Thursday, 21 January 2016

interaction model and Camera model

An interaction model the form of which the player interacts with the game. The player can have many forms and ways of adding input to the game world. The player uses the controls to input commands, the commands are translated into actions and the out of the action is shown on the screen. "The relationship between the player's inputs and the resulting actions is dictated by the game's interaction model. The model determines how the player projects what she will, her choices, and her commends into the game." (Adams, E. 2014 A). Looking at this diagram it shows the relation between the player and core mechanics through interaction model and camera model. The interaction model is the way the player interacts with the game word and the camera model is the way the camera display the information of the game and it's world to the player.




(Adams, E. 2014 B)





Avatar-based - The player controls a character

The most common one being an Avatar in the game world. In 'The last of us' the player's input is displayed through the actions the character of Joel, when the presses the jump button, the output is shown with Joel jumping. Avatar based games don't have to have just human character representing the player's input. In the game 'Flower' the petals being blown with the wind. The player can control the to blow the petals whichever way the player commands. Having the interaction model Avatar based makes the experience personal for the player has they get to experience the game world through the character's experience or even see what they see through first person. The controls of the player will by most part what the player is able to do. Walking, running jumping, interaction with objects and using weapons. 

Omnipresent - Player is able to interact with  several different parts of the game world.

Another form of interaction model is being omnipresent. This means that you interact with many different parts of the game world at once like Risk where you can look at the whole map and move any of the armies unlike an Avatar which you are restrictive to one place at a time. This model is best for strategy games as you the player would be have to commands several armies at once. The impact of this to the player is that you become less involved with one character's story but the story of the battle as a whole. It is less personal but the player has more power over a larger world.

 Party-based - A Groups of players interacting with the game world

Party based interaction model follows the input of multiple players and their individual inputs on the game world. The focus of this model is to bring a group of player's involved together in a game world. A lot of party based games are with Motion Controller like the Wii or Kinect for Xbox. The impact on the impact is to be simple but engaging for all the group instead of Avatar based games which on the most part are single player. 

 Contestant - Player answers questions and makes decisions 

Contestant is taking the role of not control a character or game world but the answers the players can give to a question. Games with is model often follow similar set up to game shows like 'Who wants to be a millionaire' there is even a video game which is based on the show and uses the Contestant interaction model. The impact of this interaction model this the feeling of  challenge and achievement through knowledge based questions. Giving the player choice and reward for there right answer is what is at the core of Contestant model.

 Desktop - Player interacts with an interface tries to mimic a computer's layout.

Decktop based model is trying to mimic the inputs and outputs of a real computer would do but in a video game. This can be anything from a game within a game, a character going on to a computer or a whole game based on interacting with a computer. One example is Fallout series Pip boy, where the character interacts with he wrist device like we would interact with phones or computers. The impact of this model making the experience realistic to interacting with the technology of that game world.

Camera models  

Camera models are way the information of the screen is being presented. Like a Camera for film it tries to captures what is going on in the scene and shows what the audience needs to know about this scene. Cinematography is the method of which films use to display there shot. "Cinematography is how visual elements of the movie are framed, lighted, and recorded on film" (CINEMATOGRAPHY 101,2014). There is a nickname for the video game version of cinematography it called: gamatography (Kelly, T. 2016 A). With "Camera models come in two types,static and  dynamic." (Adams, E. 2014 C) a static camera model is there the camera doesn't move and stands in the same position. Games like 'Binding of Isaac' have a static camera where stays in a top-down view of the action. While dynamic camera model moves with the character or allows the player to move the camera. One example is 'Heavy Rain' where the camera move and shifts with the players movement. They create interesting compositions to look at and the player is allowed to change the camera angle.

There are other camera models in games like: Fixed point, Rotating, scrolling, Floating, Tracking, Pushable and first-person. (Kelly, T. 2016 B). 


bibliography

Adams, E. (2014)A. fundamentals of game design. 3rd ed. Pearson Eduction, p.38.

Adams, E. (2014)B. fundamentals of game design. 3rd ed. Pearson Eduction, p.38.

Adams, E. (2014)C. fundamentals of game design. 3rd ed. Pearson Eduction, p.38.

CINEMATOGRAPHY 101: Ten Essential Lessons for the Noob Cinematographer. (2014). 1st ed. www.FilmSchoolOnline.com, p.3.

Kelly, T. (2016) A. Gamatography - What Games Are. [online] Whatgamesare.com. Available at: http://www.whatgamesare.com/gamatography.html [Accessed 16 Mar. 2016].



Kelly, T. (2016) B. Camera Comes First [Game Design]. [online] What Games Are. Available at: http://www.whatgamesare.com/2011/10/camera-comes-first-game-design.html [Accessed 16 Mar. 2016].


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