seen something special appear on store shelves. Monster Energy and Halo Infinite have partnered together to bring a unique experience to cans emblazoned… Read more

Next Week on Xbox: September 8 – 11
Welcome to Next Week on Xbox, where we cover all the new games coming soon to Xbox One and Windows 10 PC! Every week the team at Xbox aims to deliver quality gaming content for you to enjoy on your… Read more



https://www.sickgaming.net/blog/2020/09/...er-4-2020/

Print this item

  News - Blog: The hidden art of pacing – Part 3
Posted by: xSicKxBot - 09-17-2020, 09:26 PM - Forum: Lounge - No Replies

Blog: The hidden art of pacing – Part 3

<!– –> Gamasutra: Katarina Gyllenback’s Blog – Putting into play – The hidden art of pacing 3 (3)

Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC’s registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer

<!–

–>

If you enjoy reading this site, you might also want to check out these UBM Tech sites:





Share on Twitter    RSS

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


“Putting into play” originates from the site Narrative Construction, whose goal is to offer a hands-on approach to the design of an engaging and dynamic game system from a narrative and cognitive perspective. The series illuminates how our thinking, learning, and emotions interplay when the designer proceeds from scratch to reach the desired goal of a meaningful and motivating experience.

To enhance the reading experience, I suggest you start with the first part if you haven´t done so already.

As a result of the stripping of the dramatic story structure, and the removal of its standard features (acts, turning-points, rising and falling actions), the previous part revealed a learning curve. The flow-state of the learning curve (illustrated below) shows the motivating engine by how the receiver gradually builds experiences and feelings on the path towards the goal.

Balancing the pacing of the engaging and motivating forces to reach a more persistent mood, the control value of the learning curve´s flow-state is based on how you are making sense of the causal, spatial, and temporal links in regard to the receiver´s understanding and learning. Your control value of harmony (see the previous part) is where the receivers ask: What? Who? Where? When? Why? How? not because they are confused but because they are curious. It is then the access to the flow-state of the motivating forces rouses a rhythm, which enables you to deepen the emotional effect over time. To avoid dissonance, which decreases flow, the formula to harmony is achieved…

…when cause and effect are elaborated by the constructor towards a set premise and adapted to the media at hand, and when the effect of the composition supports the set goals for the receiver.

With the model’s help, we can finally look into the details of how you capture the engaging and dynamic forces behind the rhythm of flow and turn the motions into a mood. These motivating forces by how the player creates meaning are interesting as they can be transferred to mechanics. An example of a mood being transferred and embedded into a mechanic was presented in the first part. The forces concerned the relationship between the player and the horse in the game Shadow of the Colossus, whose core of mood from the player´s building of experiences and feelings was transferred to the mechanics of The Last Guardian.

Bottom-up 


Instead of breaking down story structures in search of verbs and motivating elements using a top-down perspective, the model assists a bottom-up approach to the building of a structure from the perspective of the receiver´s thinking and feelings. To access the curiosity-driven approach to the design of engaging and motivating experiences, the narrative principles and systems can help us clarify what media-specific elements identify video games with respect to the player’s learning.

Several aspects of the narrative systems become visible when observing from a bottom-up perspective on gameplay structuring from the player’s position. Since it is easy to mix up your perspective and position as a constructor with the receiver´s perspective and position, the narrative systems facilitate the possibility to differentiate between the roles. Keeping track of the changes between the perspectives and positions of the receiver´s interpretation of meanings provided by you as a constructor, I introduced two groups in the previous parts that assist the change of perspective. When you get to the more advanced techniques of foreshadowing, meaning you set the player´s hypothesizing about the goal into motion, the control of the perspectives and positions will be a great asset.

Regarding the bridging of the gap between writers and designers, it is worth noting how the narrative systems of plot and style unite the team constructors.

Navigating the structuring of gameplay with the help of the narrative principles of logic, space, and time by how the style mobilizes the game’s components and techniques. To meet the receiver’s interpretation of the plot’s causal, spatial and temporal networks, games amplify:

  • time by how the plot and style pick up the presence of the receiver
  • logic by how the plot and style convey causal links between outputs and inputs (interaction)
  • space by how the plot and style regard the position of the receiver

By connecting the activities of the receiver´s thinking and learning to the space of activities you can access how plot and style motivate and engage the receiver’s sense- and meaning making. The interaction from the exchange of meanings that you present before the receiver’s senses to engage the receiver’s building of experiences are depicted below.

            

To meet the game’s style to be interactive, you can see how the activities of exchanging meanings work as a loop. Making the loop meeting the goal-states of learning, the logic of cause and effect representing the minimum of data to trigger the cognitive activities can be turned into outputs and inputs:

                                                                                                                                   
By adding the receiver’s position and the causal exchange of outputs and inputs to the engagement and duration axis, we will get a base to a flow model that captures the core to the conditions that enable the motivating engine of learning to propel.

The illustration of the flow model helps envision, from your perspective as a constructor, how each meaning presented before the receiver’s senses triggers the receiver’s meaning making, which gradually deepens the experiences along the duration axis.

The receiver/player’s position determines how you approach the space of activities when obtaining the rhythm of providing and withholding meanings in relation to the player’s understanding and learning. Accessing the player’s position helps you navigate through the space of activities from a curiosity-driven perspective. To show how you proceed from the curiosity-driven perspective in the setting of the causal, spatial, and temporal links that trigger the player´s building of experiences and feelings, I will start by showing a classical example of what action- and competency focused design looks like using the flow model.

Returning to The Lord of Rings (see previous part) we can observe how its conflict-ridden world leads to the development of combat and survival systems in games, in order to encourage players to act. The flow-state of actions in regard to the player’s objective (goal) generates the causal contrast of going from weak to strong.

The experience of empowerment is a common expression of a player´s agency in a competence- and action-focused design.

In making the online game Journey, the game designer Jenova Chen explicitly expressed that he wanted the player to feel awe from experiencing the empowerment of caring about each other (link to the article). This initiated the removal of standard features related to competition and combat in online games (the lobby, player ID, HUD, weapons, invites, etc.). The example gives you an idea of how the change of experiences and feelings alters the core gameplay. But how you resolve the causal contrasts of going from weak to strong, to meet the experience of awe, is often a process left to the designer’s intuition to handle. It is often here the canonic story offers a framework to organize plot patterns. In the case of Journey, Joseph Campbell’s Hero’s Journey’s pattern generated a life journey gameplay structure.

But if we try to capture the motivating and engaging forces and how they are processed by the game’s mechanics and systems from a curiosity-driven perspective. It is through plot and style you can see how

– the contrasts, as a drive-state to engage the player’s curiosity, are triggered by the mechanic.

And in regard to the player’s learning and the goal, it is

– cause and effect of the contrasts of awareness and unawareness that release the mechanic’s rules and behaviors to propel the overall rhythm to the motivating forces of flow in the building of experiences and feelings.

By setting the core to the overall rhythm of the flow provided by the contrasts and cause and effect, you are also setting the rules and behaviors of how the mechanic provides and withholds meanings in regard to the receiver’s building of experiences and feelings.

Tracing the core to the overall rhythm of flow


To trace the core of rhythm from a curiosity-driven perspective, we will stay with The Lord of the Rings and look into how the dynamic and motivating forces of rhythm from a story (movie) can be transferred to a game mechanic.

To convert the flow of the causal contrasts from the movie The Lord of the Rings to a video game, you need to discern the core rhythm loop to what makes Gandalf or other components into vital parts in regard to the receiver’s sense and meaning making.

The harmony in The Lord of the Rings comes from adding Gandalf to help even the Hobbits’ odds in defeating Mordor. Hold on, aren’t there other races involved in defense of Middle Earth? Absolutely. But as we go, you will see how the relationship between Gandalf and the hobbits flows through every single element, including the receiver, forming the core of the overall rhythm.

Since the trigger of the receiver’s engagement is based on how you provide and withhold the contrasts of the receiver’s awareness regarding the conflict in relation to the Hobbits’ unawareness (see the pace and balance from the first and second parts), it is Gandalf’s awareness and power that brings hope to an otherwise hopeless situation.

Your considerations concerning the style in relation to the goal of what the receiver should experience and feel are always taken from the receiver’s position. Since the receiver can’t act on their knowledge due to the movie’s style, it would be tough to keep the receiver seated if The Lord of the Rings was an abyss of utter despair and where the hobbits’ unawareness was a direct road to their destruction. To avoid the receiver perishing from frustration by how you present the hobbits as helpless, you unburden the receiver from being omniscient while deprived of the possibility to at least warn the hobbits. Gandalf plays a crucial part in easing up the tense by having the qualifications needed to undertake the responsibility to look after the hobbits.

Gandalf is also the component who inconspicuously creates a bond between the receiver and the hobbits (and the fellowship) through the shared belief in Gandalf’s qualifications to solve the conflict, deepening the receiver’s feeling of engagement (see also Part 6 on building bond/trust).

The contrasts of the awareness and unawareness concern how you provide and withhold the information to balance the receiver’s engagement. What settles the core to the overall rhythm is the relief found in Gandalf’s presence in contrast to his absence.

Since the beliefs and expectations are directed at seeing Gandalf solve the conflict. When he turns up, the feeling of relief increases among the hobbits and in the receiver. When Gandalf disappears, the challenges presented in his absence deepens the bond and intensifies the receiver’s engagement and motivation from the experiences built over time.

Seen from the receiver’s position in regard to the goal to see the dark forces of Mordor defeated, the dynamic changes between the contrasts overtime show how the experiences turn into expectations and desires along the duration axis.

Referring to the earlier parts when I stripped the dramatic story structure down: with the flow model’s help, you can see from the sequencing of the contrasts of presence and absence how you treat the end (goal) along the duration axis by not fueling the engagement. By letting Gandalf return (from being dead) and remain present following the story climax (marked with a curly bracer), you leave the task to the hobbits and Gandalf to defeat Mordor and put an end to the movie.

If we were to translate the overall rhythm of presence and absence to video games, to meet the mechanic style, which has no end but goal-states, the behavior by which the mechanic triggers and propels the causal contrasts of absence and presence could be depicted as follow:

The flow model depicts a loop of a never-ending dynamic change between Gandalf’s presence and absence. The dynamics form an overarching rhythm loop, which shifts between the feelings of relief and despair when Gandalf disappears and returns increase and deepens the receiver’s experiences along the duration axis.

Assume we would position the receiver/player in the role of a hobbit. By proceeding from the contrasts of awareness and unawareness, increasing the engagement and motivation would mean the hobbit (the player) learns from Gandalf. However, in regard to the goal of defeating the forces of Mordor, you could amplify the engagement by creating a surprise, i.e., you could change the state of the experiences and expectations.

Based on the contrasts between Gandalf’s greatness and the hobbits’ insignificance, you can make Gandalf learn from the hobbits/receiver. This is also what happens in the movie when Gandalf needs help from the hobbits. The dynamic change of state is also what the dramatic story structure’s turning points refer to when the expectations from the experiences are changed to a dependency, which deepens the causal network of the overall rhythm between presence and absence.

As we have proceeded from a bottom-up perspective by looking from the position of the receiver’s sense and meaning making, we have a core loop propelling the dynamic forces of the receiver’s thinking and learning. This is the core rhythm loop that you can translate to a game.

Translating a core rhythm loop to games


If we return to the causal contrasts of the boy and Trico in The Last Guardian (see first part), you can see how the same dynamic forces that settle the core to the overall rhythm of flow in The Lord of the Rings also settle the core to the mechanics between the boy and Trico in The Last Guardian.

When the core rhythm loop, conveyed by the mechanic in the Last Guardian is put into play, it is

  • the dependency between the boy and Trico constituting the core of the gameplay and
  • the dynamic changes of state between presence and absence propelling the building of experiences and feelings in the exchange of inputs and outputs between the player and Trico.

The Last Guardian starts with the boy (the player) and Trico trapped in a cave. It is here the goal state of the mechanic to build a sense of dependency is initiated.

The dependency dynamics emerge with the plot and style conveying the contrasts of:

– the stature, behavior, and movements between the boy and Trico,

and

– the space of activities of being trapped: a closed cave and Trico confined by a chain and pierced with spears, illuminating the incentive (goal) on liberty.

With the player’s position set on trapped, the goal on liberty, and the experiences settled on the construction of dependency, the condition of a core structure to an overall rhythm comes forth.

By sequencing the space of activities according to the pattern of “lock and unlock” (which contrasts were used in the previous part to illustrate the structuring of the game’s space in regard to the player’s learning), each sequence (level) meets the goal of liberty, which allows the mechanic to build the experiences and feelings of dependency between the player and Trico.

The feeling of presence and absence is generated by how the plot and style make sense of the causal contrast between a little boy’s statures and the tall feathered creature Trico. 

Along the duration axis, each sequence (level) unfolds the space of an environment requiring a small person to pass through narrow passages and find levers only pullable by the boy (the player).

Each level represents a new goal-state capturing the core of the rhythm loop, which generates actions to reach liberty, and each step deepens the experience and feeling of dependency when the boy (the player) needs to leave Trico to solve certain puzzles in order to “unlock” the next part of the level.

The contrasts of absence and presence are reflected in the puzzle by how it separates and unites, thus amplifying and deepening the feeling of engagement when returning/reuniting with Trico.

Keeping track on the dynamic changes of the rhythm loop


The states of the dynamic rhythm loop change along the engagement and duration axis when the player learns (interact). How the mechanic’s balancing and pacing provide and withhold the information is controlled by a world system that organizes the components of subsystems, defining the core of the gameplay.

The game’s systems provide an overlook of the space of activities by arranging, through plot and style, the causal, spatial, and temporal links of the interdependency between the boy and Trico.

From the meta-perspective of the constructor (1), you can see how the overall world system’s goal is set on liberty (2). The components of the boy (the player’s position) and Trico form two subsystems, whose goals are building experiences/feelings of dependency (3 and 4). The subsystem forms the rules and behaviors of the mechanic (5 and 6) to be directed at the goal of the world system to reach liberty (2) (the completion of the game).

With the systems’ help, it is easier to keep track of states’ dynamic changes by how the mechanics propel the core rhythm loop (uniting/separating) in relation to the receiver’s building of experiences/feelings.

As the harmony of the Last Guardian is already paced and balanced, I will return to the blueprint of the premise (see Putting into play, Part 4, and Part 6) and show how the plot and style meet the core of the overall rhythm. By capturing the minimum data needed to trigger the narrative vehicle of the player´s meaning making, we can see how the following core elements of the premise are captured:

An identified subject(s) and a condition(s) that propels a process forward in relation to what the receiver should experience or feel.  

  • Subjects – The boy and Trico
  • Condition – Trapped, which
  • Propels process at liberty, to build
  • Experience/Feeling of Dependency

How to pace and balance mechanics and systems 


Looking back at Bateman’s suggestion (see first part) to “think of story as one more game system.” The Last Guardian is an interesting example because the game is considered to be a narrative-driven game. Within the context of game development, it means the structure conveys a canonical story format (exposition, complication, outcome). To conclude the tracing of the Hidden art of pacing, we will look into the balancing and pacing of The Last Guardian to see what we can learn from merging story and game structures from how a curiosity-driven approach inconspicuously motivate the feeling of competence and encourage actions.

To illuminate the nuances of how the systems assist the mechanic in providing and withholding meanings in regard to the player’s meaning making, I will pick up the music term used earlier in the first part when pacing the contrasts which generated the stature, behavior, and movements of the hobbits and Gandalf and the boy and Trico.

– Forte – loud/strong

– Piano – soft

I will also add the tempo of

– Fast

– Slow

Into the cave…


Known as the tutorial-level where the player learns how to play the game, the initial sequence (level) (illustrated below) is where the drive-state to curiosity is triggered by the mechanic, capturing the causal contrasts between the boy (the player) and Trico that will build the player´s experience/feeling of dependency.

The illustration below depicts the mechanic’s initiation by the style of animation/graphics, showing the boy and Trico trapped in a cave.

The mechanic’s output, which goal-state is on the building of dependency, creates a forte (1) through how the plot and style convey the causal conditions of the confinement through the visualization (2), thus creating an incentive to attain the overall goal of liberty.

Seen from the perspective of how the player processes the causal, spatial, and temporal links, the output triggers the player’s curiosity by withholding information regarding the cause of the pair’s confinement, which generates the question.

Who or what brought them there at the beginning, and why?

To visualize the strength/forte by which the mechanic (1) and the visualization (2) trigger the player’s meaning making, the space of activities from the sequence can be depicted with the help of a cognitive “block-out.” Block-outs are used to outline levels, but you can also use them to describe how cognitive activities unfold (in a future post, I will show how you can use the cognitive-wheels to mockup the pace and balance of an environment).

               

The cognitive block out illuminates the mind’s activities and how the effect (call) from the output (1, mechanic, and 2, visualization) increases the intensity and tempo of the player’s interpretation of plot and style.

Since thinking without moving doesn’t necessarily mean the player isn’t engaged and the reverse doesn’t mean the player learns, the duration between the output (1 and 2) and the player’s input could be anything from an instant response to an input that never occurs. The separation between the mind’s activities and how the meaning-making generates physical actions gives you an idea of how to balance and pace the systems to pick up inputs of behavior and movements from the player’s understanding and learning.

As the common technique within game development to control if the player understands and learns is focusing on competence and the physical actions to confirm the player’s comprehension, it can easily lead to over-explanation to ensure the player knows what to do. This over-explanation can, in turn, lead to a counterforce which “turns off” the activities of the player’s sense and meaning making, where its effect is illustrated below.

               

In film writing, the effect of over-explaining has given rise to the phrase “show, don’t tell” to allow for the receiver’s meaning-making to come forth. I have tailored the expression to suit games by saying: “don’t show, involve” (see also the series Don’t show, involve).

There is a fine line between how much you should tell or involve while still leaving room for the player’s sense- and meaning making. To allow for a curiosity-driven design, you can add meaning-making to the space of activities by simply asking: how much of the player’s sense and meaning making can flourish? To involve, you can also think of yourself as a teacher who keeps up the curiosity by making the player figure out the: How? Why? When? Where? Who? What?

Since the gameplay structures focus on the space surrounding the competence of the player. Letting the player’s sense and meaning-making come forth places the emergent and progression structures in a new light through structures applied to the craft of utilizing the player’s drive (motivation) to understand and learn.

The Last Guardian illuminates this craft of employing the player’s drive to understand/learn through shifting between progression and emergent structures using the causal contrast of absence/presence to separate and unite the player and Trico. The causal contrast of being separated and united is handled by systems through balancing and pacing the mechanics. By switching between prompting the player to move (leave Trico) towards the goal (liberty), which then allows for the player to explore the relation with Trico after the (sequence) level is “unlocked,” the experience and feeling of dependency are gradually built along the duration axis.

Keeping track of learning, behavior, and movements


To illuminate the switch between systems, I will show examples of two components of style, which systems track the player’s behavior and movements in regard to the understanding and learning driven by curiosity.

The first system is a visual controller prompt (3), showing the controller’s functions as the player goes.

The controller prompt (3) is presented with a soft piano further along the duration axis, as a response to the player’s inputs caused by the outputs from the mechanic (1) and the visualization (2). This shows how you consider the forte (strength) from the output (1 and 2) as a trigger to the drive-state of curiosity to build experiences and feelings of dependency.

Since the experiences and feelings constitute the motivating forces, as to avoid suppressing the building of experiences/feelings of dependency, the controller prompt (3) picks up the player’s behavior and movement with a minimalist soft style when informing the player which button to press to walk, jump, grab, and throw.

The dynamics from the fortepiano (strong/soft) allows for the mechanic (1) to trigger curiosity, which increases the player’s awareness (attention) regarding the conditions in the cave, and the soft conveyance of the controller’s tutorial is in harmony. Meaning, the actions to obtain liberty make sense and don’t lower the motivating drive to build dependency.

The soft and slow tempo of the controller prompt (3) appears more clearly compared to the other system of style brought by a voice, which audio cue embodies a male narrator (4).

In contrast to the soft piano and slow tempo of the controller prompt (3), the narrator (4) is engaged with a forte. Together with the mechanic (1) and the visualization (2), the narrator strengthens the initial output. However, the voice acting is soft (piano) and slow, balancing the collected intensity from the outputs (1, 2, and 4) on the receiver’s meaning making.

The narrator has two different functions. One is the voice of the male narrator who speaks from a position in the future. The other one supports the game’s progression by prompting the player to act on the outputs (1, 2, 3, and 4).

1. The narrator as a storyteller


Most techniques involving story structures have evolved from the ancestors of media. One of the methods is foreshadowing. In a competency-driven design of engagement, the technique is used to inform the player about the objective. The ambition is to motivate the player to advance through space towards the goal. Regarding how our mind is processing causal, spatial, and temporal links, from a curiosity-driven perspective, foreshadowing is a method to encourage the receiver to imagine a future from the present position.

When the narrator (4) is put into play, the technique of foreshadowing is applied. As the narrator communicates with the player from a position further along the game’s timeline, the narrator lets the player know that he or she is playing as the narrator but as a young boy. But the narrator is also giving the player a hint about the future.

Along the duration axis, the causal and spatial links to the narrator’s storytelling are provided by the visualization (2) of being trapped with Trico in a cave. As the narrator speaks from a future position, there is a sense of ease as the player knows reaching the goal of liberty will be achieved. But the means of attaining liberty remains withheld from the player, thus triggering curiosity. This “how” intensifies the drive and overall tempo of the player’s meaning making, causing the player to speculate about the goal from his or her position in the cave, wondering how Trico will play a part in reaching the goal. Here, the player’s bond to Trico inconspicuously starts to build by how the plot and style convey the overall rhythm of flow, which will gradually turn into a mood.

By shifting perspective to the player (and changing color to purple), based on the outputs (2 and 4), the illustration below shows how the future goal on liberty is imagined from the player´s position on the timeline. The image also visualizes how the player´s processing of causal, spatial, and temporal links doesn’t have to generate inputs from physical movements even though the engagement is high (see the example from the last part regarding The Long Dark).

 

2. The narrator as a prompter


The second function of the narrator concerns the prompting of the player’s actions. This illuminates how the conventional story technique is made a part of the learning and progression systems.

The differences between controller-prompt-outputs (3) and the narrator’s outputs (4) can be seen from the duration axis’s volume and frequency. Compared to the soft and slow-paced controller prompt (3), the narrator’s prompting (4) does not consider the emergent aspect of letting the player’s learning and meaning-making come forth before the narrator’s voice tells the player that the beast is chained, hungry, wounded and in need of help.

What is interesting is how the narrator’s prompting basically goes against the mantra of not telling as it communicates with the player about things already observable to the player.

Since the constructor’s primary goal is the building of a mood through crafting a bond between the player and Trico. The strength and frequency by which the narrator reminds the player to tend to Trico’s wounds until the feeding and freeing inputs are coming into play is a key trigger that kick-starts the gameplay’s core rhythm loop.

Reminding how the pacing flows through the player’s behavior and movements by how the style mobilizes the plot. The narrator’s output is utilized to establish the rhythm of the causal contrasts of absence and presence, which core unfold the gameplay of solving puzzles (unlocking sequences). By triggering the player’s actions that separate and unite the player and Trico, building a bond and a mood is initiated.

The illustration below shows from the player’s perspective and position how the rhythm, tempo, and intensity from the pace and balance of meanings are transmitted to the player’s meaning-making and inciting actions.

From the player’s position and perspective (defined by the purple color), the forte from the narrator’s prompting (5) increases the tempo of the player’s learning of the controls (6) when acting on feeding and freeing Trico (7).

Hidden to the player is the motivating engine of learning that encourages the flow-state of curiosity to build a feeling of competence from learning while moving towards liberty (8) and dependency (9). Underneath the structure, the bond between the player and Trico gradually builds.

Harmony and dissonance


According to the harmony and the control value of flow, it isn’t the narrator’s prompts, telling the player that Trico is chained, wounded, and hungry, which creates dissonance.

Following the narrative principles connected to the receiver’s navigation and understanding, an inconsistency becomes evident in the canonic story’s logic and the narrator’s position in time and space. Since the narrator systems have two functions

– to foreshadowing the player by telling the story and

– to keep track of the player’s behavior and movements

Whether or not the inconsistency experienced by the player, in the form of dissonance in relation to the causal, spatial, and temporal links, makes sense depends on if it is possible to interpret the narrator’s location in space and time.

Is the narrator from the future, or is he in the cave?

Whether or not the dissonance causes a significant disturbance depends on if the plot and style convey the premise. Since the mechanic (1) and the visualization (2) have already triggered the receiver’s curiosity, it begs the question:

Who or what brought them there in the first place, and why?

The trigger of the drive-state to curiosity is enough to make the player disregard any inconsistencies with the caveat that it doesn’t stand in the way of finding out how Trico will play a part in reaching the goal.

Rounding up


Seen through the lens of the narrative systems, you can’t remove the narrative as a meaning making mechanism as the narrative is already a part of the process of giving meaning to the game. What you could remove are the excessive segments blocking the motivating engine of the receiver’s meaning-making to come forth, i.e., the “over-explanation.”

To sum up how a bottom-up perspective on the hands-on process can assist your design in creating engaging and motivating forces. By tracing back to where the core of engagement and motivation reside, we can see how two causality-creating elements create triggers for the narrative vehicle of meaning making to generate new patterns.

An example based on the contrasts of absence and presence, which generates a behavior of avoidance, is Red Dead Redemption 2. The core rhythm loop is based on the presence and the absence of an agent. When the agent is absent, the player feels safe, and when the agent turns up, the insecurity prompts the player and his gang to leave their camp and flee to another one. With a simple switch, the mechanic’s state is changed from the experience of dependency to independency and the feelings of being unsafe and safe.

The example above also displays the basics behind changing the state of the mechanic when creating a surprise. Those changes (spoilers) can be seen in The Last Guardian, were building a bond/trust is the surprise’s objective from which condition you can infuse uncertainty. The new state offers a unique perspective on the conditions from which the player learns more about Trico by having to reconsider the hypothesis.

General tips for setting (or checking) the core to the drive-states of your game concept’s causal contrasts to meet the minimum data of a premise that trigger the player’s meaning making, you can ask the following questions:

  • What is the condition from which the player proceeds, and how does the state relate to the goal?
    Ex, weak/strong, trapped/liberty, dependency/independency.
  • What would you like the player to experience or feel when proceeding from the initial condition towards the goal?
    Ex. absence/presence, relief/despair, safe/unsafe, certainty/uncertainty

When identifying the subjects and objects from which the conditions proceed, make sure these are from the player´s position and perspective when outlining/sequencing the space of activities.

If you would like to find examples where the narrative systems can be discerned within the development of game concepts, you should listen to them who tried to do something different from others.

If someone says the story came later in the game design process, which the game programmer Seth Coster did in his talk about Crashlands’ production, it likely began with two contrasting elements that would come to unfold a story structure (see link). Fumito Ueda has expressed something similar regarding canonic story formats and where he mentions how he approaches story endings in games in this interview held by a game managing director, which makes it even more interesting to read as it illuminates how one views the story in game development. The narrative systems can also be determined by listening to those who prefer to create experiences distinguishable from combat and survival systems; For instance, Jenova Chen in the making of Journey (see link), and Tracy Fullerton in the making of Walden. In a GDC talk from 2019, Fullerton reveals how the progression- and story structures work to a certain point but where a bottom-up perspective is needed to access the core to the engaging and motivating forces. Further, check this inspiring talk with Fullerton on learning, thinking, and pace in game design.

Since it isn’t easy to access or explain the narrative as a meaning making process, I’d like to extend my gratitude to those of you who have stuck with me and shared your reflections over the course of this lengthy trip. I hope the journey has been inspiring as much as it inspired me, making it.

I can’t say for certain when I will be returning with the final part of Putting into play. As of right now, I’m in search of a world to pace. But never hesitate to contact me if you feel like sharing your thoughts or having any questions. If something is unclear, I’m always ready to revise to reach harmony.

Lastly, I will share a link to YouTube that I received from a reader (thank you!), where the Lead Quest Designer Pawel Sasko speaks about pacing from the perspective of making the player hypothesize (and cry) in Witcher 3, which I feel will wrap up this nicely.

Until next time, stay safe and curious,

Katarina

Illustrations by Linnea Österberg

Return to:
Putting into play – The Hidden Art of Pacing (1) 3
Putting into play – The Hidden Art of Pacing (2) 3

Or visit Narrative Construction and read the entire series:

Part 1 Putting into play – A model of causal cognition on game design.
Part 2, Putting into play – On narrative from a cognitive perspective I
Part 3, Putting into play – On narrative from a cognitive perspective II
Part 4, Putting into play – How to trigger the narrative vehicle
Part 5, Putting into play – On organizing thoughts and feelings
Part 6, Putting into play – On organizing engaging and dynamic forces
Part 7, Putting into play – The Hidden Art of Pacing 1 (3)
Part 8, Putting into play – The Hidden Art of Pacing 2 (3)
Part 9, Putting into play – The Hidden Art of Pacing 3 (3)

A short guide to the 7-grade model of reasoning

An introduction to Narrative bridging

References:


Boman, M., Gyllenbäck, K.,  (2010). Narrative bridging. Design Computing and Cognition ’10. Edited by John S Gero. SpringerLink. pp 525-544

Bordwell David (1985). Narration in the fiction film. Methuen.

Gärdenfors, P., Lombard, M., (2017). Tracking the evolution of causal cognition in humans. In the Journal of Anthropological Sciences 95. p.219-234


Related Jobs


Embodied Inc.
Embodied Inc. — Pasadena, California, United States
[09.15.20]

Game Designer

Airship Syndicate

Airship Syndicate

Airship Syndicate
Airship Syndicate — Austin, Texas, United States
[09.15.20]

Design Scripter




<!–

Extra Div –>





https://www.sickgaming.net/blog/2020/09/...ng-part-3/

Print this item

  News - Get a job: Join Sony PlayStation as a Lead FX Artist
Posted by: xSicKxBot - 09-17-2020, 09:26 PM - Forum: Lounge - No Replies

Get a job: Join Sony PlayStation as a Lead FX Artist

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Bend, Oregon

Sony Bend Studio, renowned creator of Days Gone, Uncharted: Golden Abyss, and Syphon Filter, is seeking outstanding talent to join our passionate and creative family in crafting our next high-profile AAA console title.

Living in Bend, Oregon means saying goodbye to gridlock, concrete, and pollution. Use your Extra Life to shred at Mt. Bachelor, drag a line in the Deschutes River, hike in the wild, or perfect your game. Plug into adventure and community!

We are seeking a Lead FX Artist who will collaborate with the Art Director, VFX Supervisor, and FX team to create consistent, high quality, and performant in-game and cinematic visual FX. You will help mentor and guide the FX team, while also driving FX initiatives and assisting in the development of new solutions. In addition to creating FX content, you will help set department standards, troubleshoot technical issues, and participate in FX department tool development.

Responsibilities:

  • Lead and drive FX initiatives while collaborating with other departments to develop and implement high quality and performant FX content.
  • Content creation of visual FX across all areas of the game which set the industry leading standard for the team and the project.
  • Leading by example in the team, working with the VFX Supervisor to assess, recruit, and develop the FX team to support studio goals and initiatives.
  • Work with and mentor FX Artists to provide clear direction and set expectations for aesthetic and technical requirements.
  • Collaborate with the project Art Director to ensure a consistent style and quality level across all the various types of game FX assets.
  • Research and Develop new FX solutions, visually and technically.
  • Partner with the Art Manager and Production department to deliver time estimates for FX creation.
  • Work with your team to troubleshoot FX related issues in a timely manner and maintain your implementations throughout production.
  • Work with graphics engineers to improve upon existing technologies and develop new ones that raise the bar of game FX, both visually and technically.
  • Build documentation, communicate requirements, and provide feedback to internal artists and outsourcing partners.
  • Track trends, the latest technology, the competition and the newest tools to constantly refine techniques while maintaining a foundation in established artistic practices.

Requirements:

  • 10+ years’ experience as a professional FX artist in AAA games.
  • Portfolio of realistic, high quality real-time FX work.
  • Proficiency in fluid, particle, and rigid body simulations to create realistic FX in 3d packages such as Houdini, Maya, or 3dsMax.
  • Good communication and interpersonal skills
  • Strong time management and organizational skills and an ability to prioritize work
  • A deep comprehension of how real-time VFX influences performance and how to maintain visual standards while supporting game-play.
  • Strong leadership, mentoring and teaching abilities
  • Bachelor of art degree or equivalent industry experience and training

Pluses:

  • Experience with a scripting or programming language
  • Experience using popular game engines such as Unreal
  • Experience building and maintaining FX tools/Rigs

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.



https://www.sickgaming.net/blog/2020/09/...fx-artist/

Print this item

  News - Poll: Did You Know That GoldenEye Had A Dual-Analogue Control Option On N64?
Posted by: xSicKxBot - 09-17-2020, 06:30 PM - Forum: Nintendo Discussion - No Replies

Poll: Did You Know That GoldenEye Had A Dual-Analogue Control Option On N64?

GoldenEye 007

It’s amazing what random nuggets of trivia fly around the Nintendo Life office on a daily basis. Take yesterday, for example – having hooked up his swanky HDMI-ready N64 console to capture some footage of Super Mario 64 for our Super Mario 3D All-Stars comparison video, Nintendo Life MD Ant Dickens found time for a quick game of GoldenEye – who can blame him? – and a discussion soon erupted over the game’s unique control system, which utilised the analogue ‘wand’ for movement and turning while mapping strafing commands to the left and right C-buttons – a setup which arguably foretold the rise of twin-stick controls in FPS games.

“Aha!” exclaimed Nintendo Life’s editorial director (me, basically). “Did you know you can play it with two controllers?” Despite the fact that, at home, I’m incapable of remembering what my wife asked me to fetch from upstairs by the time I’ve reached the top step, this tiny, almost inconsequential nugget of information had been lodged in my brain for decades waiting for the perfect moment to present itself – and here it was.

Needless to say, my esteemed colleague was dubious initially, and as we scrambled to find a second N64 pad, even I thought my memory might be playing a cruel trick on me; could this be something I’d misremembered in the years that have passed since I used to play GoldenEye on a daily basis? But no! Upon tinkering with the options menu, the two-controller configuration was discovered and much hilarity took place. Guffaw!


What was really amazing about all of this is the replies to my tweet, which suggested that Ant was not alone in having never heard of this particular trick – a trick which, when you think about it, makes GoldenEye the first twin-stick FPS title in gaming history (kinda). It’s worth noting that Star Wars: Episode I Racer also had a twin-controller option.

Here’s David Doak – who worked on the game – explaining why they did it:


Now, to the main intention of this post – did you know about this control setup? Be honest and cast your vote below, and, if you did used to rock two controllers back in the day, let us know your memories by posting them in a comment.



https://www.sickgaming.net/blog/2020/09/...on-on-n64/

Print this item

  News - Monster Hunter Rise Revealed For Nintendo Switch
Posted by: xSicKxBot - 09-17-2020, 06:30 PM - Forum: Lounge - No Replies

Monster Hunter Rise Revealed For Nintendo Switch

A brand-new Monster Hunter is coming to Switch. During a Nintendo Direct Mini, the company premiered the trailer for Capcom's Monster Hunter Rise. It's coming March 26, 2021 alongside its own set of Amiibo figures.

A trailer showed the hero using grapple points to navigate around the open world and facing a series of fearsome beasts. You have a dog or wolf-like companion that you can use as a mount, and the characters were notably heard with English voiceover. An elder character warns of a calamity from a monster called Magnamalo, which appears to be the big-bad of this Monster Hunter.

Capcom promises a "story-based RPG experience" where you assume control of a new Monster Rider. You'll be able to play the game alone or in four-player co-op either online or locally.

Continue Reading at GameSpot

https://www.gamespot.com/articles/monste...01-10abi2f

Print this item

  Echo Engine Hands-On
Posted by: xSicKxBot - 09-17-2020, 11:32 AM - Forum: Game Development - No Replies

Echo Engine Hands-On

Today we are taking a look at the open source cross platform 2D/3D C++ based Lua-powered game engine Echo. While Echo is very much it’s own engine, it has a very Godot vibe in the way your game scene is organised, taking a node based approach to game development. The engine is released under the very permissive MIT open source license.

From the project GitHub page, Echo is described as:

Echo is a new game engine, which used more industry-standard of nowadays for game development. The new design concept makes the engine simplicity to use. but more powerful. Scene manager is easy, No Entiy, No GameObject, No Component, No Prefab. Only Node and NodeTree.

In the video below we go hands-on with this active open source project. In the later half of the video we show how you can build the engine on Windows, before you begin however you will need to have Visual Studio 2019 with C++ support and CMake installed on your machine.





https://www.sickgaming.net/blog/2020/09/...-hands-on/

Print this item

  AppleInsider - Apple AR research encompasses so much more than entertainment
Posted by: xSicKxBot - 09-17-2020, 11:32 AM - Forum: Apples Mac and OS X - No Replies

Apple AR research encompasses so much more than entertainment

A series of patent applications show that Apple is focused on how users can work in an augmented reality or virtual environment, with the company working on practical sides of how to make that space feel more real.

Maybe we’ll get goggles first, or maybe “Apple Glass” will be as slim and stylish as we hope. Ultimately, though, Apple is seeing Apple AR and VR as being used for more than the games we see in goggles, or the notifications we might see in glasses.

Instead, it’s focusing on how users could get work done within an environment that is partly or wholly computer generated. That includes how we might use applications that only exist in our AR world, it includes how sound can help make an all-encompassing experience. And it also looks at how we look around, how we can find our way when half our view is virtual and half is real.

Audio in AR


One of the newly revealed patent applications, “3D audio rendering using volumetric audio rendering and scripted audio level-of-detail,” wants to help users experience a more natural-seeming environment. It does this through how we may hear the sounds of the AR world, and Apple is also concerned with how programmers can make better, easier use of audio.

“Computer programmers use 2D and 3D graphics rendering and animation infrastructure as a convenient means for rapid software application development…, ” begins Apple. “One challenge for such graphical frameworks is that graphical programs such as games often require audio features that must be determined in real time based on non-deterministic or random actions of various objects in a scene.”

A river can't be rendered as a single point of sound

A river can’t be rendered as a single point of sound

So a game might have an explosion, but if you’re looking away from that, the sound of it has to appear behind you. “Incorporating audio features in the graphical framework often requires significant time and resources to determine how the audio features should change when the objects in a scene change,” says the patent application.

Apple says that currently sounds are tied to specific points in the environment, such as that explosion being placed where the correct graphics are. But while this is typical of AR, it’s not always ideal and it is always complicated.

“[It] usually means that an application is required to generate points for each of various sounds that exist in the virtual audio environment,” says Apple. “This process is complex, and current approaches are typically ad-hoc.”

The drawings in the patent application show, as an example, a user being faced by an AR river. There is no one single point of origin for the sounds of the water, it is a continuous area, a region within the AR environment.

Apple’s solution is to “represent a sound source in a 3D virtual audio environment as a geometric volume, rather than as a point.” The patent application discusses many methods and issues to do with replacing a point with an overall region, but the purpose is always to create this more natural sound environment.

It could also be something that Apple AR itself, as the kind of AR operating system, might provide instead of every developer having to create it.

“This makes it possible for an audio rendering engine, rather than an application program, to use the geometric volume of the object to render a more realistic audio environment,” says Apple.

Directing your attention


If there were an explosion in a game, you are most likely to look in its direction but it is entirely up to you. Apart from when there are specific movements, or sounds, though, AR can present a rather unvarying view.

As you look through any AR system, Apple says that what you can see will range “from wholly synthetic experiences to barely perceptible computer-generated media content superimposed on real-world stimuli.” You might have an entire world in VR, or you could have the smallest of “turn here” signs as you walk down a real street.

Apple's system could allow an AR application to put a glow around where you're supposed to look

Apple’s system could allow an AR application to put a glow around where you’re supposed to look

An issue that Apple wants to address with another patent application, is how the user knows where to look. When they are surrounded by VR, or when there is a single AR object by them, there needs to be a way to direct the user’s attention when needed.

“Attention direction on optical passthrough displays,” concentrates on AR where the computer-generated reality (CGR) of what you’re seeing is a combination of the real world and this superimposed media content.

“[It] may be desirable to direct the attention of a user in a CGR environment to an object or area of the CGR environment,” says Apple. “For example, a game executed by an HMD [head-mounted display] presenting the CGR environment may desire to direct the user’s attention to a game objective.”

“As another example, a map application executed by the HMD may desire to direct the user’s attention to a map destination,” it continues.

Interestingly, Apple is also looking at when it would be best to prevent a user’s attention being drawn to something. “[It] may be desirable to direct the attention of a user away from an object or area of the CGR environment, such as an advertisement or inappropriate context.”

Whatever the motivation for attracting attention or avoiding it, Apple’s proposal comes down very broadly to two options. It can display “noise in areas of the CGR environment where attention of the user is not to be directed,” for instance.

Or it can use what Apple describes as masking. If an application needs a user to look at an AR pot plant on a table, that plant is a graphical image superimposed onto reality. An attention system might add a masking element “behind” the object, and then add a glow to it, for instance.

Working tools in AR


One item that is very likely to be present in an AR environment, and to require a user’s attention, is an application, a tool. AR can turn any surface into a calculator, for instance, or a screen.

A third patent application, newly uncovered, is simply called “Displaying Applications,” and it involves making an AR tool fit into the environment around the user. “The techniques include determining a position of a physical object on a physical surface,” says Apple, “[and] displaying a representation of an application in a simulated reality setting.”

How real objects could be made AR tools

How real objects could be made AR tools

It also involves “modifying attributes of the representation of the application in response to detecting changes in the position of the physical object on the physical surface,” such as when an object is picked up.

This is similar to the recently revealed patent application regarding turning surfaces into AR controls. This new application is also credited to Samuel Lee Iglesias, whose related work includes using trackpads to manipulate AR objects.

Apple’s plans for AR


As noted by AppleInsider before, Apple’s AR work is clearly not confined to one single product. Rather, the company seems to be focusing on it becoming a huge shift in how all of us use our devices.

It’s possibly still the case that a head-mounted display is automatically associated with gaming, but Apple is putting considerable effort into making a technology we can all actually work with.



https://www.sickgaming.net/blog/2020/09/...rtainment/

Print this item

  News - Nintendo 3DS Production Has Officially Come To An End
Posted by: xSicKxBot - 09-17-2020, 11:32 AM - Forum: Nintendo Discussion - No Replies

Nintendo 3DS Production Has Officially Come To An End

3ds

Production of the mighty Nintendo 3DS system has been officially discontinued, Nintendo has confirmed.

The news comes nine years after the handheld machine first hit the market back in 2011, introducing truly innovative glasses-free 3D tech and a fantastic library of games that would be enjoyed for years to come. The discontinuation applies to all six models of the 3DS family – the 3DS, 3DS XL, New 3DS, New 3DS XL, 2DS and New 2DS XL.

Sales of the 3DS have been steadily falling since the arrival of the Switch back in 2017, and Nintendo failed to provide any future sales forecast for the system in its recent fiscal year earnings report, suggesting that its discontinuation may well be just around the corner.

If you’re still thinking of buying a 3DS at this late stage and happen to see any in-stock at major stores, now will be your last chance to get a brand new console.

It seems fitting at this point to revisit our list of the best Nintendo 3DS games ever made – a celebration of the console’s finest moments. If you haven’t already, feel free to give that a read and see how many you’ve played.

We’re sure you have plenty of fond memories playing with your 3DS. You’re welcome to share them in the comments below.



https://www.sickgaming.net/blog/2020/09/...to-an-end/

Print this item

  News - Gothic Turn-Based RPG Vampire’s Fall: Origins Launches On Switch Today
Posted by: xSicKxBot - 09-17-2020, 11:32 AM - Forum: Nintendo Discussion - No Replies

Gothic Turn-Based RPG Vampire’s Fall: Origins Launches On Switch Today


Launching today on Nintendo Switch is Vampire’s Fall: Origins, a gothic RPG from Early Morning Studio.

We first highlighted this one back in July, when the game’s developer told us to expect more than 50 hours of gameplay, “countless” enemies, over 250 pieces of armour and weapons to find, and more. It features a dark-humoured story and 2D open-world RPG elements, all mixed together with turn-based combat throughout.

Here’s an official blurb:

Stepping into the shoes of a fledgling vampire you are set on a course of vengeance after the malevolent Witchmaster destroys the Vamp’Ire village that you call home. Journey through a vast 2D open world, embarking on quests and combating the dark magic conjurings of your evil foe.

Engage in snarky dialogues that offer a lighthearted counterpoint to the sinister atmosphere as you face scores of enemies through over 50 hours of gameplay. Whether you choose the path of righteousness or deceit, you must level up your character by unlocking new skills and abilities as well as upgrade your gear along the way in order to stand a chance.


You’ll find the game on the eShop today for €9.99 / £8.99 / $12.99 when it goes live in your region.

Think you’ll give it a go? Let us know with a comment below.



https://www.sickgaming.net/blog/2020/09/...tch-today/

Print this item