Wednesday, 10 October 2012

unit 57 P2 control and feedback

control and feedback

control and feedback is important in a game because if the game can't handle it then it may not be enjoyable for the user and the game may not last as long for the user wanting to play it. feedback is the important information that user needs to know to be able to play the game, this is things like health, ammo stamina or even what you have to do to complete the objective.

visual:
This is showing important information that you need to know such as your health bar. You also have to make sure that this does not overload the players screen and does not get confusing to look at.
colour psychology: This  links in with visual because when a player can see a red bar they automatically know that it is some sort of health bar and the same for green and stamina. also if somebody is wearing all black you would automatically think that they are bad or evil. whereas if hey were wearing bright colours you would thik te complete opposite. aotr example is that
lighting effects: This links in with the visual side of cotrol ad feedback because if a player sees that the map is darkening then they automatically be procatious because they think that something bad is going to happen or that something is going to be scary. this orks both ays because if an area is bright and is ell lighted then the player will automatically assume that there is nothing bad about th appen and will ot hesitate to enter an area. this is mainly usd in horror games, for example; if you have to find a key to get out of a certain area then the key will not be in a well lighted place as the player will e ale to complee the level faster and easier. instead it will be in a dark area that looks scary and cepy, this will ake the player procatious and they will take there time fidig the item needed
player viewpoint: This is important because certain players prefer FPS but other palyers may prefer third person, this is important because you would need to give the option to change this player viewpoint in game or to depending on the style of the game have it so that this viewpoint is fixed like call of duty or resident evil.
camera techniques: This is  important in the visual aspect of games, these are thing like cut scenes and important parts of the game like characters talking to each other whilst you are still playing. you would need to make sure that the camera is focussing on the main parts of the cut scene that might be giving you vital information for the level.
inference: this is when a conclusion is made and reached on the basis of evidence and reasoning. this is gathered by observation. an example of inference is in a game if you see a dark area you will think something bad is going to happen. also if you were to go home and no lights are on, you would 'infer' that nobody is home.
iconic: this is when something reminds you directly of something, for example, a red bar at the top or bottom of your screen will remind you of a health bar, and green may remind you of stamina. this is used through out games and 'iconic' features a never changed, for example you would not expec to go on a game and see your health bar as blue. this may also be used as a games logo, for example if you saw a football you would expect it to be fifa.



physical: this is a way of getting the user/player more included with the game.
vibration: vibation is the most common type of physical feedback most players prefer vibration, vibration is used in controllers and is used in different games to add effect, for example on fifa if you hit the post your controler vibrates and i call of duty/battlefieldif there is an explosion near you or you are shooting.
haptic devices: vibration is the most common of all of these. more players prefer vibration but some dont  like it, what this does is evry time you get shot or there is an explosion or you die your controller vibrates and gives you physical feedback on what has happened. finally  good haptic device for giving physical feedback is are forcefeed joystics.


audio: audio is also a main part in games, this is sounds that are involved in the game can change the mood or atmosphere of the game instantly. the muscic or sound can change the mood of a game, for example if it is an action mission and a loud heavy song is playing it will make you play better, an of this is when you turn the song on on black ops zombies on kino der toten, this makes you play a lot better and not get down as much. the music can also represent a characters emotion, if it is in a sad part of a game where somebody dies and the game starts to play sad mellow music this will make the game feel a lot different and sad, a good example of this is when Dom dies on Gears Of War 3.
ambient: these are the sounds that ae in the background but you tend not too notice, for example if you ae playing a horror game that is based in a woodland like slender the background noise will be something like birds and howling to add intensity and effets too the game.
dialogue: dialogue in games is important because this is what gives a game a good story and baseline, and makes the game a lot better and more enjoyable to play for the player.
foley effects: these are the sounds like footsteps leaves rustling and clothes rustling, obviously these sounds are louder depending on what you are doing, for example on call of duty, when you climb over a wall and then fall down at a high level your clothes rustle loud then when you land there is a crunching sound as if you have cracked/broke a bone
music: music is used in games to add effect in different situations, for example if a main character or a character that is liked by the gaming community dies, then a sad mellow song will be played and this adds effect, also in some occasions music can enhance gaming, an example of this is on black ops zombies when on kino der tote you can play the heavy metal song 115 by elina siegman, this makes you play better and get less downs.
mood: mood can be implemented in many ways through audio mainly through music but also sound effects can add effect if a character is crying then the sound of this will add mood into the game or the game level .
emotion: emotion can also be implemented into games in many different ways, this can also be by the audio being sad, and characters crying and the player being able to hear this will add emotion into te game.

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