Recent Changes

Tuesday, March 31

  1. page GWpics edited ... This image portrays one of the pathing problems found in Guild Wars: Prohphecies. Cliffs are s…
    ...
    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.
    (view changes)
    12:17 pm
  2. page discussion edited ... Exploring the Z-Axis - Written Report Supplemental to the Presentation Introduction ... me…
    ...
    Exploring the Z-Axis - Written Report Supplemental to the Presentation
    Introduction
    ...
    media portion - the presentation - of our
    Discussion
    Guild Wars
    (view changes)
    10:44 am
  3. page Presentation edited Content on this page will be used for the final presentation <coming soon> There is also a…
    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.

    (view changes)
    10:41 am
  4. page space.menu edited ... Research Proposal Feedback Presentation Exploring the Z-Axis: Virtual World Visualiations…
    ...
    Research Proposal
    Feedback
    Presentation
    Exploring the Z-Axis: Virtual World Visualiations
    Guild Wars
    (view changes)
    10:41 am
  5. page discussion edited ... This leads to some interesting behaviour in game play - users attempt to maximize their charac…
    ...
    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 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 sensory representation -representation. In addition to the issues mentioned about it relates to conveying the
    ...
    of vertical movement,movement; has the ability to tele-port, ortele-port; or, is otherwise able to control any other
    ...
    or virtual, movementsmovements; and, communicating this by feel
    ...
    person has access; 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 too muchmany options withoutand lacking adequate control; and whereas Guild
    ...
    amounts of control butcontrol, it imposes an unrealistic
    ...
    and path rigidity.rigidity, especially in vertical space. As portrayed
    ...
    the pictoral examples inelements of the presentaion,presentation, Guild Wars
    ...
    barriers that hinderdetract 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 of any givena (virtually represented) experience and
    ...
    perceive either worldof the game worlds presented here as real
    ...
    people cannot fly; also,fly. Also, one cannot
    ...
    inhuman speeds, thereby crossing vast
    ...
    continents on foot 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.
    (view changes)
    9:18 am
  6. page discussion edited ... This leads to some interesting behaviour in game play - users attempt to maximize their charac…
    ...
    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 implementation toof 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.
    (view changes)
    9:05 am
  7. page discussion edited ... Wayfinding, then, also becomes relevant to this discussion when creating a virtual world with …
    ...
    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, or elimination of connection to andto, authenticity of
    ...
    given experience and a shrinking of distance – it
    ...
    world as “real”real (if not
    ...
    same way asthat one can navigate the virtual environments of Perfect World
    ...
    Wars. Clearly, onepeople cannot control
    ...
    Earth’s surface by way of flight;- people cannot fly; also, one cannot immediately stop,stop or run at inhuman speeds, or cross acrossing vast areas such as a continentcontinents on foot
    ...
    the flatness (z=0- z=0 for all interactions)interactions except projectile attacks - of Guild Wars gives athe 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.
    (view changes)
    9:03 am
  8. page discussion edited ... Wayfinding Wayfinding, then, also becomes relevant to this discussion when creating a virtual…
    ...
    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*)

    (view changes)
    8:56 am
  9. page discussion edited ... This leads to some interesting behaviour in game play - users attempt to maximize their charac…
    ...
    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 the proposalpictoral 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 include here.... (will finish this monday nightaddled with the addition of a z-axis affecting the experience with more control or tuesday 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*)
    (view changes)
    8:49 am
  10. page Exploring the z-axis edited Real World Visualizations The visualization of virtual worlds is best understood when seen in …

    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.
    (view changes)
    7:42 am

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