Digital Media & Computer Games 3/24/09. Digital Media & Games

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Transcription:

Digital Media & Games David Cairns 1 Digital Media Use of media in a digital format allows us to manipulate and transmit it relatively easily since it is in a format a computer understands Modern desktop PCs are extremely powerful, capable of performing billions of calculations per second 2 DGM901 1

Digital Media & Computer Games 3/24/09 Graphics This power enables a PC to render almost movie quality graphics in real time with convincing user interaction Instead of watching a film about aliens, you can be in it... The level of user involvement this invokes is challenging film as the major form of media based entertainment 3 Graphics & Realism DGM901 4 2

Graphics & Realism http://www.onemotion.com/flash/spider/ 5 Sound We can now record standard sounds and music and change their characteristics in real time Sound filters enable us to manipulate a sound Echoes, fade out and more MIDI sound formats enable flexible playback and alteration of music We can change tempo, select or change instruments The same computer hardware can achieve all these things and is becoming commonplace Sound as a form of digital media is a very powerful emotive element in creating the feeling of immersion, a point that has been very effectively exploited in films 6 DGM901 3

Early Console Games So, how did we get here? Nolan Bushnell and Ted Dabney - University of Utah Spacewar! Monochrome 7 Early Console Games Bushnell & Dabney founded Atari in 1972 and released Pong Monochrome Simple beep sounds (sound sample?) 8 DGM901 4

Arcades / Amusements & Pubs... 1978, Taito release Space Invaders Early versions in monochrome, then colour... Increasing pace reflected in sound effects 9 Video Arcade 1979, Asteroids Originally black and white Like space invaders, used simple sound effects to create tension 10 DGM901 5

Video Arcade 1980, Pac-Man One of the first games to make greater use of colour and sound http://www.djgallagher.com/ games/classics/ 11 Home Console In the early 80 s there was a move to bring the games found in arcades into the home - the start of the home gaming revolution Magnavox Odyssey Nintendo Entertainment System (NES) Atari 7800 12 DGM901 6

Home Console Initially these games were quite simple with 16 colours and limited sounds Input devices were either 4 way digital joysticks or paddles Video arcade games had to compete and often achieved this via improved features, interfaces or even consoles you had to get into... Battlezone early 3D rendering Star Wars 13 Late Eighties The late eighties marked the true arrival of the home console with arcades finding it increasingly difficult to keep up Sega Mega Drive Sonic the HedgeHog Super NES - Mortal Kombat 14 DGM901 7

Late Eighties Console Processors capable of handling 16 bit data whereas previous processors were 8 bit this allowed for a greater range of colours to be displayed, more complex programs to be created and better sound 2 8 = 256 2 16 = 65,536 Resulted in games like Sonic the Hedgehog & Street Fighter Gamers expectations began to rise exponentially Small studios found it hard to create games that would sell well since the work required to create the relevant media became more involved 15 Sonic Now... 16 DGM901 8

Nineties The nineties marked the consolidation of the games console although PC games now started to compete PC hardware was evolving at a faster pace than the consoles and would periodically offer more power (e.g. 32 bit processing) Consoles had the advantage of being easier to set up and use and were dedicated to a specific aim. The generic nature of a home computer meant that it did not sit so comfortably or compactly in someone's living room The nineties also marked a turning point in game console environments a move to true 3D rendering 17 Handhelds There had been attempts in the eighties to bring in hand held games Donkey Kong & Pac Man on dedicated hardware The nineties marked the true arrival of the general purpose handheld games console with the release of the Nintendo Game Boy and games like Tetris Handheld hardware was not as powerful as the home console device and either presented a simple addictive game or went back to early successful games 18 DGM901 9

Digital Media & Computer Games 3/24/09 2000 to present Throughout the 80 s and 90 s, PC games were developing in step with their console counterparts but tended to be more complex in nature and harder to market. They would often lead the way but then be overtaken by the dedicated hardware used in consoles In principle, they are still the most powerful games consoles since they develop more rapidly and support the broadest range of input devices The power of these devices allows them to create ever more impressive game environments It is up for debate as to whether a complex game environment provides more entertainment, sometimes keeping it simple results in a better user experience The plot and mental challenge is frequently more important Once the user becomes immersed in the game, they tend not to notice the detail 19 Examples Far Cry 2 DGM901 20 10

Digital Media & Computer Games 3/24/09 Examples Far Cry 2 21 Examples - Crysis DGM901 22 11

Media Devices It is worth taking a quick look at the wide range of devices that are now used to feed media into and out of computer games Paddle Wheel Mouse Joystick Force Feedback Wheels Joysticks Controllers 23 Media Devices Wii Mote Nintendo s introduction of the wireless Wii mote is a game changer Tilt sensors allow the user to move the device with a range of motion that is similar to a real action Sometimes with unfortunate side effects... 24 DGM901 12

Media Input Devices - Head Trackers Head trackers such as TrackIR enable a computer to monitor the position of your head with 6 degrees of freedom: move forward/back, left/right, up/down roll, pitch and yaw Small movements of your head can be exagerated in game to allow a player to look around Our brains adapt relatively quickly to this disparity and quickly allow you to look around without thinking about it 25 TrackIR Demos 26 DGM901 13

Media Input Devices - Multitouch The next generation of media input for both games and general PC use will be driven via multi-touch Multi-touch allows for multiple simultaneous touch gestures instead of the single point and click restriction of a mouse It enables a user to interact with much more intuitive motions of the hands and without the need for a device such as a mouse which distances the user from their actions 27 Multitouch Demo 28 DGM901 14

Digital Media & Computer Games 3/24/09 Where are we now? Very diverse range of games and devices Games now provide realism simulators flight etc warfare escapism / alternative realities World of Warcraft, Everquest, Eve Online alternative communities Second Life sports Wii Fit music Dance Mats, Karaoke, Wii Rock Band 29 Simulators DGM901 30 15

First Person Shooters 31 RPG Multiplayer Online Communities - WOW 32 DGM901 16

RPG Multiplayer Online Communities Eve Online 33 Alternative Communities Second Life 34 DGM901 17

Questions? 35 DGM901 18