Showing posts with label computing. Show all posts
Showing posts with label computing. Show all posts

19 November 2008

How to use players' emotions

I'm targeting a few game developers with this, but welcome input from anywhere.

Let's say that there's a technology -- a module that you can plug into your projects that allows you to access the internal emotional state of the user of your game. How would your game use that? Any game. Any kind of game. What kinds of games would use it in what ways? Are there ethical considerations? As a designer/developer/whatever, would you like to have access to that extra stream of data? And why?

In email, Patrick Dugan wrote:

I'm currently playing with relationship-focused multiplayer interaction and how imperfect information can balance that out, kinda like what Between did but from a different angle. So naturally I'd like to experiment with making that data known to the other player, as well as leaving it unknown and doing some fancy back-end stuff with it. The easiest thing to do, of course, is leave "traps" for players to express emotional extremes, like a sudden gap-up in a market, and reveal things to their counter-player and to themselves that they may not have been aware of. That's the trick, the cognitive construction of choice matrices is powerful enough to mold behaviors behavior and take metrics on it, you don't need direct B-CIs. Of course, the B-CIs would be useful, but the control grid will come in more subtle forms.


That's good stuff for me. I hadn't been thinking at all about multi-user reveals, only how to manipulate the player with adaptive algorithms.

In email, Craig Perko wrote:

The problem with a question like this is that it's a very unsatisfying
thought experiment. The answers are all too basic and uniform because
the question is too wide-base.

Anyone with an ounce of brain can see that it would allow you to make
better games, and they can imagine up the kinds of ways it can happen
for all the various kinds of games. Anyone with an ounce of brain can
also clearly see the ethical considerations.

In order to be an interesting thought experiment, it has to be about
something more specific, something that requires thought. Something
that ten different designers would come up with ten different answers
for.

But if you really want an answer, okay. I would make games scarier,
more touching, more adrenaline-filled, obviously with an eye to player
health and privacy. You could easily develop a feedback system for
stressing the things that affect them most: if Anna makes them more
happy than Bert, you can show them more Anna, or you can strive to
make Bert more likeable. And, of course, that's a simple intro
example, it can get very complex as you apply it to level design, NPC
scripting, and variations in player capacities for emotion...

The problem is that it's a straight run: everyone will give you more
or less the same answers, perhaps flavored with different levels of
paranoia. I imagine these are the same answers you came up with.

Uh, yeah. What he said is what I'm finding.

There are little exceptions. Patrick's multiplayer thoughts are great. James Brown suggested a Rock Band game where audience appreciation matters to your score -- which is a different, easier kind of multiplayer use. He also suggested using the tech to gauge the effectiveness of product placements. That's neat.

10 July 2008

Ergonomics

I recently purchased two new pieces of hardware to improve the ergonomics of my workstations. This decision arises out of the fact that my wrists have been aching more or less constantly for a couple of years. As a programmer, I keyboard for a living and while I keep thinking of career changes that I might undertake, I don't really want to and I don't see how I could continue to provide the same standard of living for my family. Also, I've been holding the degeneration of my wrists back by wearing braces for like ten or twelve hours each day, my fingers have recently started to hurt too.

So, the first of these new devices is the Kinesis Advantage keyboard. Golly, but it's strange. This is the first document that I'm typing on it and some things are interesting. I'll let you read all the specific features and claims made by the manufacturer, but I'll note that the seemingly awkward depression in which the keys lie really does lessen the reach and flex of each finger. I am also starting to believe in the value of this device because in the (painfully long) time that it has taken me to type this short note, my unbraced wrists have been markedly pain-free. So, while it is really hard to get used to the new key-layout, I think I will and I am currently thinking that it's a good thing.

Something unexpected about this experience is that I have identified a bunch of poor typing habits that are deep-rooted in me. Apparently, I hit the Y key with my left pointer habitually. Same with the C! Like, what am I thinking? I took mandatory typing class in 5-7th grades and another semester in high school. And I type nearly as fast as I can compose my thoughts. I should know how to do this all right. And yet, I see that I also use only the left shift key under normal circumstances and I also routinely glance at the keyboard as I type. Bad me! Anyway, neat stuff to observe.

The other new piece of hardware is the Evoluent Vertical Mouse 3. The main idea is that it keeps your mouse-arm more naturally aligned. It seems to make perfect sense that that would be desirable, but it's hard to use comfortably. It is much more like a normal mouse than the new keyboard is normal, but in some ways it feels subtly more awkward. There is a slight ledge on the bottom right of the mouse's body that feels like it must be where to rest your pinky-finger. But when I do, it seems that my fingers don't line up naturally with the buttons. My pointer is on the top button (left-click) and my middle finger is lined up with the second button (I have this set up to switch between open apps) and then my ring and pinky fingers both rest on the bottom button (right-click). The two problems I'm currently experiencing with this is that using the scroll-wheel (between the pointer and middle fingers) is awkward with either finger and then the bottom button feels awkward -- maybe like it's too small for my two fingers or something. Also, these are my impressions after using it for less than an hour -- maybe I'll just get used to it and it will be second nature. Hopefully.