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Game Feel
Definition - Real-time control of virtual objects in simulated space with interactions
emphasized by polish and contains:
Extension of senses.
Extension of identity.
The player does not need to think about what they are doing.
Gives players enjoyment with the perfect balance of skill and challenge.
Physical Interactions with Virtual Objects:
Timing.
Milieu - The games iconography (the symbolic pictures, images, or figures used to
represent a particular game theme).
Example - The game Legend of Zelda: Phantom Hourglass could come under the
categories of Role-Play, Strategy, Puzzle and Adventure to name a few genres but this
classification present in this form will change if it is compared to the fan-fiction, perhaps
just into an Adventure-themed fiction.
The Magic Circle
Definition - A place marked off from reality both spatially (the game world is physically
distinct) and temporally (has a beginning and end).
Example - The Magic Circle happens when a player is in an intense state of focus whilst
playing a game, losing consciousness of time and of self.
Narrative Parameter (Game narrative vs narrative in other media)
Interactivity
Definition - Allows the user to interrelate with and at least partially determine their course
of action. The way in which the game is played, rather than watched and is a non-
representational feature common to all video games.
Four phases of human-computer interaction:
Graphical (replacing words with icons - shift from one dimensional to two (and 3D space
- the origins of virtual space - Quake.
Example - The game the Legend of Zelda: Phantom Hourglass promotes interactivity in
the way that the monsters gravitate or react to the player as they explore dungeons,
temples, seas and paths.
Immersion
Definition - Immersion means the player is caught up in the world of the games story
(the diegetic level), but it also refers to the players love of the game and the strategy that
goes into it (the non diegetic level). - Alison McMahan (2003) Immersion, Engagement,
and Presence: A Method for Analyzing 3-D Video Games
Example - In the game Legend of Zelda: Phantom Hourglass the player is immersed by
the way of being interested in the storyline with laser-like focus (the diegetic level) and the
strategies needed to overcome the temples (the non diegetic level).
Intertextuality/Transmedia
Definition - Cross-platform play, links to other media platforms and contexts. Games share
many features to other media but is also distinct and separate.
Example - The whole Legend of Zelda series has expanded from just being a video game.
It has grown from those beginnings into a part of a subculture of gamers (otaku) where
people may dress up as their favourite characters and create comics or fan-created stories
using the existing characters.
Embodied interaction
Definition - The study of interaction between people (users) and computers as they occur
at the user interface, which includes hardware (peripherals) and software (determining
which, and how, information is presented to the user on a screen).
Example - Research concerning the creation of the Phantom Hourglass as a game using
various methods such as:
Staged encounters.
From the users ability to accomplish significant actions within the environment.
From the users responding to the computer itself as an intelligent, social agent.
- Alison McMahan (2003) Immersion, Engagement, and Presence: A Method for
Analyzing 3-D Video Games
According to Heeters more specific definition (in Nitsche, 2008, Page 205) there are three
different forms.
Personal Presence - The extent to which and reasons why you feel like you are in a
virtual world.
Social Presence - The extent to which other beings (living or synthetic) also exist in the
world and appear to react to you.
Environmental Presence - The extent to which the environment itself appears to know
that you are there and react to you.
Example - In the Legend of Zelda: The Phantom Hourglass, the sound and consistent
visuals of the game makes the player feel that they are within a virtual world. The island
folk and the monsters react to the character whilst the game is being played and the
environment reacts to the movements and actions of the character.
Game Balance
Definition - Is the equilibrium state if playing a particular set of strategies produces a
simulation where no player can benefit from changing his strategy and that all
interactions are balanced - Nielson et. al. (2008) Video Game Aesthetics.
Example - Some elements of game balance within the Phantom Hourglass include the
weapon that will be needed to defeat bosses or particular enemies will be available before
Link encounters them, allowing the player to defeat them before being able to access
places with such enemies.
Gaps
Definition - They are the obstacles... or gaps that effectively provoke the work that is
required to play the game - Aarseth (1997).
They can be:
Static or dynamic. Static ones can be overcome and dynamic must be avoided.
Gaps may be determinate or indeterminate, they may not function in the same way every
time.
They may be transient or intransient, meaning they could have a time limit or not.
Personal gaps are specific to the character; impersonal may apply to all.
Controlled gaps appear depending on the players progress and skills whereas random
gaps can appear any time.
Linked gaps are dependent upon or connected to other gaps, while unlinked are not.
Example -
Static - Enemies can always be defeated.
Dynamic - Their attacks must always be avoided.
Determinate - The player can determine the gap each time, like if the player encounters a
room that seals up and spawns previously unseen monsters, the player must destroy the
monsters before the barriers to the doors lower.
Indeterminate - The player cannot determine how to the defeat a new boss before
encountering them.
Transient - The time it takes to complete the three main temples.
Intransient - The time a player can walk around the Temple of the Ocean King.
Personal - Link can fall of a platform due to his movement in the game but monsters
cannot without player interaction.
Impersonal - All figures in the game can move or be moved.
Controlled - Link cannot defeat an electrified monster before stunning them by acquiring a
Boomerang.
Random - The exact point a monster spawns to the player appears random every time.
Linked gaps - The progression the player make to the furtherest levels of the Tempe of the
Ocean King is dependant upon the completion of the first three temples.
Unlinked - The player being able to control Links walking patterns. This is an automatic
feature granted to the player.
- Markku Eskelinen and Ragnhild Tronstad (2003) in Studying Computer Games by
David Buckingham.
Player positioning
Definition - Is the reinforcement of how the player views their character.
Players as participants shape the discourse but not nescessarily as actors who aim to
express a belivable dramatic role in a performance. Like readers of a book and viewers of
a film, participants in games are capable of changing their position.
- Michael Nitsche (2008) Players in Video Game Spaces.
Example - The Phantom Hourglass has enforced the player positioning of the player
being an adventurer within the game by using an isometric perspective and scrolling to
reveal new areas within the game. A more specific example of this is when the player has
to decipher puzzle combinations within the temples. The answers are either derived from
the deciphering of riddles nearby or otherwise the correct combination is attained from a
sign, poster or pedestal within the same level of the temple. This is more of the action-
orientated enforcement of player positioning. There is also the visual enforcement of
this positioning. This example lies within the representation of other characters around
Link within the game, which is altered depending upon the type of game. As the Phantom
Hourglass is a pirate-themed game, the game takes place across the sea, within temples
upon islands and features NPCs and enemies with a visual appearance which reflects this
seafaring-themed adventure.