Recent Changes
Tuesday, March 31
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GWpics
edited
... This image portrays one of the pathing problems found in Guild Wars: Prohphecies. Cliffs are s…
(view changes)...This image portrays one of the pathing problems found in Guild Wars: Prohphecies. Cliffs are seen as impassible, but steep ledges do not always stop a character from proceeding. Eventually the character gets stuck in limbo, in this case, floating next to the side of a cliff.
{gw2.jpg}
...player off. It's both a wayfinding error and a sensory misrepresentation.
{gw3.jpg}
This image portrays one of the most exploited z-axis bugs in Guild Wars. The lack of a true z-axis allows creatures below a bridge to influence creatures on the bridge - traps, spells, even weapons can affect a character several feet in the air.
12:17 pm -
discussion
edited
... Exploring the Z-Axis - Written Report Supplemental to the Presentation
Introduction
... me…
(view changes)...Exploring the Z-Axis - Written Report Supplemental to the Presentation
Introduction
...media portion- the presentation -of our
Discussion
Guild Wars
10:44 am -
Presentation
edited
Content on this page will be used for the final presentation
<coming soon>
There is also a…
(view changes)Content on this page will be used for the final presentation
<coming soon>
There is also a discussion highlighting some of the topics presented here.
10:41 am -
space.menu
edited
... Research Proposal
Feedback
Presentation
Exploring the Z-Axis: Virtual World Visualiations…
(view changes)...Research Proposal
Feedback
Presentation
Exploring the Z-Axis: Virtual World Visualiations
Guild Wars
10:41 am -
discussion
edited
... This leads to some interesting behaviour in game play - users attempt to maximize their charac…
(view changes)...This leads to some interesting behaviour in game play - users attempt to maximize their character's land-speed: as a more experienced player points out in one of the threads, maximum air-speed is a function of maximum ground-speed - an association we don't typically make in reality. Maximum flight speed can be ascertained by using the equation maximum ground-speed in flight equals maximum air-speed - the maximum land-speed of the character - plus any boost afforded by an aerocraft (to a maximum of +3m/s and) which typically amounts to less than that available to characters as a minimum land-speed. Thus, as the player points out, "With maxed tigerform its usually faster to run than to fly." (emphasis added, Flying Speed Thread) So, again distinct differences are apparent between game logic and the expectation of what it would or should be, based on players' perceptions of the environments - a difference which ultimately leads to a difference in (game play) experiences.
Other Concepts Addressed in the Presentation
Cognitive Costand Sensory Representation
The concept of cognitive cost determines how the user consumes images at a glance, particularly in regards to how long it takes and how difficult it is to understand any given image. This is extremely important to the implementation of a traversable vertical axis in a computer game because more information must be consumed in less time - one must make judgments quickly, sometimes while midair. The cognitive cost concept determines how long it takes to determine that a cliff is not an insurmountable peak and that there is something of worth at the top of it; what creatures are villains and where they are in relation to the character; and where and how non-party characters are situated. If any of these messages are not conveyed efficiently, the user can get lost, bored, confused, and ultimately killed, making for an unfortunate or unpleasant game experience.
TheSensory Representation
The cognitive cost...of sensoryrepresentation -representation. In addition to the issues mentioned about it relates to conveying the...of verticalmovement,movement; has the ability totele-port, ortele-port; or, is otherwise able to control any other...or virtual,movementsmovements; and, communicating this by feel...person hasaccess; however,access. However, these functionalities...relatively quickly.
The spaces,
Levering the advantages afforded by sensory representation becomes even more important in the case of Perfect World, where points of interest existing on...not located or revealed on the (navigation) map. Thus,
Wayfinding
...providing toomuchmany optionswithoutand lacking adequate control; and whereas Guild...amounts ofcontrol butcontrol, it imposes an unrealistic...and pathrigidity.rigidity, especially in vertical space. As portrayed...the pictoralexamples inelements of thepresentaion,presentation, Guild Wars...barriers thathinderdetract from the immersive experience.As such, way-finding becomes difficult and addled with the addition of a z-axis affecting the experience with more control or more flexibility.
Withering Aura
...authenticity ofany givena (virtually represented) experience and...perceive eitherworldof the game worlds presented here as real...people cannotfly; also,fly. Also, one cannot...inhuman speeds, thereby crossing vast...continents onfoot either.foot. In particular,
Conclusion
Ultimately, neither world accurately depicts reality – Perfect World gives the player too much freedom and makes it difficult to navigate or maneuver, while Guild Wars restricts the player to the point where the world seems somehow confined and unrealistic. These apparent differences between the virtual environments and reality - between the game logic and the expectation of what it would or should be based on players' perceptions of the environments - ultimately lead to a difference in (game play) experiences.
9:18 am -
discussion
edited
... This leads to some interesting behaviour in game play - users attempt to maximize their charac…
(view changes)...This leads to some interesting behaviour in game play - users attempt to maximize their character's land-speed: as a more experienced player points out in one of the threads, maximum air-speed is a function of maximum ground-speed - an association we don't typically make in reality. Maximum flight speed can be ascertained by using the equation maximum ground-speed in flight equals maximum air-speed - the maximum land-speed of the character - plus any boost afforded by an aerocraft (to a maximum of +3m/s and) which typically amounts to less than that available to characters as a minimum land-speed. Thus, as the player points out, "With maxed tigerform its usually faster to run than to fly." (emphasis added, Flying Speed Thread) So, again distinct differences are apparent between game logic and the expectation of what it would or should be, based on players' perceptions of the environments - a difference which ultimately leads to a difference in (game play) experiences.
Other Concepts Addressed in the Presentation
Cognitive Cost and Sensory Representation
The concept...the implementationtoof a traversable vertical axis...game experience.
Sensory Representation
The cognitive cost concept ties directly into the concept of sensory representation - conveying the message that a character controls, or is unable to control, a specific aspect of vertical movement, ability to tele-port, or any other of the various unnatural, or virtual, movements by feel and instinct rather than instruction. These experiences are not things to which the average person has access; however, these functionalities and experiences must be conveyed in terms of image and sound and must be processed by the user relatively quickly.
The spaces, in Perfect World, existing on various planes along the z-axis above ground level are not located on the map. Thus, the visualizations, the renderings themselves, serve to convey this information through pre-attentive processing: Here is an obstacle that will require me to take flight to explore or overcome. In the real world, an average human may gain access to the top of a building only by climbing stairs or using an elevator which is accessed through the interior. In Guild Wars, the buildings only serve an aesthetic purpose as one cannot enter or scale the roof. Perfect World allows access to the top of buildings from the exterior only, though typically via flight; so, the buildings themselves become the stairs.
9:05 am -
discussion
edited
... Wayfinding, then, also becomes relevant to this discussion when creating a virtual world with …
(view changes)...Wayfinding, then, also becomes relevant to this discussion when creating a virtual world with or without a z-axis accessibility or navigability. Navigation is arguably the most important part of any persistent online world, and it is difficult to control movement on three axes without prior experience in that area. Perfect World’s navigation system is confusing and difficult to use, providing too much options without adequate control; whereas Guild Wars provides impressive amounts of control but an unrealistic level of area and path rigidity. As portrayed in the pictoral examples in the presentaion, Guild Wars provides freedom of movement to a degree, though deviating from certain paths or attempting to reach certain areas results in unrealistic barriers that hinder the immersive experience. As such, way-finding becomes difficult and addled with the addition of a z-axis affecting the experience with more control or more flexibility.
Withering Aura
Finally,witherwithering aura involves a loss of, orelimination ofconnectionto andto, authenticity of...given experience and a shrinking of distance – it...world as“real”real (if not...same wayasthat one can navigate the virtual environments of Perfect World...Wars. Clearly,onepeople cannot control...Earth’s surfaceby way of flight;- people cannot fly; also, one cannot immediatelystop,stop or run at inhuman speeds,or cross acrossing vast areas such asa continentcontinents on foot...the flatness(z=0- z=0 for allinteractions)interactions except projectile attacks - of Guild Wars givesathe user unusual...vertical space - simultaneously having effect both above and
Conclusion
Ultimately, neither world accurately depicts reality – Perfect World gives the player too much freedom and makes it difficult to navigate or maneuver, while Guild Wars restricts the player to the point where the world seems somehow confined and unrealistic. These apparent differences between the virtual environments and reality - between the game logic and the expectation of what it would or should be based on players' perceptions of the environments - ultimately lead to a difference in (game play) experiences.
9:03 am -
discussion
edited
... Wayfinding
Wayfinding, then, also becomes relevant to this discussion when creating a virtual…
(view changes)...Wayfinding
Wayfinding, then, also becomes relevant to this discussion when creating a virtual world with or without a z-axis accessibility or navigability. Navigation is arguably the most important part of any persistent online world, and it is difficult to control movement on three axes without prior experience in that area. Perfect World’s navigation system is confusing and difficult to use, providing too much options without adequate control; whereas Guild Wars provides impressive amounts of control but an unrealistic level of area and path rigidity. As portrayed in the pictoral examples in the presentaion, Guild Wars provides freedom of movement to a degree, though deviating from certain paths or attempting to reach certain areas results in unrealistic barriers that hinder the immersive experience. As such, way-finding becomes difficult and addled with the addition of a z-axis affecting the experience with more control or more flexibility.
Withering Aura
Finally, wither involves a loss or elimination of connection to and authenticity of any given experience – it is difficult to perceive either world as “real” (if not realistic) because one cannot navigate the real world in the same way as one can navigate Perfect World or Guild Wars. Clearly, one cannot control their movement in relation to vertical distance from the Earth’s surface by way of flight; also, one cannot immediately stop, run at inhuman speeds, or cross a vast areas such as a continent on foot either. In particular, the ability to fly in Perfect World withers aura by allowing the user to gain a vantage not otherwise (realistically or easily) attainable (through flight); and, the flatness (z=0 for all interactions) of Guild Wars gives a user unusual access to vertical space simultaneously above and below a bridge, for instance.
Conclusion
Ultimately, neither world accurately depicts reality – Perfect World gives the player too much freedom and makes it difficult to navigate or maneuver, while Guild Wars restricts the player to the point where the world seems somehow confined and unrealistic. These apparent differences between the virtual environments and reality - between the game logic and the expectation of what it would or should be based on players' perceptions of the environments - ultimately lead to a difference in (game play) experiences.
------ end new part
Scratch Pad:
Withering Aura (*which part, space or authenticitt or both?*) both: space - traversing vast spaces quickly; gaining vantage not otherwise (realisticly) possible (through flight); lack of authenticity in that breakdown of z-axis in gw... and the vantage of flight..
Finally, the concept of withering aura will be used to highlight how both games fail in their attempt to create an imersive world. Wither involves a loss or elimination of connection to and authenticity of any given experience – it is difficult to perceive either world as “real” (if not realistic) because one cannot navigate the real world in the same way as one can navigate Perfect World or Guild Wars. Clearly, one cannot control their movement in relation to Earth’s vertical depth; however, one cannot immediately stop, run at inhuman speeds, or cross a large continent on foot either. We will determine how the visualizations of both worlds wither the connectivity and hinder the experience of game consumption. (*Not sure what this last part means*)
8:56 am -
discussion
edited
... This leads to some interesting behaviour in game play - users attempt to maximize their charac…
(view changes)...This leads to some interesting behaviour in game play - users attempt to maximize their character's land-speed: as a more experienced player points out in one of the threads, maximum air-speed is a function of maximum ground-speed - an association we don't typically make in reality. Maximum flight speed can be ascertained by using the equation maximum ground-speed in flight equals maximum air-speed - the maximum land-speed of the character - plus any boost afforded by an aerocraft (to a maximum of +3m/s and) which typically amounts to less than that available to characters as a minimum land-speed. Thus, as the player points out, "With maxed tigerform its usually faster to run than to fly." (emphasis added, Flying Speed Thread) So, again distinct differences are apparent between game logic and the expectation of what it would or should be, based on players' perceptions of the environments - a difference which ultimately leads to a difference in (game play) experiences.
Other Concepts Addressed in the Presentation
Cognitive Cost
The concept of cognitive cost determines how the user consumes images at a glance, particularly in regards to how long it takes and how difficult it is to understand any given image. This is extremely important to the implementation to a vertical axis in a computer game because more information must be consumed in less time - one must make judgments quickly, sometimes while midair. The cognitive cost concept determines how long it takes to determine that a cliff is not an insurmountable peak and that there is something of worth at the top of it; what creatures are villains and where they are in relation to the character; and where and how non-party characters are situated. If any of these messages are not conveyed efficiently, the user can get lost, bored, confused, and ultimately killed, making for an unfortunate or unpleasant game experience.
Sensory Representation
The cognitive cost concept ties directly into the concept of sensory representation - conveying the message that a character controls, or is unable to control, a specific aspect of vertical movement, ability to tele-port, or any other of the various unnatural, or virtual, movements by feel and instinct rather than instruction. These experiences are not things to which the average person has access; however, these functionalities and experiences must be conveyed in terms of image and sound and must be processed by the user relatively quickly.
The spaces, in Perfect World, existing on various planes along the z-axis above ground level are not located on the map. Thus, the visualizations, the renderings themselves, serve to convey this information through pre-attentive processing: Here is an obstacle that will require me to take flight to explore or overcome. In the real world, an average human may gain access to the top of a building only by climbing stairs or using an elevator which is accessed through the interior. In Guild Wars, the buildings only serve an aesthetic purpose as one cannot enter or scale the roof. Perfect World allows access to the top of buildings from the exterior only, though typically via flight; so, the buildings themselves become the stairs.
--- spruce up those 4 other concepts fromWayfinding
Wayfinding, then, also becomes relevant to this discussion when creating a virtual world with or without a z-axis accessibility or navigability. Navigation is arguably the most important part of any persistent online world, and it is difficult to control movement on three axes without prior experience in that area. Perfect World’s navigation system is confusing and difficult to use, providing too much options without adequate control; whereas Guild Wars provides impressive amounts of control but an unrealistic level of area and path rigidity. As portrayed in theproposalpictoral examples in the presentaion, Guild Wars provides freedom of movement to a degree, though deviating from certain paths or attempting to reach certain areas results in unrealistic barriers that hinder the immersive experience. As such, way-finding becomes difficult andinclude here.... (will finish this monday nightaddled with the addition of a z-axis affecting the experience with more control ortuesday morning/afternoon)more flexibility.
Conclusion
Ultimately, neither world accurately depicts reality – Perfect World gives the player too much freedom and makes it difficult to navigate or maneuver, while Guild Wars restricts the player to the point where the world seems somehow confined and unrealistic. These apparent differences between the virtual environments and reality - between the game logic and the expectation of what it would or should be based on players' perceptions of the environments - ultimately lead to a difference in (game play) experiences.
------ end new part
Scratch Pad:
Cognitive Cost
The concept of cognitive cost determines how the user consumes images at a glance, particularly in regards to how long it takes and how difficult it is to understand any given image. This is extremely important to the implementation to a vertical axis in a computer game because more information must be consumed in less time - one must make judgments quickly, sometimes while midair. The cognitive cost concept determines how long it takes to determine that a cliff is not an insurmountable peak and that there is something of worth at the top of it; what creatures are villains and where they are in relation to the character; and where and how non-party characters are situated. If any of these messages are not conveyed efficiently, the user can get lost, bored, confused, and ultimately killed, making for an unfortunate or unpleasant game experience.
Sensory Representation (Second Heuristic, Ware, Lecture 3, Jan 20th)
The cognitive cost concept ties directly into the concept of sensory representation. How does one convey the message that a character controls, or is unable to control, the aspect of vertical movement? How does one communicate the ability to tele-port? How does one learn how to use these unnatural, or virtual, movements by feel and instinct rather than instruction? These experiences are not things to which the average person has access; however, these functionalities and experiences must be conveyed in terms of image and sound and must be processed by the user relatively quickly.
This sounds more like affordances (Heuristic 3) than sensory representation...
Thinking in terms of these three (of the five) advantages provides a second heuristic for assessing the efficacy of techniques of CV
Quantity?
makes large amounts of data immediately available
is this making a lot of data immediately available
Macro/Micro?
facilitates understanding of both micro-level and macro
-level features and patterns
moving between different domains can be easier without having to go through a process of explanation...
Supports theorization
encourages analytic thinking
hmm, maybe i can scale that wall or climb that tree???
Wayfinding
Wayfinding, then, also becomes relevant to this discussion when creating a virtual world with or without a z-axis accessibility or navigability. Navigation is arguably the most important part of any persistent online world, and it is difficult to control movement on three axes without prior experience in that area.
Perfect World’s navigation system is confusing and difficult to use, providing too much options without adequate control, where Guild Wars provides impressive amounts of control, but an unrealistic level of area and path rigidity. As portrayed in the pictoral examples, Guild Wars provides freedom of movement to a degree, though deviating from certain paths or attempting to reach certain areas results in unrealistic barriers that hinder the immersive experience. As such, way-finding becomes difficult and addled with the addition of a z-axis; is the experience richer with more control or more flexibility? (*what is this last question about?? may need to remove this*)
Withering Aura (*which part, space or authenticitt or both?*) both: space - traversing vast spaces quickly; gaining vantage not otherwise (realisticly) possible (through flight); lack of authenticity in that breakdown of z-axis in gw... and the vantage of flight..
Finally, the concept of withering aura will be used to highlight how both games fail in their attempt to create an imersive world. Wither involves a loss or elimination of connection to and authenticity of any given experience – it is difficult to perceive either world as “real” (if not realistic) because one cannot navigate the real world in the same way as one can navigate Perfect World or Guild Wars. Clearly, one cannot control their movement in relation to Earth’s vertical depth; however, one cannot immediately stop, run at inhuman speeds, or cross a large continent on foot either. We will determine how the visualizations of both worlds wither the connectivity and hinder the experience of game consumption. (*Not sure what this last part means*)
8:49 am -
Exploring the z-axis
edited
Real World Visualizations
The visualization of virtual worlds is best understood when seen in …
(view changes)
Real World Visualizations
The visualization of virtual worlds is best understood when seen in comparison to that of the real world.The flexibility within Perfect World’s z-axis is mystifying because of the various actions a character can perform. The character’s inhuman speed, ability to take flight, and battle underwater creates a weaker link between Perfect World and the real world. However, the stringent confinements of Guild Wars' vertical space is rarely experienced in the real world. Although players in perfect world can run, teleport or fly from one world to the next, players in Guild Wars are accustomed to stepping through portals. These navigational habits are examined in relation to the real world through photographs taken by the members of this group. This section uses real world visualization to explain the elasticity of Perfect World’s z-axis in comparison to the limitations of Guild Wars' stringent vertical space.
7:42 am