Player Immersion continued-You and your world

Hey back again to talk about World Creation and the little things that make it flow!

So, where do you start? Obviously we get the Genesis creation joke “Let there be light!”, but where does it all truly begin.

World creation in turn affects character creation. There is nothing wrong with making the character than sticking a world to them.

Why I find it easier to make the world first it that you can envision just how your character will react to things around them. How they feel about their surrounding or how people feel about them. As they grow, they are shaped by whats around them.
Con- Your going to be making yourself a glutton for punishment, as writing just one world can be tough, but let say you have multiple worlds you can visit, oh double trouble! The more detail you want, the more you have to write, but in the end I think its worth it, because you know exactly what each city will be like, how characters survive here and there.

As for a world existing from a character this is fine as well, and for those who write like this, I would be happy to hear the pros and cons of such a style of writing!

Ex. World creation affecting character creation
A medieval town would produce any range of characters, a hunter, a thief, apprentice, knight, and musket men.

Ex2
A toxic planet would create a range of creatures that must somehow vent the toxins for air. Humans who must live there probably live in fear, adorned in chemical suits for there very protection.

Just like writing a story, your world has a setting, a time, and rather then one place, it has many. The more the world has to offer, the more there is to affect character creation and growth.

RPGs introduce the concept of mixed worlds, worlds with heavy cannons, plasma guns, and steel swords clashing together. Mechs with lasers battling riders who are on horseback using bows and arrows tipped with crystals that explode on impact.

The world IS your world, you place rules upon it, and you must remember to try and follow the rules as close as possible.

Nothing is more frustrating to a player than seeing other characters do simple things which the player can’t perform.

FPSs have this happen a lot. The new AVP certainly has a point in it that deserves my ire!
AVP is a fun game, and well done, but with one mixing factor. A duck function. Nothing like being a marine and being unable to duck behind cover, yet all the other npc marines and even the androids can duck. Another point, Aliens can do one shot head bites to the androids, killing it. You as the marine might get a head shot completely destroying the androids head…yet it continues to fight back.

This is complete and utter breaking of immersion, you no longer think of how cool such things are, rather you get frustrated. How is one head shot different from another? Why can they duck and I can’t?

This brings a big flaw to mind with games.

Realism. How much realism do you input and how much do you hold back.

Certainly holding back on a duck function is like kneecapping a player in an fps.
Using this example.
Ducking is important, it lets you become a smaller target, and allows an ally to shoot over you, increasing the effectiveness of your suppressive firepower.

Setting the rant aside, this style of immersion destruction becomes noticeable to the player, sometimes it doesn’t.

Something to note as well, the more realistic a game looks, the more the player notices its flaws.
The more stylized a game is, the more likely the player will accept the flaws of the game.

Reasons for such notice in a realistic game is that we as people notice flaws in our day to day life, thus when a game tries to closely mimic such things, we catch them.

So if the world has a different law of gravity, and the story utilizes the rules of gravity according to that world, than the player will be able to accept it. Seeing a land full of floating islands, flying cities and contraptions better leads the player to believe that worlds law. Where as being on a world (earth for now) and suddenly seeing someone fly into the air might make us pause for a moment to rethink our position.

Note that using “Magic” as the answer to everything is alright, but I would recommend trying to expand upon the world more, the more you allow 1 thing to be your answer for everything, the more the player expects to be able to do just as much.

World building seems very complicated, but the more detail you write for yourself, the more it helps in the long run. It places the setting so you know what each city has to offer and why.

A hightech world might obviously offer flying mechs and lasers, whilst a low tech world offers swords and horseback riding.

But! Less mix those two concepts together! Now your in a world where horses are modified with bionic upgrades, dragons are very much around, but tamed, armor adorns them making them look mech like, whilst a cockpit is inserted into the spine for the pilot to control.

Your character would have so many options in this world. Able to be so many things, a dragon rider, a bionic horseback rider, so on so forth.

Remember too that world building helps you with encounters and level design, knowing your world eases the flow of creativity and even channels it so that you don’t over compensate, or under populate your level with objects.

How bout you folks, tell me your little secrets if you’d like, what makes your world tick!

Next post: World building continued.

Alright moving along!

So now its time to really bite the bullet!

World Generation - Where to begin

The hardest part of world generation is where to begin, and how.

Begin by asking yourself, “Where am I?” this means, where do you see yourself (imagining your the main pc). Do you see yourself within an arid desert, a bustling city, or a field of flowers all tipped with LEDs shining and swaying in the wind.

Now ask yourself why?
Why is the place like it is?
The desert is arid and dry due to a lack of water.
The city is full of people with cars and trams running all over.
The field of flowers is a nanite creation, every particle a microscopic machine.

Ask yourself how this fits into the story!
The arid desert came to be because an empire dammed up a river that once ran through it centuries ago, with the lack of water, came the slow growth of the desert.
The city, in an industrial revolution offers jobs to many people, its continuous growth due to the rise of different inventions. More inventions means more factories to make them, meaning more man power. Thus the population also increases with the need for transportation.
The nanite field of flowers was created as a sign of peace from an uplifted A.I. after it had caused mass destruction, thus the field of tranquil flowers represents how it shows serenity and peace to the player who herself is deciding whether to bring down the A.I. or let it be.

If you already have a story written, all the better.

Just to hop on a different rail for the moment.

Plot Development and World Creation, or rather, the chicken or the egg syndrome!

So what comes first? Do you make your plot, then evolve the world around it? Do you make the world to design your plot?

Neither is wrong or right.
Plots and World development go hand in hand, just as with character creation. (I’ll expand on this later on!)

So getting back to world design.
As you create your world, write down each setting.

Desert - Daytime
-Dry, desert fauna, plants etc. Low amount of water.
Desert - Nighttime
-Dry, Cold, possible ice formations in some areas (hey it happens!), nocturnal animals (possibly packs of them).

Benefits of this are that you have a log of what a particular area holds. This same log can then be discussed with your lead artist, level designers, foley artist, and programmers. With this information you’ll be able to know what needs to be modeled, what sounds are needed, scripts, textures.

Its like an evolving checklist, one you’ll have for each part of the world you create.

Why is the world like it is?
This is a good thing to ask yourself. Why are they in a steam punk world, or cyberpunk, so on so forth.

You don’t always hafta have a reason, but I usually enjoy creating the background behind each world to help me in the design of equipment.

Say steampunk. Ok instead of coal the people have found a rock that burns hotter and longer, almost equivalent to nuclear energy, though it makes a lot of smoke.

Now I’ve made a few world changing ideas!

With this style of steam energy, we have cars, locomotives, airplanes, +++ all running on steam. Houses powered by steam.

This particular city would probably have a lot of soot and ash covering the streets.
Not far away is a power plant, which seems caked in thick black clouds of ash produced from burning these rocks. The landscape around here may not be fields of flowers, but rather a metal age, forests of streetlamps, steam whistles replacing birds. Mechanical beast replacing domestic pets.

As you can see, the world evolved from the idea of a mere rock.

This rock explains the state of the landscape, the technology in use, and the changes its made to the people lively hood.

Further expanding on what I’ve said, I know what kinds of concept arts I’d like, textures I need, audio I want to be heard, etc etc etc.

When to call it quits!
So when do we stop expanding on the world?
When is too much too much?

This will never know, games have gotten so large, so vast, you can go no where, or anywhere. Your offered a multitude of paths to follow. Some even allow you to go about the world at your own pace.

I begin to pull on the reigns of my creation when my world surpasses my story. I can always expand on this world in sequels, but for now I let the story be the cage that contains the world.

Also the amount of man power I have to design such a world, especially right now (zip) makes me rethink upon worlds I make.

Things you can do to simplify worlds is to make a very VERY simple write up.

The land of Blah Blah
Landscape → Lots of Snow
Populace → Ice Creatures
Fauna → This many creatures
vegetation → This this and this
Plot Point - See page ### of “The Generic Adventure script”

There you have a quick write up which you can later expand upon.

Its like art, some people can whip up a drawing, and toss it, others will draw, erase, draw again, draw a little more, till there is so much detail, or there pencil gives out.

More to come, I hope your all enjoying and evening getting something from this!

Next time: Atmosphere!

Quite interesting, keep posting. :smile:

1 Like

Alright now to add a little atmosphere for our world!

Not particularly the kind for breathing, more of the kind that sets the emotion one should feel for an area.

A misty swamp with low hanging willow trees wouldn’t feel so creepy if there was happy music playing.

Just as a carnival can be rather terrifying if the carny music sounded broken, withered and distorted.

Atmosphere is what helps set the mood for a location, it involves sound, lighting, weather, and of course character interaction.

I’m still taken by classic black and white horror films, sure they may seem silly to us today, but during that time, it was all they had, and some studios used the limitation to great effect.

Notice that with only varying shades of gray, motion is very noticeable, thus creeping shadows and figures off in the distance are feel somewhat magnified.

That is what we want to offer our players, to take the setting and magnify the specifics.

A haunting atmosphere can be difficult to do in the sunlight, thus it must be compensated with other effects. Audio, camera blurs, lighting placed properly to make the visible invisible during daylight.

Similar to the saying “Beware the huns in the sun”. This means that by placing a character in the sunlight and utilizing effects such as bloom lighting, you can hide them.

Other ingredients to the atmosphere is sound, and companionship.

If there are many people around the player, they don’t feel alone, but if they are the only person in the area, a sense of being a loner appears.

Fallout presents a lonely experience, you know there are people around, but generally never meet them unless by chance or in one of the major locations.

How about making a busy city atmosphere feel claustrophobic, or even creepy in itself.

This all depends on what kind of effect you want.

The people could constantly pause and stare at the player with the “thousand yard stare”. Or the player knows a group is out to get him, but doesn’t know who, thus the large crowd of people makes him weary of who and what maybe walking with them.

Different settings present a natural atmosphere.

Cities, deserts, fields, large bodies of water, and wastelands are generally a rather large and open area.

Cities, forests, room interiors, and caves are generally enclosed.
You may ask why I included cities in both categories. Having been through a few, I’ve felt both an openness to them and a claustrophobia as well, New York is rather impressive with towering buildings surrounding you.

Open areas offer weather, natural as well as unnatural lighting. Audio can be heard from animals, to the weather itself. Wind blowing across a field creates a semi calming effect upon a person.

Closed areas offer there own variety of natural and unnatural lights whether they are glowing fungus, lamps, reflected sunlight, or creatures themselves. Audio within these places can range from being muted, to echos as the sound reverbs through a long area such as a hall or a cave tunnel.

This doesn’t even include space itself which is expansive in its atmosphere, from planets, to nebula’s, asteroids, and moons.

So, implementing atmosphere.

Again as always we must ask ourselves some questions.

  1. What emotion do we want to express?
  2. Will it change?

Ill pick something simple, then after that something complicated.

A forest.

  1. I want to convey fear to the player.
  2. This fear can be overcome by defeating the psychological effects put upon the player.

The forest is set with a dark blue light (I really should model this shouldn’t I).
A mist (the cause of the psychological effect) is layered in the area.
Rain also drizzles upon the player giving everything a nice shine when the light is flashed upon them. Images appear that aren’t really there (illusion of the players mind).
The sound of rain falling along with the running of water is everywhere. Add to this the psychological implications of the mist, voices echoing in the players mind, visions flashing past their eyes.

Simple? Now how bout something difficult.

A post apocalyptic school, desolate, full of radioactivity, empty, foreboding when seen by anyone else.

  1. I want to convey a feeling of ease, something bittwersweet, you feel the dredge of the apocalypse, but somehow the scene your given is relaxing.
    2)The emotion stays the same.

Taking this drab of a school, I would brighten it up with lighting, show a few lights to be working, placing the player at the exit of the school looking out upon a playground.
To make the scene feel a little more populated, a few children in rags run about playing with a dog.
The sky is blue with a few clouds and the sound of a gentle wind blows through the air.

You know your in an apocalypse, but if you were to step out and see a bunch of children naive of the situation, enjoying the company of a dog whom they play fetch with. You’d almost forget the current state of the world for just a few minutes as you watch.

Bitter - You know the truth about the world and its current situation.
Sweet - You admire the innocence of the children as they continue to make due and enjoy what they have.

I hope this has kept the interest of a few of you people, and hope to continue with more theory and incites! Also please, give your own incites, even give a prod here and there where you’d like me to expand.

Next: The Environment and its Hazards.

Dude, you should write for the new Unity pdf magazine coming out!

Alright so now to spice up the world a little with some danger!

Now you might find a few hazards here that you’d obviously know about! What I’m going to do, is list them anyway and give ideas on how to expand upon such situations!

Fire

We all know it, we love it for the warmth it gives us, and the pain it can cause.

Fire has multiple other factors that we hardly touch upon. The most a game ever offers is Fire = Heat.

This seems rather limited to something that has multiple steps in its creation.

Fire creates smoke, this smoke can obscure vision, suffocate the player, and depending on the environment you put it in, create noxious gas clouds.

Fire burns and spreads based on the material and the oxygen that feeds it.

Lets say your a space marine, the compartment your in is on fire. What do you do?
To anyone who panics, it would be to find water. To anyone who is calm and understands the basics of fire, it is to deprive it of oxygen.
Thus by opening the bay doors to space, all the oxygen is removed killing the fire. Close those doors, refill the oxygen back into the room and your good!

Fire should be given more credit and offered more situations. A player sets a fire, hoping to fend off the enemy. Unfortunately this fire reaches some chemical tanks and instead of the cliche explosion, it boils the materials which releases toxic clouds.
Now the player must stay low to the ground or suffocate!

Even fire and water can work together against a player. You would never jump into a boiling pot, thus you’d hope that your players wouldn’t either when they see pools of bubbling water.

Heat exhaustion is another factor, with so many game today offering stamina bars, this special factor could cause the bar to drop faster when players run around, or recharge slowly when they take a rest, unless they find shade, or have water.

Water
Water has multiple hazards which many have actually hit upon. Drowning, electricity running through it, vicious fish or animals in it.

What are other hazards that haven’t been offered? Rusting equipment that has been in disrepair from constant rain, making an environmental pitfall.
Acid rain is another idea which I do remember from Red Faction, and would like to see it expanded upon.
Even Radioactive rain, with so many post apocalyptic games being made, this would be a fun hazard to deal with, only your meter letting you know if the rain is safe or not.
Pressure + Water = a nasty death. Hydro cutters push water through a pinhole using pressure, this blast of water being powerful enough to go through players, even metals like a hot knife through butter.
Stalker has brought us radioactive water, making it dangerous to tread in.
Water and dirt makes mud, mud slows a player but can also be thick and deep enough to slowly drag the player deeper into its clutches.

As physics based water gets better, will see more and more environmental hazards based in underwater cities and such (Bioshock for example).

Swamps
Swamps offer many dangers, diseased water, thick mud, and bogs
Bogs are dangerous in the sense that, one puddle is merely up to your ankles, the next puddle is over your head, plenty of fog and mist covers these areas generally.
As for stagnant water, games don’t really penalize the player for being hurt. They can traverse through sewers and such without retaining any nasty side effects, though it is an idea worth utilizing.

Snow and Ice
We know this fairly well, enough games challenge us with falling ice, avalanches, the fight to stay warm, slippery paths. What about other hazards?
Snow and ice can become very heavy, buildings and trees have collapsed because of such weight. So your player moves through a building during a heavy snow storm, the weight slowly creaking the building till it hits its breaking point at which the player needs to get to a location with stronger supports or be crushed.
Your gun is wet, and the cold freezes it, jamming the trigger mechanism, wouldn’t that cause panic to the player in the middle of a gun fight with a monstrous creature.
Snow also has a way with obscuring our vision, those wearing goggles tend to steam them up a lot, others merely trying to look through a blizzard can only see their nose if at all!
Also there are different types of cold form this, a wet cold and a dry cold. Wet cold chills you to the bone, little you do outside of changing clothes can help keep you warm. A dry cold is much easier to keep oneself warm because your not feeling drenched to the bone from moisture.
A game I like as an example of man vs nature is Lost Planet, having to keep warm as much as possible to combat the cold is a challenge.

Heat
We touched upon heat in the topic about fire, but what about general heat?what do you feel more comfortable in, a dry heat, or a wet heat?
Heat affects the area around a person, things contain heat such as a black tarmac, other things reflect it such as a white linen cloth. Heat causes one to fatigue quickly and if you don’t have enough liquids, you perspire quickly.
Heat can also by itself cause fires, blow out tires, rupture or blow up pressure tanks. It causes electrical equipment to short out quickly, batteries die faster from over heating, thus destroying or removing valuable equipment.
A wet heat makes us feel like were suffocating at times, it also alerts us to possible storms that may arise.

As you notice I’m merely touching on the extremes of each element!

I’m gonna make a break here in the post, each element is offering a wide variety of ideas one can use, so many that I can’t list them all in one post without causing one’s eyes to slowly begin to cross!

So next expansion, continuing hazards!
Give a few of your own whilst you way! Share with the community what you know!

Night fox you touched on this earlier but I thought I would expand on it…“Suspension of Disbelief” is what a lot of writers aim to create in there novels films etcetera and Games

Tolkien is a prime example!.. before he even started the Lord of the Rings Trilogy he created a believable world structure Politics Religion History even a Language…

So if you decide to embark on a action adventure then think about the above first even before you start the design of the charectors etcetera

Also remember it is a game and no matter how good your story is if at the beginning you bombard the player with long winded text etcetera he will just skip through it or at worst give up on the game…you have to lead them gently through your game so limit your text at the beginning…Stephen Spielburg adopts a roller coaster approach to most of his films they usually start with intense action thus grabbing the viewers attention and then once he has got you he then drips feed the story etcetera…

Oxygen, thank you for hitting on some major points! (Kudos to ya!)
True Spielburg did present a roller coaster approach. Or as I call it, a female storyline.

Most games run a male storyline. This means that there is a slow build up to a single climax. Imagine a ramp going straight to the top.

In a female storyline, its considered multiple, or gradual climaxes till the main plot and end is reached. It would look more like a series of ever rising hills.

This approach to story telling, while good, has its problems as well.

Take Speilburgs Indiana Jones and the Crystal Skull.
The same approach is used, but the movie felt more like a homage to Indiana Jones, more than an actual Indiana Jones flick. Many inside jokes to older movies, and an antagonist “soviets” who didn’t feel very much like the enemy as just a nuisance in the way.

How I like to utilize building expanse worlds, is more or less as a reference for myself. I would include a concept being employed into games these days, the “Wikipedia” like info system.

Mass Effect uses this to explain many things, culture, technology, weapons, planets, and more. You don’t have to read it, but some people did. It doesn’t add more to the story, it just merely immerses you with understanding the world!

Tolkien didn’t just write a book, he wrote a life, each character was shown doing menial tasks. If you were to take the main story of the trilogy, you could fit them into a single book.

Thanks for the post Oxygen, hope to hear more of your own thoughts and theories!

Now don your gas masks were delving back into Environmental Hazards!
Again these are merely theories, different ways such elements can be utilized apart from how they are used now.

Wind
Hurricanes, tornadoes, howling gusts of wind. We know these elements and know to fear them.
What of wind itself, a simple gust of wind can throw us off balance, catch us by surprise, change the direction of smoke, gasses, pollen.
Wind is an element that has yet to be fully utilized. A war game where you chuck chemical gas would be interesting if your own gas decided to blow back into your own face.
Wind has a way of off balancing us upon high ridges, buildings, and walkways.
How would the player feel about crossing a narrow path while battling the wind?

Gasses, radiation, toxins
If you see it and its a different color, you know not to walk into it.
A lot of gasses though are invisible to the naked eye, only through specialized lens, or other senses can we detect these things.
Entering a building you see many critters upon the floor, dead. You would hope that this is a warning of something dangerous up ahead, possibly that very same invisible gas.
Metro 2033 employed the idea of invisible gas very well. Your character enters the area and beings to wheeze, hack and cough, warning the player to put on his gas mask.
Other gasses are flammable as well as lethal to breathe creating double the trouble, a gun toting player would have to rely on melee which could be a challenge.
Radiation is a common hazard we know about.
Yet there are untouched elements.
The detectors we use to safely traverse these pockets of lethal death are rather audible, though in-game, our opponents appear to be rather deaf to these clicks pops and beeps. Wouldn’t it make for an interesting game if you had the option to turn off the detector, so that you do not alert the guards to your position. As well, radiation is also a toxic gas itself, it can be blown by the wind (ass we know from reading the Chernobyl Incident, a blast that had winds reaching Europe…devastating)
Holding ones breathe doesn’t save one from exposure, nor does a gas mask, it takes specialized suits to traverse such dangerous toxins and even then, they can only hold out for so long.

Audio
Sound, the louder it is, the more disorienting and painful it becomes. It deafens us and removes one of our most important sense, the ability to hear where an opponent is coming from. It throws off our sense of balance and can cause us to become ill.
Audio can also reach decibels that we can’t hear, but other animals can. A dog whistle for example.
So what if a harmless recording of a whales call can also attract a monster your trying to escape. You’d be given a hazard as well as a way of trapping the monster.

Light
Light as we know produces heat, just as well, it can blind us, the famous term “Beware the Huns in the Sun” was a warning about the enemy who uses the light at there back as natural cover.
Light too can be focused through a type of magnification making it an intense beam of heat and energy.
Game Scenario
Here’s a scenario on using light. Your character has the ability to lift things with a type of grav gun. They can twist and rotate these objects.
An area of the ship they are on has structural damage allowing pure unfiltered sunlight to flow in. Burning anything that crosses its beams.
The players, in order to safely cross a room filled with sunlight safely, needs to lift one of the metallic covers and use it to block the sunlight, thus reducing the heat around them long enough to get to the other side of the room!

Caves, enclosed areas
These places offer an interesting set of dangers. Audible misdirection, pitfalls, even natural stalactites and stalagmites, slippery paths, and underground rivers.
As for enclosed places (buildings, sci-fi vessels, submarines), there’s suffocation, claustrophobia, and explosive decompression (not in all cases).
Game Scenario
Your ship is wrecked, you yourself are trapped inside of a sub with your comrades. There’s a fire on one deck, water on another. The water is dangerous seeing that you’ll drown with too much. Fire saps the sub of oxygen and suffocates you. What do you do in this enclosed situation?
The answer
Flood the fire with the water to extinguish it, then shut the door to keep the water from completely flooding the compartment. You’d think yourself crazy for doing it, but its a dangerous necessity.

Generally a lot of games remove the threat of suffocation in closed places. Explosions are another danger, something were unable to still do as of yet is focused explosions.
With enough explosives, a cave tunnel becomes a large cannon.
In a more natural sense, think of a steam vent in the cave, all that heat would intensify within that enclosed area.
I chuckle now and then in games where you traverse rock paths laid on top of a river of molten rock. The idea is rather laughable seeing that, such close proximity would merely catch yourself ablaze.
Why else do scientist where those huge funny outfits just for collecting a sample of magma.

For now I shall hold on environmental hazards, the next lesson shall be a simple theory on audio and foley effects. As always, I’m happy to take questions as well as suggestions for the next topic to talk about!

I hope your all enjoying these thoughts!

Speaking of water hazards, this game is looking rather promising in its use of water physics.

http://www.hydrophobia-game.com/

Rather impressive, I hope they do well!

Foley- The magic of audio misdirection, and musical atmosphere!

Audio is as much an art as anything else, no at this moment I do not speak of music, I speak of sound itself.

When not using our eyes, we listen, what we hear affects what we do.

The sound off feet upon gravel directs us towards the source.
Soft wet grass hides us as we sneak upon our enemy.

We’ve heard the many elements of sound, and seen where and when they are used. Yet there is more to it than just the simple audio which allows us to know the world around us.

Ambient sound effects our hearing, some of us know how to ignore certain consistent sounds, others can’t.

Take snow for instance, in most stealth based games, it cushions our feet, silences our movement. If this truly worked I wouldn’t find my face being slugged by a slush ball from friends.

Snow crunches, its millions of crystals being compacted together. The only time I’ve found sneaking about in snow ever to work is when the others made just as much if not more noise.

Knowing sound and how it works is important in adjusting a players situation to the environment.

A roaring fire crackles and pops, computer fans whir and make noise, all these things I consider to be area of effect sounds. Wind, rivers, rain, ocean waves, these are sounds I consider these types of ambient sound.

Ambient sound is the natural sound around you, sounds that generally remain a constant. In a city, the sounds of traffic mixed with people talking is considered ambiance.

A computer is considered area of effect, since its sound dissipates as you get further away from it, or when you shut it off.

As well sound is becoming even more dynamic than before, ambiance being effected by the player and what he’s currently doing.
In that same city, the player could set off a monster, causing people to scream and panic, cars to crash. In the end, the city might become dead silent.

What I’ve always found interesting, is that a horror film, or game without any sound at all, wasn’t as terrifying, you didn’t hear the bloody cry, the violent scream, the crescendo of the music, nor the climax of the bloody deed. It was boring.

Now to dig into some nice theory. What makes sound work!

Sound is heard differently from person to person, while some people will recognize an acute buzzing in the ears, others wouldn’t.
Many factors provide this, for some its a disability, for others its how much or how little harm they brought to there ears.

As with real life, characters in a game should be effected by such standards, least I believe so.

To know a character is deaf in one ear makes it interesting to sneak up upon them long there deaf side, but as with people I’ve known, they compensate this flaw with more acute hearing in the other ear, thus sneaking on the other side proves to be more dangerous.

Notice also that some sounds, when distorted can be mistaken for other things.
I’ve not seen many games where the opponent gives a fake animal call to distract the player, or to drop their guard into thinking that a bunch of noise wasn’t made by the enemy.

In many instances, sound has been used as a form of distraction, also as a weapon in game.
Loud enough noises tend to throw us into an unpleasant state, our equilibrium can be put off, and strong enough signals can prove lethal.

Unfortunately this will be short today and I will try to make up more tomorrow.

Also I’m hoping that the “Forum chooses” will be a regular to post on Fridays. Giving you a once a week chance to bother me :3

As always happy to offer my thoughts and will definitely be putting more in the future!

Alright back to sound.

Stacking back upon ambiance, we know that it sets the mood of the level.

Beethoven’s Moonlight Sonata, if you ever want something soothing and creepy at the same time, I’d suggest giving it a listen.

His music has been inspiring to many, from solemn and depressed, to joyful and epic.

As atmosphere, music helps heighten the mood were in, whether that be fear, paranoia, joy, or anger. The sound of a beating heart entwined within the music affects us, just as putting morse code into a song for a war game extends the air of atmosphere.

Some games are beginning to employ music as the game itself, others utilize music as a tool to progress from level to level.

Music should have a pause in it though.
Example
The player has just escaped the monster, it was a harrowing chase, bows shred violins, drums banging to the beat of the heart, pumping the players ears with the distress they are currently in. Suddenly its dead silent. They ask themselves “Am I in a safe room? Is the creature gone?” The sudden silence of all the ambiance can actually cause just as much fear in a player as creepy music. Were sometimes waiting for the musical cue to tell us all is safe.

My favorite game to date for the use of atmosphere to haunt me, Thief 3, when your in the asylum. This has actually been praised by a number of reviewers and developers. The game itself was alright, but my memories of that particular mission still give me a shiver.

Using sound, you can make any ghost town, derelict ship, empty house etc etc, seem alive and haunted. We know the simple ingredients, a bug buzzing, scratches along the wall, creaks of foot steps.
All these elements build an atmosphere of terror.

Carnivals are fun, the music silly, but if that same carnival had dim lighting and the music itself was warped, broken, and scratchy, it wouldn’t feel so fun anymore.

Music doesn’t necessarily need to have impact with the game. Some games require something simple to relax to, Plants vs Zombies has a very soft tone, it isn’t horrifying, its rather relaxing, even if you are fending your lawn against zombies. As well many other casual games offer a single track, and for some, we don’t notice the repetitiveness.

More so than before, music can be modified as we see fit, XBOX 360 offers the ability to lay your own music during a game.

Where have you all seen the use of music to great effect? What games made you feel epic because of it, what games made you wish the music would just stop?

Music can be come a little overwhelming when were trying to listen to our surroundings, like in a stealth mission, it wouldn’t be helpful to have the music overpowering the sound of the foot steps made by the enemy. Just as it wouldn’t help to be listening to dialogue and an obnoxious trumpet is blasting in your ear.

Its the same for real life, if its distracting, it frustrates us, in some cases this is part of the games challenge, in others, its accidental.

We’ve seen many types ambient music. Musical scores by professional Orchestras, techno mixes, or that at home garage band.

What we need to understand is the mood each track can put us in.
Orchestrated music is very empowering, and rises in volume. A lot of games have taken this aspect.
Techno is a salve to its beat and gives us a fast pace tempo, generally seen in many fighting games.
Midi is used as an alternative when one can’t afford major bands or orchestras, and today, midi has become a very powerful tool as seen by the makers of Animusic. Midi is cheap, has many effects that can be placed to it, and offers a wide range of real and unreal sounds.

There list continues, and I would really like to hear the more musically inclined people to offer their thoughts and opinions on this, what audio style do you employ in your games, is it fluid, or broken. Does it imply atmosphere, or is it merely a simple ambiance that we allow to fill the world we play in?

Next I’ll chat bout the wonderful sounds of foley, beating cabbage with a stick to make the sound of someone being punched, dropping a watermelon wrapped with tinfoil to make the sound of an armored hulk splattering against the ground. All the fun messy little effects we make to satisfy the ear of our gamers!

Alright time for a little chat about being a Foley artist!

First for those who don’t know, its nice to credit the man who the term “Foley” is coined from.

He was a Universal Studios radio and movie sound pioneer. Jack Foley, famous for synchronized sound effects, having started up in the 1950’s.

Unlike the games and movies of today, a foley artist had to enhance sounds, add sounds, modify them, even add dialogue. It was quiet the endeavor, and even today it still is!

Sound artist actually go through a lot of work, even if there are millions of pre-generated sounds we can get, they still must convert the audio, make sure its clean of pops and clicks, and then integrate it properly into our games and cinematics!

Its not surprising to see a movie that has had 80% or more of its audio added in after the fact.

You can’t hear anything over an explosion, so its up to the audio engineer to make this happen, same as it is for us with Game Design, when is an explosion too much, and where should dialog be placed? Its a severe question we ask ourselves constantly!

We must determine the players environment, atmosphere, and ambiance to know what kind of sound to produce. In a forest, with some wind and rain, we hear the patter of water upon leaves, the drizzle of rain, even the plinks and plunks of drops hitting water.

In a more professional Foley Studio, you would find many instruments, walking surfaces, splash tank, echo chamber, and a mixing booth.

A repository of pre made sounds is at hand as well, but as with most artist, they love to make their work right there and then.

Couple things to know!
Echo Chamber sounds devious eh, really its a chamber or box used to give the illusion of distance and reverberation.

Mixing Console a machine capable of taking in several different sounds, these sounds are then mixed to create a single unified sound.

Reverberation a reechoed sound which fades until it becomes inaudible.

Rough Cut the “first draft” of a film
Score the background music throughout a film

Splash Tank a container filled with water for wet sound effects

Walla the film industry term for background crowd noises in a movie

Great that’s out of the way!

So where do we see sounds in use?
In a movie when two actors are kissing, its merely the sound of some foley artist making out with his arm that we hear, and you thought they were really being that loud and mushy!

Sound of someone being punched or slap is merely a foley artist hitting a slab of meat.

Some artist use their own voice to mimic real world sounds.

Most famous is Mel Blanc, the voice and soul of many Looney Toons characters. The man of a thousand voices, he was a pioneer of voice actors.
He was a constant character upon the radio (soon television) show “Jack Benny,” from there he went to his own show.

So knowing enough of the history, lets get down to the roots of sound effects.

Hundreds of coins dropping, this is what you hear, what you see is an artist pouring a bucket of empty bullet shell casings.

A P-51 Mustang cranks up, what you see is a fan being turned on and the sound being modulated to sound more deeper and like that of the WW2 fighter.

Bats flying in a cave are done by opening and closing an umbrella. As well, the sounds of bats are merely the sounds of chickens with the pitch brought up.

So much of what we hear in movies have nothing to do with what the actual animal sounds like, its an illusion, our ears are tricked by the magicians that use sound.

Braking celery and carrots sound like bones cracking, just as the sound of a body being beaten can be a whole cooked chicken being whipped with a stick.

Sound art has a place everywhere, it helps add the mood to the environment. Its our early warning system, or rather the players. The sound of a gun being reloaded in the distance lets the player know that something is about to happen.

Sound can be difficult, since the microphone needs to be with you, things like walking begins to sound rather odd to a mich as the foot steps get quieter rather then being constant. Rather they walk in place upon the tiled floor, or grass that was brought in.

So actually employing sound.

When and where does it fit? You must first know where your player is going to be. As with texture artist, knowing the environment helps to build an audio checklist.

Forests have trees swaying, the sounds of birds, maybe a creek, or river running through it.

A derelict spacecraft doesn’t have to be silent, the hum of the space engines reverb throughout the ship, computer consoles beep and boop, echoing. The sounds of debris pelting the ship outside adds to the paranoia, is that really just some debris, or the creature?

I can’t tell you how to do all your sounds, but by at least giving some history, a little theory, and some tips, you yourself will know just where to put them.

Scripts also help, writing that grocery list of audio allows you to prepare for the day when you need materials in order to make your sounds. Just as well you have plenty of websites dedicated to giving you free sounds as well!

So continuing on!

I’ve given you plenty of examples on how some audio can be done, and where it can be applied. Now the question is why? Why do we mimic sounds rather than use the real thing?

We do so because on microphone, the real thing just doesn’t sound like the real thing. While some exceptions exist, eating carrots, kissing, and shredding of clothes.
Some sounds just don’t exist, so we make them. Things like the aliens, we take what does exist and modify it. Does a laser gun really make the sound it does, or is that really the sound of the air being heated around the beam.

Much of what we do with sound is theory, what sounds like this, what can I do to use that sound, how and where does it need to be implemented.

Luckily games offer modulation to our sounds these days, say for example being in an empty auditorium. A game can add the echo for us. Just as being in a sewer, the game adds reverb.

So remembering this, we use the tools offered to further add to the immersion of the game.

As well, remember not to overload our players ears, if they are trying to listen to dialogue, try and make it easier to listen, if were straining through the sounds of bullets whizzing and explosions, its gonna hurt, just as well, make sure not to always have audio dialogue happen when loud intense noises appear.
Sometimes there is an exception, your in a war game, obviously all the fighting and gun fire makes it tough to listen to your squad leaders orders.

Take a hand recorder, walk around and just recorded random things. Build and tag each sound. As your collection grows, so too does your arsenal of audio tools to modify and use.

Sure not all of us have a microphone, that’s where community help comes in, as well as free sound effects websites.

I hope you enjoyed reading this bit on Foley art and the likes, and have learned a little bit about it.

Tomorrow, forums choice → Or → Character Design and Fashion

You can learn a lot from certain design docs from some ex LucasArts designers. Anyway i don’t care this much about sound design. I prefer making games for blind people.

That must be your humour coming out Taumel…

I don’t worry too much about the visuals. I prefer making games for deaf people.

I don’t worry to much bout visuals or sound, I make games for the blind AND deaf >:V what now!

The fortune cookie says Concentrate on the PS3.

@Taumel - I thought, “Anyway i don’t care this much about sound design. I prefer making games for blind people.”, was very good - if the slip was intentional. If it wasn’t intentional… well, it was still very good. :lol:

I guess i wouldn’t even have been able to access the forum if this wasn’t done by intention. ;O)

Alright so, tom foolery aside, lets get to the fun stuff, characters and how we design them.

Expect a few repeats of older posts, for those who haven’t read them would you kindly ignore this paragraph! :stuck_out_tongue: (cheap joke I know!)

So with character design, we should design our character with dimension. Offering an emotional diamond that affects them. As well we should layer different aspects of relation that they have with other characters. Be it jealousy, admiration, or abject hatred.
Once we understand our characters emotion, we begin to sketch them out on paper (or our artist does this for us).

What position is our character in? What is their lifestyle like? Where they live, eat, breathe. What is the era they live in? Is it fantasy, or real? These are important questions which allow us to emotionally evolve the character(s).

So Night, how much is too much history? When do I stop?

The idea for this is that you want to write your character history so that your character is only slightly aware about himself. We think we know ourselves, but really we see ourselves the way “WE” want to see ourselves.

To help, take significant aspects of a characters life. These include the surrounding, traumatic events, and there place among society. We then look at there attitude, opinions, view of the world.

Characters should be explained through their actions rather than their words. Words help to expand upon them, but actions explain it best.

Characters development isn’t as much change, as it is disclosure. Generally we should know more about the character than the character himself. If a character has not grown or changed throughout the course of the story, it is an unrealistic character. Characters evolve no mater what happens, actions they make will affect them later in the story.
Without growth, our character doesn’t move forward, they stagnate, and our players playing them get bored rather quickly.

When we know a characters position, we know how to start their adventure.
If they begin in a victorious state, we should tear them down and then build them back up. If they begin in the gutter, we merely build them up.

An old epic movie which presented a character being torn down in society and then rising through the dregs of slavery back to his higher position. “Ben Hur” as a movie from 1959, I would still recommend people to watch it. As long as it is, it shows character progression and many elements that adds to his down fall and then return to glory.

As with any story, a protagonist, needs an antagonist. This person, this enemy, is a pivotal character. Since the start of the game, they’ve known their goal, they know what they want. They are determined to get what they want via any means necessary. Whether its world domination, corruption of innocents, or the destruction of the universe, it presents a challenge that our hero must overcome.
In some games the hero is the pivotal character. Thief, Garret is not what you’d call a “hero” he is not a good guy, he’s selfish, greedy, and devious. He has a code of honor though (that we are allowed to follow or not follow). He is not a good guy, but his actions and the manipulations form outside sources, make him a an unsung hero. He’s deeds go unnoticed by the masses.
Pivotal characters gives us a reason, they show us whats at stake, whats been put upon the betting table. They are willing to cheat if they can in order to win.
A hunter without prey is not a hunter, just a person with a club and nothing to do. As so, a hero without a villain is nothing. This is why so many comic book hero’s always have villains coming out of the wood works.

So then Player Characters, lets really take a chunk out of the meat of the story!

People have always complained about the Player Character (PC). Some don’t like the expanded history, while others hate the lack of background information. It generally feels like a no win situation.
The PC is the most complicated character to write for. Especially today where so many games have become open ended with character creation. No longer are you stuck to a “premade” persona, rather, you create your own persona whose eyes you live through.

So how, how do we allow for such a dynamic character, when in the end, its the person behind the controls who effects their decision.

We ask ourselves this.

Who is the PC. A living being controlled by the player? Or the player themselves?

Back in the days of yore, when games were merely text. We were the player, typing out our responses to a computer generated series of text.
Today were the eyes and manipulators of the character themselves.
Are we controlling a PC whose history created him? Or are we playing a PC whose creation is affected by our own progression and choices in the game.

This is the difference between something like Kings Quest, and Elder Scrolls (take your pic of the series). In one your a predefined character, in the other you make your character. In both you have your choices that you make, it affects the world, and leads to the eventual climax.

We usually empathize with the character whom we portray.

For those who don’t know it. Empathy is the ability owe have, it allows us to understand the feelings of others, even fictional characters. We feel for them and experience their actions almost as if they were are own.

For now we shall assume the control of a Character whose actions we control, but whose background was already defined by the story.

We obviously don’t need to just make a character out of thin air, we can opt to make something form the cookie cutter. This generally appeals to most audience expectations. When we break the ice, we tread upon thin ice, every step this character makes has a chance of breaking the immersion.

Once the decision has been made to create a character distinct from the player, its time to ask yourself.

How much background history should the player know about the character.

We must decide upon our characters ego, there flaws and talents. If a character is too well developed, there isn’t much room for the player to feel as though he can empathize with them. Like wise, if there is no emotion at all, there is nothing for us to connect with them.

Take the movie Batman “The Dark Knight” who was more fun to flesh out, Batman? Or the Joker. I would pick the Joker, he’s such a ruthless and psychotic villain, he just wants to “Blow it all up!” he’s insane. Yet we find him interesting, comical, and creepy. Batman, is cold, calculating, and serious.
Yet we put more emphasis on Batman because he’s the hero.

In a game we must balance how much the character knows, and how much we know.
People warn against using amnesia as a tool to hide character knowledge form the player. They say its cliche, its an excuse.
Me, personally, I believe that any form of character writing can be cliche if we don’t use them properly.

Generally a player and the player character should both be equally surprised by plot twist in the story. In film, sometimes a current scene is cut and the viewer is whisked away to a scene where something profound unfolds that the main character doesn’t know about.
As Game Designers, it is alright to do things like this, but don’t pour all the answers out, tease the player, make them want to find the answer to whats happening. The main reason why you would do such a scene is to create suspense.

Example
A squad was taken by alien creatures, the scene shifts to a radio shouting for the captain, whilst we see the movements of an alien and the twitching legs of some soldier amidst the crunching and chewing of bone. This shows but doesn’t tell. We can’t see the soldier, is it the captain? Did he survive or is he dead?

This is suspense creating an objective for the player. “Find out the truth of what happened at the battle site.”

What if Sherlock Holmes suddenly found himself upon a 24th century space station, where murder is afoot? His entire ideology and how he perceived to study crime would be completely broken. (Did you know that Holmes never knew nor cared about whether the earth circled the sun or the sun circled the earth!) He is a man of exact study, to know his surroundings and what he’s used to. Suddenly he’s in a position where the world has changed, new laws have been applied to physics, the impossible has become possible. How can he adapt to this!
With this characters position, we as the PC can then take control and experience the world and surprises as well as the characters ambition to survive and evolve through out this new world.

Another flaw in character development is the making of experts. If you play an expert, don’t make silly complicated puzzles that makes this expert inept.
An mechanic staring at millions of wires should himself offer hints via inner monologue. “Hmmm I’ve messed with these types of fuses before, as long as I don’t cross the red and yellow wires, it should work just fine.” This shows his expertise whilst allowing the player to play the minigame. Simply dropping the player into the puzzle with no hints makes the so called expert they are controlling feel rather inept.

Text - A nasty little thing isn’t it, it gives us information we need, but what gamer wants to scroll, or flip through a hundred pages of text just to continue on with a mission?
The more a player has to read, the less they are playing and this can cause some frustration. Game Devs supply a skip button of course, but then the players misses out on a lot of story immersion, and even important information. They’d miss great insight about there character or other characters, or even clues.

Thus designers have to find a way to show this same information to a player in a different format.

Unfortunately there is no right or wrong way to satisfy gamers, and reviewers. Put in cut-scenes, someone will complain, put in short text, someone will whine. We can only offer the best options to the players that we can. This I will touch upon in much greater detail later on!

So having other characters with you, in an rts you don’t care for their deaths, as its a statistic, in a final fantasy game, you have to option to revive them making it a mere nuisance. To actually have a close major npc die, effects the player greatly.
Sure we know Aeris of FFVII and the pain some felt at her loss. This is an example of emotional depth that binds the player to an npc.

Sir Arthur Conan Doyle would write great descriptions of characters with a minimum of lines. These characters tie us closely to them and we like or dislike them just form the description.

Is it alright to break the fourth wall with our pc and npcs?
Awareness makes for small little chuckles.
Right before a huge battle you do a quick-save, thus the PC responds “I don’t have a good feeling about this.” Not only has he shown awareness of what the player has done, but he voices it with worry.
This is a widely used form of humor, even serious games have this happen once in awhile. Some characters asking the main “Ever feel like your just being used?” are they questioning there superior officer? Or the player? We don’t know but we feel a little chuckle on the inside as we hear this.
Its a comical effect, and as long as we make sure to use it lightly, its okay.
Matt Hazard did this plenty of times and I found it to fit the setting of the game where the PC knew of his position.
Remember that a little is okay and to much can be bad for you, or rather your games immersiveness.

As our player goes through our world, they come across many character types and personalities. Thieves give a conniving look, ready to filch your wallet. The a voluptuous second in command conscientiously catches our eyes. These become stereotypes, and that’s okay, but we want to be careful as well. Add a new dimension to these stereotypes. The simple thief is really an information seeker and he’s set his sights on digging up your history. The second in command is really professional in her presentation and unlike the scantly clad girls we see, she is more prim and proper, clean and sees skills as a show of position rather than looks.

A character and non-player character are defined by personalities, professions, physical mannerisms, phrases, quotes, accents, clothing, and specific attitudes/opinions. These build layers upon our characters that make them unique.

A thief is just as likely to be a ragged beggar as he is to be a rich playboy merely in it for the thrills.

NPCs help to give the world atmosphere, a ghost ship in space is justified with being empty and derelict. A friday in New York should have no excuse with being completely empty. We fix these situations by stamping themes to them, “Post-apocalypse, Armageddon, alternate universe,” all of it used to expand upon the players imagination, pushing aside simple logic.

Many npc’s are just bit-players. They offer a single or small line of dialogue and usually its to brush the player off, “Oh, I can’t help right now, I’m busy,” or “Go bother someone else, can’t you see I’m in the midst of a discovery!”. They inform the player that they have nothing to offer and are merely there to expand the world ever so slightly.

Innocents in GTA are examples of a bit player, they seemingly offer nothing, and are only there to add to the real-world setting. Yet they do offer something, a challenge, by harming them you in turn get the police upon you and then some.

Even then, some npcs don’t need to have dialogue, they can be the mechanic in the background working on a tank. That child upon a swing having fun. They are just as important to atmosphere as is a quest giving npc. Though the quest giver advances the plot, the world would feel empty without the addition of simple people living in it. These “pantomimes” merely repeat what they do.

Some games offer realism by making it difficult to find a major npc, like in real life, they don’t have massive glowing question marks above their heads, but at the same time, finding such a person within a large crowd would be rather difficult if not frustrating to the player, thus a little bend of the immersion law is okay if it avoids complications.

Even worse, for those who create large and innovative stories, it would be rather sad to see players stumble pass these important quest givers all because they didn’t know who they were!

Stereotypes, a dangerous ingredient!

Stereotypes, this is something we learn ourselves either form others, form world views, even peer influences. As Game Designers and writers, when do we recognize such a flaw in our characters?

-Sometimes we don’t, as we write our world, get get drawn into it, involved in every aspect. Some of us follow a known genre or theme that were used to, whether it be from reading sci-fi novels, or detectives books. We add in what we learn and feel is the general theme without knowing it.
-They are easier to write, saving much work for us. These characters pretty much explain themselves. The big burly sarge is rather obvious even before he starts shouting at you into oblivion.

  • Time and deadlines sometimes force us to put in stereotypes, we drop them in and pat our backs, saying we can expand upon them later. Some of you have learned this isn’t the case, that once your done with once description, you face plant yourself into the next!

Such stereotypes have a major flaw with our story, it makes it seem rather meek, unprofessional even. We begin to cross the line or “story” and enter “fan fiction” where we all want to have a part in Star Wars with Luke on our side.

Another dangerous trap that follows closer to the newer writers and designers, are games that we place our own avatar as the main character. Sometimes you can get away with it, making something others attach to and can develop with just as well. Sometimes were caught, actually a lot of the time were caught. These games are then coined “knock offs,” and “expanded fan-fiction remade into a game.” We all want ourselves to feel like a hero, but we have to remember, that its our audience who plays the game in the end which makes us the $$$ not ourselves.

So for these supposed cliches, how do we recognize them. Ask yourself this, "Do they look, talk, and act exactly as you’d expect? If you don’t feel any suspicion, any surprise by the characters actions, you might very well have a stereotype indeed.

Sargoth, a walking tower of man and muscle, wielding his sword, he is a berserker, letting loos a war cry as he charges into battle, Conan the bar-- er I mean Sargoth the berserker is…

Notice how obvious this is, its a stereotypical character, a near or exact rip of a character we know.

Outside critique from friends is always helpful, if they spot a stereotype, than its good to get insight and opinions on how to morph this “stereotype” into a unique pc or npc.

As a note, many PC’s are simple stereotypes, because a player soemtimes wants to play something simple. The Marine, Masterchief, Duke Nukem, and more. These characters are a simple stereotype to let the player “get into the game” and blow stuff up! Even role play games offer a rather stereotypical character in order to merge the player into the game faster.

Our goal is for us and the players to know our characters better than they know themselves. We give them an objective or role to fill out. Whether it is the fabled hero who shall one day save the world. Or the veteran marine willing to save his band of brothers from doom at the hands of their captors.

I’ll hold off here for now, and hope you all learn something from this, just as well, I’m always hoping to hear from you all!

Next time since no one chose a topic for me to write on, I’ll continue more with characters and yes at one point I will hit upon fashion!

For now take it easy and enjoy the Easter holiday!

leaves to soak his fingers in a bucket of ice water[/b]

That was great! I read with rapt attention… you touched on something…that interests me deeply “empathy”

Firstly if possible could you elaborate more on this topic and give a few more pointers on how to best make a player learn to love the charector…i am aware there is no magic wand …but your deeper insites would be interesting to hear.

Also on the immersion topic I wanted to know what your personal thoughts are on violent games…do you think they influence…people on how they live there lifes in the real world or do you feel the empthassis is over rated…everybody has a opinion on this topic but I really want to hear yours?