Wednesday, October 2, 2019
Abduction and Computer Game Design :: Technology Doom Myst Essays
Abduction and Computer Game Design Introduction In this paper, I will look at the process of abductive reasoning and show the implications of this concept as it applies to computer game design. While my comments will relate to most computer games, I will specifically discuss two games: Doom, which is produced by the Id software company, and Myst, which is produced by Broderbund software. Doom First, a little information about the game Doom. The first version of Doom was released as shareware (free demonstration software) in 1993, and its successors have included Doom II, Ultimate Doom and other variations. It has also inspired many similar games from other companies. Estimates put the number of players of this multiple-computer-platform software program at 10 million worldwide. One of the developers of Doom once boasted, "In 1994, we fully expect to be the number one cause of decreased productivity in businesses around the world. ââ¬Å" What characteristics have led Doom and its many imitators to such success? I would argue that the most important reason is that game puts the player in an immersive environment. There is a compelling sense of ââ¬Å"virtual realityâ⬠(to use a term that is more a cliche than any real description) in Doom. The action of the game is presented from a first-person point of view; that is, what you see on the computer screen is approximately what the character you are playing would see. Your character is invisible, just as you cannot see yourself but in a mirror; however, the weapon the character is holding is visible in the lower center of the screen. This technique of first-person presentation (fig. 1) serves to involve the player in the game action more directly than a third-person, overhead view might, and it makes for a more 'realistic' presentation of the "3D" action. As the player moves from room to room, lights flicker and fade and sounds get louder or softer. Doom has a frame (or image) rate greater than that of film or television, which has been shown to create an effect of heightened 'reality.' Players have been observed exhibiting physical responses to the game's action: ducking and leaping back from the screen, and trying to peer 'around' the walls displayed on the monitor. Doom can be played by a single person alone, by two people over a modem, or by up to four connected to a computer network, and these networked players can either cooperate or compete against each other.
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