Capturing Perception


10/5/2009 8:46 AM | 5 Comments | Page 1 of 2

Russ Fischer
Russ Fischer
Status: Metal!
I think it's safe to say that in the next few years we're not likely to see a great change in the way games represent conscious actions. Everyone knows how to run, jump and shoot in a game; these mechanics are well established and may be tweaked here and there, but not rewritten. Each does a good job of translating player motions into the interaction between characters and the world around them.

(Note: This is not to say that developers should not reinvent these mechanics, only that they are unlikely to do so.)

There is still a frontier in the realm of representing intuitive action and unconscious perception. As games proffer more sophisticated narratives that require more than casual observation from the in-game characters and players controlling them, they are also getting better at representing the much more interesting aspects of being human -- like how we move unconsciously through space, how we read the intent of people around us, and how we register easy-to-miss but important actions that have big effects.

Certain mechanics have already been put in place, like small grenade pointers in action games and racing-line overlays in racing games, which represent a champion driver's understanding of braking, acceleration and the need to hug a curve. I used to see some of these as cheats. That was when games were more primitive, when everything was about timing and movement. You saw things and reacted to them, and that was the game. Pointers that showed nearby, off-screen enemies then seemed like a workaround that subverted the skill set the game was meant to exercise. There wasn't any question of modeling perception. A racing line, for example, was something designed explicitly for the player to see, rather than a representation of something the player's character would see.

But as games grew more complex, we needed play mechanics that were more imaginative than rigid. A few games turned interface breakthroughs into industry standards. In Metal Gear Solid, the indication that enemies are on heightened alert is the sort of perception that would be communicated in real life by a stiffening of posture or a quickness of movement -- things that might be too small to represent through animations. So the exclamation point floating above heads stands in. Still, many of these seem as if they are early drafts, compared to those games that are experimenting with devices like alternate vision modes to better represent how we would unconsciously understand who to shoot, where to drive and when to jump.

HUD
Still one of the best HUDs around, Ghost Recon gives loads of useful, intuitive info without overloading players.
There was night vision in Splinter Cell, the heartbeat sensor in Rainbow Six and the enhanced helmet cam in Ghost Recon. (Ubisoft, in fact, is pretty damn good at this sort of thing.) It comes right up to today with the night-vision/target-enhancement VISR in Halo 3: OSDT and the inter-dimensional mode in Wolfenstein.

All these tools are easy to accept because they're driven by narrative, so we accept things like satellite-enabled visor overlays as plausible devices. But what they're really doing is expanding the way players are able to perceive and interact with environments and characters around them. Most of these "powers" are actually in-game versions of things we can all do. (Cue an expansive, totally tangential essay on the relationship of super-heroism to humanity.) They help us identify enemies and remember where they are; they allow players to know when a threat like a grenade has landed nearby without having to insert, for example, an invasive audio cue that breaks the game's overall sense of immersion.

In Prototype, you're made aware on the mini-map when non-player characters are looking at you, just as most people in real life would understand that they've been checked out in a crowd. And you're alerted when some of those people peg you as a threat, just as you'd probably realize through a shift in the "feel" of a room that things had gone south. It's a crude representation, sure, not much more than a spider-sense, but it's a beginning.

« Prev  1  2  Next »  

Share This

  • Stumbleupon Share Button
  • Delicious Share Button
  • Reddit Share Button
  • Slashdot Share Button
  • Fark Share Button
  • Yahoo Buzz Share Button

Comments

  • yed19
    yed19

    10/6/2009 2:35:50 PM

    In support of this article, I would have you go and take a look at the game Commandos and Commandos 2. While it is not a first person shooter type game, it maintains the ide aof your enemies perception very well. Better than Halo: ODST. Better than Metal Gear Solid, etc... Part of the real problem with some games is your ability to determine line of sight of enemies. For example, in Halo: ODST sneaking up on a enemy is terribly difficult in some cases (maybe they have eyes on the back of their head). Also, the enemies line of sight can be broken by other objects.

    In most modern games (ODST, etc...) the game assumes that they can see you even though you are hiden behind things. The VISR makes sighting enemies somewhat easy from farther away. One of the best things about Call of Duty Modern Warfare was the absence of a radar map (unless you make a noise) in multiplayer. Hiding in the grass became a possibility. Sniping became less evident. Sneaking up behind someone became a distinct possibility. If someone is upstairs, you can hear the creaking. It made playing the game with no noise a necessity in some levels. Then again, the programmers didn't have to program anything in to emulate the people. They were actual people. Creating algorithms for human thinking and reactions will be tough for future programmers to emulate.

    I look forward to a game that will customize enemies tactics based upon our own tactics and have the game itself customize the difficulty based upon those tactics.

    Can you imagine a video game realizing that the best way to take out a 'professional' Modern Warfare is to pull noob tactics. hahhahahah... You wonder if the people will say the same things when the CPU does it vs a real noob.

    Reply »
  • Agnitio
    Agnitio

    10/6/2009 2:25:38 PM

    I've thought about this many times before and it's frustrating to no end and will entirely bring you out of the game experience when it happens.

    I think there are things game developers can do to make things more appropriate but it's also a limitation of only having the screen in front of you. I feel like if you had a more 3d representation of the environment you wouldn't step over the edge. But I do hope there are other ways to tackle the problem without going 3d I'm just not exactly sure how to do it yet :P

    Reply »
  • brand_x
    brand_x

    10/6/2009 1:39:33 PM

    Hardly a new concept, but well presented.

    A (random) example of discussion of the same concept in text muds, from about 12 years ago. Take a look at the third message in the thread...

    http://muddev.wishes.net/viewtopic.php?f=2&t=2060

    Reply »
  • RyanKuo
    Game Trust Member
    RyanKuo (Game Trust Writer)

    10/6/2009 12:24:38 PM

    It's crazy to realize that all this fantastical, sci-fi, high-tech window dressing is actually meant to simulate the human nervous system in a way. Really cool observation.

    Reply »
  • EvanNarcisse
    Game Trust Member
    EvanNarcisse (Game Trust Writer)

    10/6/2009 11:34:31 AM

    Russ, this was a great piece. It reminds you that so much of how we communicate is by intuiting non-verbal gestures, like shrugging your shoulders or raising our eyebrows. Seeing that kind of stuff replicated in video games is the only reason that I've been interested in increased graphics quality. But, as good as games look nowadays, the use of non-verbal acting and cues still haven't really taken off. Maybe technologies like Project NATAL will change that.

    And, yes, I know this is one long tangent. It's what comments are for.

    Reply »
  • Crispy Specials

Want a new look on the discussion?
» Take It to the Forums

Leave a Comment

You must be logged in to post.
0 / 2000 used

Log In and Post

Log In and Post
Xbox 360 | PS3 | Wii | PSP | DS | PC
Crispy Gamer Buyers' Guides

Crispy Gamer
Buyer's Guides


From essential games to must-have accessories, the Game Trust tells you what you need to know about your new gaming system.

Expand Box

© Crispy Gamer, Inc. All rights reserved.

By continuing past this page, and by your continued use of this site,
you agree to be bound by and abide by the User Agreement.

Log In or Register with Crispy Gamer

  • Register
  • Log In
  • Facebook
Register
Log In

Use your Facebook account to log in to Crispy Gamer

You'll also be able to add your Facebook friends to Crispy Gamer and post your Crispy Gamer activity in your Facebook feed.

Reasons to Join Crispy Gamer

  • It's Free
  • Leave Comments on Crispy Articles and Blogs
  • Enter Contests and Win Great Prizes
  • Converse With Other Gamers in Our Forums
  • Share What’s Up With Custom Status Text
  • Track Your Activity on Your Personal User Page
  • Chat with Friends in Real-Time