immersion

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  • The roles we play, part 2

    by 
    Brendan Drain
    Brendan Drain
    12.08.2009

    The biggest mistake game designers make is substituting in reams of text where immersive gameplay should be. Game designers aren't just responsible for creating balanced and interesting game mechanics that work.

  • The roles we play

    by 
    Brendan Drain
    Brendan Drain
    12.08.2009

    To some people, the term "role-playing" conjures up images of guys with tinfoil swords and shields shouting "Lighting bolt!". Role-playing in MMOs gets a similarly polarised reception, suggesting scenes of people playing pretend and speaking to each other in Shakespearean tone. To those of us that grew up with pen-and-paper role-playing games and single-player RPGs, it might mean the opportunity to play fantastic characters like wizards and rogues. At its core, however, role-playing is something far more subtle and fundamental than we sometimes give it credit for and it underpins the entire MMO genre. In playing an MMO, we are inherently playing roles that the game's developers have created for us. But do most MMO developers really know how to create engaging gameplay for us or are they failing to immerse us in their own chosen roles? In this probative opinion piece, I delve into the roles we play in MMOs and the things developers often do wrong when designing an immersive game experience.

  • The Daily Grind: Do you like getting lost?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.07.2009

    In everything from fantasy to science fiction, maps are important. Frequently, navigation comes down to a character picking up a compass, or a sextant, or activating the cross-subspace differential beacon scanner, picking a direction and then heading that way with all the certainty of an indecisive ferret. But that isn't usually a problem in most MMOs. Hitting the "m" key is frequently pre-bound to bring up your map, and you usually have a minimap as well, in addition to a dot on your map representing exactly where you are and arrows pointing you out where to go. In games that support modifications, you usually have several of them devoted to making navigation even easier for players. Every so often, however, you wind up underground or in an area where your map doesn't work for whatever reason. And there's something to be said for that sense of adventure, that lack of a map and a clear picture where you're going, to have to just strike off in what you think is the right direction. Today, we ask: do you like being lost and having to find your own way? Does it make the game more invigorating for you? Or is it an obnoxious gimmick designed to frustrate players and force them to take more time for simple objectives?

  • What voice does for MMOs

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.24.2009

    One of the big claims about Star Wars: the Old Republic is that the game is meant to be fully voiced, from start to finish. On the flip side, Star Trek Online will not be fully voiced -- in fact, its executive producer Craig Zinkievich recently made some statements asking more or less what the point of voice acting in the game really is. To quote: "It adds something to the game, but I don't think that VO-ing all of your text provides for that big a bang for the buck in terms of immersion." Bio Break seems to disagree rather emphatically. As he points out, voice is one of the most immersive and important parts of a game world in which our immersion is, by necessity, limited. We can only hear or see what's going on in front of us, which makes the things we hear and see all the more important. (Or makes a USB taste simulator all the more urgent.) He points out, quite rightly, that each of us have at least one or two bosses that we remember more on the strength of their voice acting than because of the fight itself. Bioware, of course, has long offered a great deal of voice acting in its games. It remains to be seen if the promises of pervasive acting in Star Wars: the Old Republic will be carried out, but the discussion about how important voice is will remain either way. Take a look at the article, and share your thoughts in the comments: is it important that a game have full voiceovers and cutscenes, or is that a distraction without much relevance?

  • Patch 3.2.2: The clucking draenei (and the levitating tree)

    by 
    Mike Schramm
    Mike Schramm
    09.24.2009

    I've talked here before about just how wacky Blizzard's coding is -- they are obviously great programmers (even with all of the 180,000 bugs), but man, when things go wrong in this game, they go wrong in the weirdest, strangest ways. Take the bug above, spotted in patch 3.2.2 by xella over on Livejournal: the female dreanei /train emote is bugged like crazy, but instead of not playing or playing a random sound like you might expect it to do as a software bug, it instead plays a cacophony of the strangest sounds, including a slice of the original sound and then a female blood elf /chicken noise instead. This will surely be fixed soon (and as a few people in the comments over there say, it's probably a bit of file corruption on Blizzard's part), but what a weird bug.Fortunately, as granular and strange as Blizzard's bugs are, their fixes are just as minute: tree druids will be happy to see that, since patch 3.2, their treeform now actually moves correctly after Levitate is cast on it. It's a small change, sure, but every little bit helps with immersion. Maybe someday we'll see mounts do it, too.

  • LiMo Foundation now counts KDDI and Immersion among membership

    by 
    Chris Ziegler
    Chris Ziegler
    08.12.2009

    Though it doesn't have the star power of Android or (arguably) the Symbian Foundation, LiMo's still slaving away on devices and picking up support, largely in Japan where NTT DoCoMo played a major role in its creation. Following a finalization of its Release 2 specs a couple months back, the Foundation's now adding a couple additional big players into its ranks that should help it penetrate even further in Japan, too: KDDI, rival to DoCoMo and operator of the country's CDMA airwaves, and Immersion, a (the?) big player in haptics. Japan's Softbank is already on board, too, so at this point, these guys pretty much have the Japanese wireless trifecta under their belts.

  • Immersion demos new TouchSense multitouch, haptic keyboard at D7

    by 
    Joshua Topolsky
    Joshua Topolsky
    05.27.2009

    Immersion (known for creative input experiences) demoed a fairly interesting new haptic experiment its working on dubbed TouchSense -- a virtual, iPhone-like keyboard that not only responds with sound and vibration, but some kind of feedback that recreates the feeling of actually moving your fingers across a keyboard. Details were scarce on the technology used, but during the demo at D7 the company showed off multitouch typing, and a new form of feedback which seems to create the sensation that there is a physical keyboard beneath your fingers. The functionality sounds eerily similar to the Haptikos technology that Nokia showed off way back in 2007. We're working on more details, but for now, feast your eyes on the pics in the gallery below. Update: Press release after the break.

  • Sony to never stop getting sued for rumble technology

    by 
    Griffin McElroy
    Griffin McElroy
    05.19.2009

    It's been more than two years since Immersion and Sony settled their kerfluffle over the latter party's infringement on the former's "haptic feedback" (rumble) technology. However, Sony's not quite out of the woods yet -- it's currently the subject of yet another civil suit, filed this time by Craig Thorner, an engineer who also held a number of patents relating to haptic feedback.Brace yourselves -- this gets confusing. After its settlement with Sony, Immersion was set to take on Performance Designed Products (PDP) for similar rumble-yoinking reasons. PDP contacted Thorner for some pre-litigious preparation. They negotiated terms for the licensing of his patents -- though Thorner used the same lawyers who represented Sony to help with said negotiation. His complaint is that these lawyers got him unfavorable results in the negotiation, including low royalty payments, and the inclusion of a provision that would grant a patent license to Sony.So, technically, Sony's getting sued for patent infringement and legal malpractice. Hopefully, no suspected shady dealings will go down in this case. We'd hate to see Sony get stuck in some sort of inescapable infinite lawsuit loop.Update: Turns out we've already turned your attention to this intense legal showdown. Consider this a helpful accidental reminder!

  • Sony sued for cheating man out of rumble patents

    by 
    Nilay Patel
    Nilay Patel
    04.24.2009

    Two years after we thought it was all over, it sounds like the saga of Sony, Immersion, and the rumblin' DualShock has yet another chapter: a New Jersey electrical engineer named Craig Thorner is now suing Sony and its attorneys, claiming that he was more or less duped out of one of his patents in a shady deal designed to help Sony and PDP/Electrosource beat Immersion's cases against them. Oh yeah, it's a tangled mess -- Thorner first signed over his patent to Immersion, hoping to score a little slice of royalty pie when the lawsuit settled, but then took it back when he decided Immersion wasn't pursuing it hard enough and signed it over to PDP/Electrosource, who promised him $150,000. So where does Sony come in? Thorner says PDP and Sony were teamed up to beat Immersion, and that Sony was secretly the one licensing the patent but trying to remain out of the picture to keep the price down -- and he's got proof, in the form of a $150,000 wire transfer between the two companies. Not only that, but Sony's attorneys apparently promised Thorner that they could "wear two hats" during negotiations and represent both him and Sony, which is ten kinds of shady. You can guess what happened next: Sony lost, PDP settled, and Immersion sued Thorner for breaking his agreement -- and Sony's attorneys didn't help him defend the lawsuit. Did we say ten kinds of shady? Eleven kinds. Of course, it's doubtful that Thorner is totally innocent here, so it'll be interesting to see how Sony responds, but at this point we're treating the DualShock 3 as a miracle of nature and leaving it at that. [Via Joystiq]Read - GamePolitics article (with PDF of the complaint)Read - Law.com article

  • N.J. inventor says Sony ripped him off, tricked him out of cash

    by 
    Justin McElroy
    Justin McElroy
    04.23.2009

    OK, you know we have little tolerance for anything that's more legally demanding than Phoenix Wright, so just try to hang in there with us. Inventor Craig Thorner has filed suit against Sony, saying that the company and a handful of lawyers tricked him out of some money he could have received for patents he owned on rumble technology.To put it as simply as possible: Thorner had some patents that both Sony and Immersion tried to get during their legal squabbling. Thinking it might net him some cash, Thorner licensed his patents to Immersion, which won its case against Sony. Immersion then went after PDP/Electro Source, which also licensed Thorner's patents after he believed his deal with Immersion expired. But (stick with us!) Sony and PDP/Electro Source had teamed up, and Thorner alleges that he wasn't informed of the deal, which made him license his patents to PDP for much less than he could have had he known (that's the "tricked him out of cash" part).God, that was exhausting. If you want even more detail (if not necessarily a better understanding) of the case you can read GamePolitics' full piece here.

  • Telling more engaging stories in EVE Online

    by 
    James Egan
    James Egan
    04.19.2009

    One of the greatest strengths of EVE Online is its lore, which chronicles generations of struggle between New Eden's races and their continual political and ideological upheavals. Not everyone will agree with that opinion, of course, just as not all players seek out immersion in New Eden. For those who do, EVE has been building up short stories to flesh out the lore over the past six years -- all nicely collected on their site -- gritty tales of New Eden's technological heights and moral depths. It's already led to a novel titled Empyrean Age authored by Tony Gonzales, which will hopefully lead to a follow-up work. Given all the attention CCP Games has given to adding these dimensions and layers to the game's backstory, the truth is that EVE is as much a virtual setting as it is a game; as such, there's always a need to expand and refine that setting. A solid backstory is important but it's equally important to EVE's players to be able to interact with it, feel like they're really a part of New Eden in some way. Live events and storyline missions (quests) have been used in the past to this end. However, in the case of missions, a player's role in New Eden's story hasn't quite matched up with what many feel it could be. CCP's efforts to make EVE Online's storylines more engaging is the focus of their latest dev blog, titled "Telling Stories: Evolution of the Atlanta Content Team".

  • Trio of 'thin touchscreen phones' inbound for Nokia later this year?

    by 
    Chris Ziegler
    Chris Ziegler
    04.09.2009

    One look at the N97 will tell you that Nokia intends to take this whole touch thing pretty seriously, and considering that we're talking about the largest handset maker in the world here, it shouldn't come as a surprise to anyone that they've got new touch models in the pipe; the volume and style of those new models, though, might be a little shocking. TheStreet.com is reporting "people familiar with the plan" as saying that Espoo will launch up to three different thin touch-enabled models by this fall using the VibeTonz tech it licensed from Immersion back in the day, suggesting that the company's more traditional non-touch S60 devices might have to start to share the spotlight equally with touchier brethren. VibeTonz should give Nokia plenty of options for tailoring haptic feedback based on user interaction, but here's our question: what the hell ever happened to Haptikos? [Via Unwired View]

  • Anti-Aliased: Sometimes, it's the little things in (virtual) life pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.26.2009

    Oh, and by the way, you can't use blueThe Matrix Online may not have captured everyone equally, but one thing they did do very right was the coloring in the game. The city streets are filled with blowing trash as non-interactive NPCs wander the streets, looking for their destinations. When night falls, the street lights give off uneasy blasts of light down onto the asphalt while alleys look more dangerous than usual.What brings all of this world into the gloom of the Matrix was a very deliberate choice of color. Not only is the entire game given an odd over-tint of pea green that defines the Matrix so well, but the developers made very careful decisions regarding the use of red and blue. Bright red is only used in areas of instability, hence the odd red tints in the decrepit Barrens district versus the strong green and white of Downtown and the fire engine red color of the emergency escape hardlines. "It's another amazing task when the development team is actually able to freak people out with sunny, happy, beautiful days of blue sky in the Matrix." The color blue? Well, there is no blue in the standard palette of the game. Blue only occurs once in the system -- when Sati controls the occasional sundown. Past that, blue is kept far from the confines of the Matrix.It's an incredible task when the art department successfully creates an entire virtual world without using the color blue. It's another amazing task when the development team is actually able to freak people out with sunny, happy, beautiful days of blue sky in the Matrix. To quote my friend Fenshire, "Even if they didn't announce the event next week, you could tell it was coming up. Sky's been beautiful every day of the week. Something is very broken in the system."The final synopsisAs I said in the opening of this column, our virtual worlds can be more than stats, exp, levels, and killing if the developer takes the time to sneak it in and the player takes the time to look. There's a hidden world of lore, emotion, and depth behind most games that some players just never take the time to explore or learn about.It's things like these that make our worlds pop out and become something more than just a playground to kill monsters. It's what makes them functioning worlds rather than a device for performing repetitive behavior. When it's done right, or implemented properly, it turns the game into something extremely enjoyable and persuasive. When you're out doing that repetitive behavior over and over again, you get to look around and notice these neat little things that begin to wash away that repetitiveness and let you come back for more."Epic purplez" may be what everybody wants, but sometimes there's more epic things in the game than just the loot. Colin Brennan is the weekly writer of Anti-Aliased who loves the little things of games. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

  • Video: Immersion's Cubtile 3D multitouch cube

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    02.11.2009

    Everybody loves a multitouch device -- Apple's making it easier for developers to get in on the action by way of the MacBook's trackpad, hackers are making it easier for Android fans to rock it on the G1, and how about that happenin' SmartTable? Immersion is no stranger to the field itself, and now the company has unveiled something called Cubtile. This is a cube-shaped interface designed for manipulating complex 3D data in virtual environments, with not one but (count 'em!) five multitouch faces. Check out the videos after the break to experience the chills and thrills as researchers manipulate Google Earth data and images of the human brain with two deft hands. We're really looking forwards to the Rubik's Cube they build out of this thing...

  • Immersion ready to get haptic technology into Android phones

    by 
    Darren Murph
    Darren Murph
    01.09.2009

    Immersion's no stranger to bringing haptic feedback to cellphones, and if it has its way, it'll be on an Android-powered cellie in the very near future. The developer and licensor of touch feedback technology has proudly (very proudly, in fact) announced that its touch tech is now available for implementation in Android phones. Few details are spilled to the general populace, but we are informed that makers of Android handsets can "now easily add haptics to dramatically improve the mobile user experience." Of course, the back end of that statement is totally subjective, but don't blame these guys if your next Android phone doesn't buzz with each button press.

  • Do we really ever want full immersion?

    by 
    Shawn Schuster
    Shawn Schuster
    12.20.2008

    I've caught myself saying it too: I love this game because it's so immersive! Whether it's the graphics, animation, art style, accuracy of game play or whatever; immersion is a popular explanation as to why we enjoy certain games. But is this accurate anymore? Are we past that novelty?A recent article at Gamasutra explores this topic and the whole psychology of immersion. Despite what some of the most vocal advocates of immersion might preach, the truth is that graphical realism in a game usually only applies to a niche market. For example, just look at the Nintendo Wii and its casual, yet enormous audience. One could argue that there is immersion in the motion control, yet none in the art style. This can also be carried a step further into World of Warcraft. While there are certainly strong opinions against the game's stylized graphics, 11 million people don't seem to mind.So what are your thoughts on immersion? Are realistic graphics a requirement for you, or would you play a 2D MMO if the gameplay was perfect?

  • Creator of Flick Fishing interviewed

    by 
    Mike Schramm
    Mike Schramm
    11.20.2008

    Freeverse's Flick Fishing, which we took a look at last week, has shot to the top of the charts in the App Store, and OSX Reality sent us a note about an interview with the game's designer, Aaron Fothergill. His brother Adam put together the graphics and sound, and Aaron did the actual coding and design. Aaron says it's a tough racket putting iPhone games together -- you've got to balance quality (especially production values, something that we could probably use way more of on the App Store) with time and cost. Since iPhone games sell cheap, it's not an easy job making sure you don't go overboard investing way more than you'll get back on return. But of course, if you put in too little time and charge too much, users will call you out for selling high-priced junk.He also talks about Mac gaming in general, and immersion on the iPhone specifically -- casual games are doing well on the App Store, and some developers are saying that you just can't make an extremely immersive game on a platform where people are constantly being called, texting, and on the move. I have to agree with Aaron -- it's not that you can't be immersive, it's that you have to do it the right way. There's nothing wrong with short bursts of gameplay, but you have to realize from the beginning that that's what your users will be doing.And finally, he gives out some information about a Flick Fishing update that's incoming: the recently released 1.1 patch consisted of bug fixes, but the upcoming 1.2 update will add some new features, maybe even 8 player networked play.

  • The PVP scale: Measuring virtual reality for better business

    by 
    Tateru Nino
    Tateru Nino
    11.03.2008

    North Carolina State University's Dr Mitzi M. Montoya and Dr. Anne P. Massey, Dean's Research Professor of Information Systems at Indiana University have developed a system for measuring how 'real' virtual environments are. Rather amusingly it is called the "PVP scale" (for Perceived Virtual Presence). Yes, we know the acronym is a rather amusing one, and no this isn't a joke. The interesting thing is what is being measured. 'This is an important issue,' Montoya says, 'because we believe that if users feel they are 'present' in the virtual world, they will collaborate better with other members of their team – and the more effective the virtual world will be as a setting for research and development or other collaborative enterprises.' Well, we can't argue with that, really. The interesting thing is that what makes a virtual environment more 'real' and effective according to Montoya is immersion.

  • EVE Online interview discusses players determining storyline

    by 
    James Egan
    James Egan
    08.31.2008

    Split Infinity Radio, a gamer-run internet radio station (with a noticeable sci-fi MMO bent) recently interviewed Scott Holden, Lead Content Creator of EVE Online at Gen Con 2008. Holden has been integral in building up all the mission content that's about to drop in the upcoming Empyrean Age expansions over the next few months. Split Infinity asks Holden a question that's been on the minds of a number of EVE players: Can player actions really influence the storyline? Holden's answer is 'yes'... to a point. He discusses the initiative at CCP to create a system where events are announced in contested parts of space, prompting players to get involved. Their actions would be reported on through the in-game news, and in this way affects (or creates aspects of) the storyline. Participants in factional warfare, or anyone who reads the Interstellar Correspondents news pieces, know that this already exists to some extent in EVE, but Holden states that CCP would like to take the idea further as time goes on.

  • Psychologists talk gaming addiction, online friendships

    by 
    Samuel Axon
    Samuel Axon
    08.31.2008

    1UP's Scott Sharkey has written an article titled "Hook It to My Veins: Can Videogaming be an Addiction?" in which he provides anecdotal experiences with excessive gaming and conversations with two experts -- researcher/author Neils Clark and psychology lecturer Dr. Nadine Pelling. The conclusion is made pretty quickly: yes, video games can be an addiction. Big surprise there! But the details can be wishy-washy, it turns out. Virtual worlds are the subject of in-depth analysis. Clark borrows from a theory by J.R.R. Tolkien by suggesting that gaming addiction is about a conflict between what ought to be a primary world, and a secondary fantasy world. Gamers with a problem have difficulty prioritizing, or even acknowledging that the gaming world is secondary. Immersion is an important part of enjoying a game, right? But if you're thinking about how you need to make sure the primary world gets its due attention, then you're not immersed anymore -- so begins the problem.