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Read Me: Closing the Readability Gap in Immersive Games Patrick Redding Ubisoft Montreal

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Read Me: Closing the Readability Gap in Immersive Games Patrick Redding Ubisoft Montreal. Who am I? Patrick Redding Game designer at Ubisoft Montreal, unannounced project Previously, narrative designer on Far Cry 2. Narrative design problems…. … game readability problems. - PowerPoint PPT Presentation

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Page 1: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal
Page 2: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Read Me:Closing the Readability Gap in Immersive Games

Patrick ReddingUbisoft Montreal

Page 3: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Who am I?

Patrick ReddingGame designer at Ubisoft Montreal,unannounced project

Previously, narrative designer on Far Cry 2

Page 4: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Narrative design problems…

… game readability problems.

Page 5: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

AI dialogue system

Page 6: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Dynamic narrative

Page 7: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Readable

interface exposes the game’s systems

(and player choices)

Page 8: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Imperfect information

Page 9: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Game mechanics manipulate information

Page 10: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

dynamic systems

representation

procedural representation(simulation)

Page 11: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

game information

player

Page 12: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Not accessibility, exactly

Page 13: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Both concerned with providinggame cues and feedback

Page 14: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Not talking about legibility

(although UI is important)

Page 15: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

≠ uncanny valley problem, although

Page 16: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

consistency and interface feel > graphical fidelity

Page 17: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of representation

Page 18: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

graphics

physics

dynamic lighting

spatial audio

animation

mo-cap

IK

modeling

hardware

UI

Elements of representation

Page 19: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

++ “bit-depth”added to simulation

Page 20: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

perfect information

eyes

ears

hands

Page 21: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

20101970

1990 20001980

Dynamic complexity

Page 22: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

20101970

1990 20001980

Dynamic complexity

Representational depth

Page 23: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

The “fat pipe”

Page 24: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

AAA game titles

Rich representational content

Page 25: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

thin-pipe/fat-pipe problem

Page 26: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Player controls are pitiful

Page 27: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

overcompensation

Page 28: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

unrecognizable,

disconnected

Page 29: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

simulation

emulation

highlow

readability

representation

Splinter Cell

GTA III: SA

Gran TurismoFar Cry 2

Dirt

Virtua Figher

QTE-heavy action games

MGS

Super Mario 64

Myst

Shenmue

RE5

Page 30: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model)

Page 31: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model)

game cues

game feedback

player

interface

Page 32: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model)

feedback

available actions

game cues

response to input

Page 33: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model) game cues

Page 34: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model) game cues

Page 35: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model) feedback

Page 36: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model) feedback

Page 37: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model)

easy to interpret

information

easy to recognize

prioritized

coherence

Page 38: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model)

Players know when they are being told

something

coherence

Page 39: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model)

HUD coherence

coherence

Page 40: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model) consistency

representation

matches natural expectations

assigns similar form to similar meanings

or behaviors

Page 41: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model) consistency

Page 42: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model) consistency

Page 43: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Elements of readability (current working model) context

game space

player understands the

world

player can apply “natural

mapping”

Page 44: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

MDA(LeBlanc, Hunicke, Zubek)designe

r

mechanics

dynamics

aesthetics

player

Page 45: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

MDA(LeBlanc, Hunicke, Zubek)

Page 46: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

MDA(LeBlanc, Hunicke, Zubek)

M D A A’

Authorship ?

designer

player

Page 47: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

MDA(LeBlanc, Hunicke, Zubek)

M D A1 A’

A2

systemic

representational

Simulation

Page 48: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

‘MDA’ is the purist version…

Page 49: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

…But because of the readability problem:

M D ∑{A1+ A2+… An }

Page 50: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Confusing aesthetic experience for aesthetic content

Page 51: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Temptation to tunnel

Risk

Time

Page 52: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

As the machinery of content-

creation goes into gear…

design GP prog prototypingmandate

art pipeline asset creation

Page 53: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Not difficult to justify

Page 54: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Willful act of self-deception

Page 55: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Procedural vs non-procedural ‘A’

Page 56: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Jonathan Blow, MIGS 2008 keynote

Page 57: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

procedural friction

Page 58: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

traditional authorship feels ‘safer’…

Page 59: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

…but it’s antagonistic to meaningful play

Page 60: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

The six pillars of Far Cry 2

Freedom

Openness

Realism

Meaning

Immersion

Dynamism

Page 61: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Immersion needs to be backed up by lots of data

Graphics

Animation

Audio

Physics

Page 62: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Physical connection to game world

Page 63: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Procedural disconnection from simulation

Page 64: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

game information

player

?

game system state ‘verisimilitude’

Page 65: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

The industry fetishizes immersion

Page 66: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Yes, metaphorical cushions are useful…

Page 67: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

… but games are dynamic systems

Page 68: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal
Page 69: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal
Page 70: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal
Page 71: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Trawling the boundary conditions

Page 72: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Seduced by production values

Page 73: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Cognitive science:Verbal overshadowing

Page 74: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

unreliable witness problem

Page 75: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

representation

systems

Page 76: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Self-erasing routines

Page 77: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Root of the readability problem?

Page 78: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Dynamic narrative systems

Page 79: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Player achieves goals,earns rewards,

measurable progress…

Page 80: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

‘Story-shaped’ output

{ P1, P2, P3, … Pt }local minima

Page 81: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Most likely outcomes

Page 82: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

For RPGs, strategy games, sports titles,

{ P1, P2, P3, … Pt } ‘tradition

alnarrative

Page 83: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

(one of) our failings on Far Cry 2:

game metric

s

playerstory output

buddy manag

er

dialogue

manager

mission manag

er

game input

Why?

Page 84: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

didn’t support meaningful play

game metrics:

+Inf

± Hist

+Prog

buddy manag

er

dialogue

manager

mission manag

er

game input

+ 2 hours…

Page 85: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Presents rich characters…

Page 86: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

…but doesn’t link them readably

Page 87: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Contradiction:

M D A1

A2systemic

narrativerealization

Page 88: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Contradiction:

M D A1

A2

Reinforcing the wrong things here…

Page 89: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Contradiction:

M D A1

A2

Pulling players away from meaning

Page 90: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Just complaining about pretty, shallow games? No.

Page 91: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

We’ve dug ourselves into a hole.

Page 92: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Recent art games seem like an attempt to climb

out.

Page 93: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Braid (2007)

Page 94: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Should “Braid 2” be more like

PoP: Sands of Time ?

Page 95: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Find the balance betweenexpressing dynamic meaning and maximizing simulation fidelity

Page 96: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

So…

Page 97: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Reforming production

Page 98: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

False design precision

Page 99: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Lack of incrementation

during abstraction

Page 100: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Actual design is happening during implementation

Page 101: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Industry now dominated by game

designers without programming backgrounds

Page 102: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Iterative prototyping and playtesting

Page 103: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Not just mining for fun.

Page 104: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Do players understand their

choices?

Page 105: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Fire-proofing interface schema

Page 106: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Evolving an actionablereadability model

Readability

The quality of giving visibility to player choice

Page 107: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Not giving away the best choice

Page 108: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

But revealing the range of choices

Page 109: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Portal (2008, Valve)

Page 110: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Linear

Constrained

FPS

(subversive)

Portal (2008, Valve)

Page 111: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

The Portal Gun

Page 112: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Movement through portals

Page 113: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

The game environment

Page 114: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Challenge design

Page 115: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Implication

Read

Perceive biases in the local conditions of the gamespace that favor a particular set of choices

Page 116: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

What does the player read in Portal?

Page 117: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Start by looking at this:

Page 118: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Platformer paradigm

Same challenges

Primary verbs are the same

(dimensionally constrained)

Page 119: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Overview of entire gamespace.

Perfect information.

Page 120: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

How does the real Portal differ?

Page 121: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Looking through portals

Page 122: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Looking through portals

Looking at whole game world in 2D

Spatial information

Page 123: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Parallax

Unique instrument of readability in Portal

Page 124: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Decision scale(working model)

critical

important

necessary

minor

inconsequential

potential upside

potential downside

Game Design Workshop (Fullerton, 2007)

Page 125: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Decision scale(readability-centric)

threat

progress

locality

agency

self

What are the sources of risk?

threat

progress

What is the current goal?

locality

What are the conditions, positionin the gamespace?

agencyWhat are the game’s boundaries?

What is the state of the player/avatar?

self

Page 126: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Decision scale(readability-centric)

threat

progress

locality

agency

self

degeneracy,

hollow

degeneracy,

optimal

information,

blind

information,

perfect

effects,delayed

effects,immediate

Page 127: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Principles

Readability of individual game ingredients

Readability of the game holistically

Page 128: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Principles

One channel, multiple dimensions

Page 129: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Street Fighter 2 (1994, Capcom)

Page 130: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

# signsrepresented

Player’s game system literacy

A D M

Page 131: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Principles

If it’s simulated, it affects readability

Page 132: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

DOOM (1993, Id Software)

Page 133: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Not all experiences simulate readably

Abstract

Formal

Numerical

Page 134: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Principles

Systemic representations fail by becoming fuzzy and ambiguous

Special-case representations fail by becoming simplistic and misleading

Page 135: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Designers tend to favor the systemic over the

special-case

Page 136: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Neither guarantees success by itself

Page 137: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Principles

Readability of special-case representations combined with systemic representations

Readability of special-case representations that reinforce systemic representations

Page 138: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Thief (1998, Looking Glass Software)

Page 139: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Far Cry 2 (2008, Ubisoft)

Page 140: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Principles

A game system is readable only if the player can perceive the relationship between game cues/feedback

A game system is readable only if the player internalizes the game’s metaphor

Page 141: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

“Meaningful play occurs when the relationships between actions and outcomes in a game are both discernable

and integrated into the larger context of the game.”

Rules of Play (Salen & Zimmerman, 2003)

Page 142: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Key readability challenges in game design

Resolving breadth of simulation

Determining the depth of abstraction

Integrating both into player experience

Page 143: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Key readability challenges in game design

Introduction of game ingredients

Functional consistency of game ingredients

Procedural representation of game ingredients

Affordant qualities of game ingredients

Page 144: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Challenge managementfor readability

core activities

low-level input

player verbs

visibility

choices supported by LD

Page 145: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

core activities

low-level input

player verbs

visibility

choices supported by LD

Essential actions

Motivating goals

Page 146: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Anticipate/react

Twitch/react

Move (analog)

Move (binary)

Manage/track

Infer/plan

Observe/adapt

Synthesize

core activities

low-level input

player verbs

visibility

choices supported by LD

Page 147: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

core activities

low-level input

player verbs

visibility

choices supported by LD

Low-level controls

Range of meaningful input

Parameters that affect gameplay

Page 148: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

gameplay patterns

core activities

low-level input

player verbs

visibility

choices supported by LD

Page 149: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Individual ingredients

Sequence of ingredients

Information channels

Systemic representations

Special-case representations

Patterns of feedback

Affordances

core activities

low-level input

player verbs

visibility

choices supported by LD

Page 150: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Just one possible tool…

Page 151: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Questions ?

[email protected]

www.wemakeholesinteeth.com

Page 152: Read Me: Closing the Readability Gap  in Immersive Games Patrick Redding Ubisoft Montreal

Read Me:Closing the Readability Gap in Immersive Games

Patrick ReddingUbisoft Montreal