Games Researched
Image | Game Title | Link to game | Devices Required | Natural User Interface | Natural User Interface Principles | Game Feel |
---|---|---|---|---|---|---|
Elemental Ghost Story | http://mechabit.itch.io/elementl | Oculus Rift Leap Motion (Rift-mounted) | ||||
Breakfast Simulator | http://johnjoemcbob.itch.io/breakfast-simulator | Oculus Rift Leap Motion (Rift-mounted) | Intent To Action is really difficult (Pans flying everywhere) Bad Physics Turning On A Stove doesn't work Difficult to pick up items, needs better interaction Goal not directly visible High learning curve, interface hard to use Expecting real-life interactions, but lack of accuracy | Looks realistic but doesn't respond in a realistic way Leap is limited in its reach, not enough feeling of depth, partly because of missing shadows Clear Environment (kitchen) "Instructions" not there Spatial Relationships are not available Oculus-powered movement Leap hands control suddenly disappears Bad sense of depth and distances | Field of View is limited No gestures, no pinch, no snapping Bad hand-recognition by Leap Input: Pro = every axis is used, Con = Not enough range from the leap Context: Pro = 'realistic' room, Con = Bad depth Polish: Needs more shadows to gain depth, Physics are strange |
Initially Researched Games
Image | Game Title & Author | Meaning Through Mechanics | Interactive Narrative | (First Person) Controls |
---|---|---|---|---|
Gone Home - Steve Gaynor | This game is about exploring a house and finding clues about the story that has come to pass here by picking up objects, examining them, reading texts and listening to voice recordings. | The controls follow the "traditional" first person PC control scheme: WASD for walking, mouse movement for looking/steering and clicking for interaction. Right click for zooming (examining). | ||
Dys4ia - Anna Anthropy | Added layer of confrontation by letting the player perform awkward but real situations of a transgender person https://www.youtube.com/watch?v=yGAIdn1L7R0 | By playing through various (cartoony) mini-game scenes depicting real-life situations for a person undergoing transgender surgery, the player realises the situation that such a person is in. By being put in awkward situations (like the player having to shave a moustache of the face of a female body), this impact is even greater when played through as opposed to just watching an animation of it. | Only the arrow keys are being used in this game. Because of the wide variety of mini-games, a simple control-scheme was necessary in order to not confuse the player between games, and to keep the threshold of playing at a minimum, allowing for a broader audience to participate. | |
Loneliness - Jordan Magnuson | Abstract/minimal Game rules (consequences of actions) are interpretable as a representation of loneliness | |||
September 12th - Newsgaming | Only mechanic is to bomb human beings. Both action and inaction create undesirable situations | The simple rules and the context of current affairs in the world tell the player a story, but the interesting part here is that, although the depiction is heavily biased of course, the player's action determines the narrative. The narrative is constructed BY the player through playing the game, as opposed to the story being told TO the player while playing. | Aiming and clicking with the mouse will interact with the game world. | |
Papers, Please - Lucas Pope | Being tasked with the responsibility of rejecting/allowing people by performing similar tasks as an actual immigration officer http://among-pixels.com/empathy-in-games/ | The game is played with a mouse, and the player has to perform the duties of an immigration officer by clicking and dragging passports, papers and stamps. Because the controls are so elaborate (as opposed to "click button to check and stamp all papers"), the player gets a better sense of identification with the role of the immigration officer. | ||
Datura - Plastic Studios | !! | |||
The Marriage - Rod Humble | "Abstract/minimal Game rules (consequences of actions) are interpretable as a representation of marriage" | |||
Papo & Yo - Minority (Vander Caballero) | ||||
Braid - Jonathan Blow | ||||
Train - Brenda Brathwaite Romero | Managing the trains to concentration camps in WWII, being confronted by having to act out the rules as well as the decisions you make | |||
Missile Command - Atari (Dave Theurer) | Simulation of nuclear war defense, choices reflect harsh real-life situations/decisions in time of war | |||
Passage - Jason Rohrer | Representation of life experience through navigation and exploration | |||
I Wish I Were The Moon - Daniel Benmergui | ||||
Façade - Procedural Arts | ||||
Journey - Thatgamecompany | ||||
The Graveyard - Tale of Tales | ||||
Heavy Rain - Quantic Dream | ||||
Dinner Date - Jeroen D. Stout | ! | |||
Dear Esther - The Chinese Room | ! | |||
The Stanley Parable - Davey Wreden | ! | |||
Immortall - Pixelante | ||||
Ico - Team ICO | ||||
Shadow Of The Colossus - Fumito Ueda |