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	<title>Comments on: The Toolbox of Affect</title>
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		<title>By: Industry Broadcast - Bringing the Greatest Articles from the Video Game Industry on Game Design, Game Programming, Team Management, and much more to your ears</title>
		<link>http://www.plushapocalypse.com/borut/?p=95&#038;cpage=1#comment-533</link>
		<dc:creator>Industry Broadcast - Bringing the Greatest Articles from the Video Game Industry on Game Design, Game Programming, Team Management, and much more to your ears</dc:creator>
		<pubDate>Thu, 26 Feb 2009 09:54:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.plushapocalypse.com/borut/?p=95#comment-533</guid>
		<description>[...] &#8220;The Toolbox of Affect&#8220; - Original [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8220;The Toolbox of Affect&#8220; &#8211; Original [...]</p>
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		<title>By: Randomosity &#171; Vancouver Game Design</title>
		<link>http://www.plushapocalypse.com/borut/?p=95&#038;cpage=1#comment-249</link>
		<dc:creator>Randomosity &#171; Vancouver Game Design</dc:creator>
		<pubDate>Wed, 16 Apr 2008 02:51:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.plushapocalypse.com/borut/?p=95#comment-249</guid>
		<description>[...] Former VFS instructor Borut Pfeifer has been blogging about whether videogames can ever affect people emotionally and reflect on relevant cultural [...]</description>
		<content:encoded><![CDATA[<p>[...] Former VFS instructor Borut Pfeifer has been blogging about whether videogames can ever affect people emotionally and reflect on relevant cultural [...]</p>
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		<title>By: Nick</title>
		<link>http://www.plushapocalypse.com/borut/?p=95&#038;cpage=1#comment-248</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Tue, 15 Apr 2008 11:00:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.plushapocalypse.com/borut/?p=95#comment-248</guid>
		<description>I think one of the issues we have is that we even refer to what we create as &#039;videogames&#039;.  Are there cutscenes in Monopoly?  Should there be?  What about Football and text descriptions?  Applying conventions from other mediums seems absurd when you consider them being applied to a game, but there should be a clear distinction between what we are creating and what a game is.  This sounds roundabout, but bear with me.  

Some of the things that go into videogames make no sense in the traditional game paradigm; therefore &#039;videogame&#039; is a misnomer -- we&#039;re not creating a game on a screen, not all the time; many new videogames are interactive experiences that rely on game mechanics to communicate a certain feeling, but they also use a vast array of other tools such as the impact of visuals, sound, writing and cinematics.

So I would deem most independent or simpler games, those games made by purists who rely only on game mechanics, whose designs could potentially be translated to paper or real life, to be videogames.  The games that larger developers are producing now are turning into something more than that, and I think that will end up bending those conventions.  

For example, I believe the definition of game writing will become more concise and develop into its own format, different from what is used in film and television -- because it needs to in order to support an interactive experience, as opposed to just a borrowed convention stacked onto a game.

And I currently live in a world of bullet points and concise summaries that forget subtleties; a wall of text is a breath of fresh air.</description>
		<content:encoded><![CDATA[<p>I think one of the issues we have is that we even refer to what we create as &#8216;videogames&#8217;.  Are there cutscenes in Monopoly?  Should there be?  What about Football and text descriptions?  Applying conventions from other mediums seems absurd when you consider them being applied to a game, but there should be a clear distinction between what we are creating and what a game is.  This sounds roundabout, but bear with me.  </p>
<p>Some of the things that go into videogames make no sense in the traditional game paradigm; therefore &#8216;videogame&#8217; is a misnomer &#8212; we&#8217;re not creating a game on a screen, not all the time; many new videogames are interactive experiences that rely on game mechanics to communicate a certain feeling, but they also use a vast array of other tools such as the impact of visuals, sound, writing and cinematics.</p>
<p>So I would deem most independent or simpler games, those games made by purists who rely only on game mechanics, whose designs could potentially be translated to paper or real life, to be videogames.  The games that larger developers are producing now are turning into something more than that, and I think that will end up bending those conventions.  </p>
<p>For example, I believe the definition of game writing will become more concise and develop into its own format, different from what is used in film and television &#8212; because it needs to in order to support an interactive experience, as opposed to just a borrowed convention stacked onto a game.</p>
<p>And I currently live in a world of bullet points and concise summaries that forget subtleties; a wall of text is a breath of fresh air.</p>
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		<title>By: Borut</title>
		<link>http://www.plushapocalypse.com/borut/?p=95&#038;cpage=1#comment-243</link>
		<dc:creator>Borut</dc:creator>
		<pubDate>Fri, 21 Mar 2008 19:47:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.plushapocalypse.com/borut/?p=95#comment-243</guid>
		<description>Yeah, there will always be a wide spectrum of games that are part of the medium, this is only one aspect (although one that needs pushing/expansion, I think).

I appreciate what you mean about eastern design sensibilities in that sense, although even if there&#039;s not a focus on emotional response, there is a focus on player response at least in the classic risk vs. reward balancing that is practically iconic about Japanese games (look at Mario, Street Fighter, etc.). But that response will inevitably be emotional in some capacities, and part the general communication process w/the player. Stephane Bura has an interesting breakdown of the sort of emotional responses some of those types of decisions make here: http://www.stephanebura.com/emotion/  (couldn&#039;t quite work it in to the post itself, but relevant anyway).

That project sounds pretty intriguing - good luck with it, &amp; I hope to see it sometime.</description>
		<content:encoded><![CDATA[<p>Yeah, there will always be a wide spectrum of games that are part of the medium, this is only one aspect (although one that needs pushing/expansion, I think).</p>
<p>I appreciate what you mean about eastern design sensibilities in that sense, although even if there&#8217;s not a focus on emotional response, there is a focus on player response at least in the classic risk vs. reward balancing that is practically iconic about Japanese games (look at Mario, Street Fighter, etc.). But that response will inevitably be emotional in some capacities, and part the general communication process w/the player. Stephane Bura has an interesting breakdown of the sort of emotional responses some of those types of decisions make here: <a href="http://www.stephanebura.com/emotion/" rel="nofollow">http://www.stephanebura.com/emotion/</a>  (couldn&#8217;t quite work it in to the post itself, but relevant anyway).</p>
<p>That project sounds pretty intriguing &#8211; good luck with it, &#038; I hope to see it sometime.</p>
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		<title>By: Richard Terrell (KirbyKid)</title>
		<link>http://www.plushapocalypse.com/borut/?p=95&#038;cpage=1#comment-242</link>
		<dc:creator>Richard Terrell (KirbyKid)</dc:creator>
		<pubDate>Fri, 21 Mar 2008 14:11:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.plushapocalypse.com/borut/?p=95#comment-242</guid>
		<description>It was a good read. It wasn&#039;t too long by any English Major&#039;s standards. 

As I was reading the post, I tried to connect what was being discussed to my own games that I&#039;m currently working on. Personally, I stick to &quot;classic&quot; (eastern) design principles and philosophies. Because of this and my other bits of style, I generally never consider emotional responses in games. Sure, I want my products to be entertaining and satisfy the player, but talk of virtual actors and simulated humans extends far beyond my aims. 

However, I am doing some interesting new things with images and music in my latest project. By using realist characters with &quot;true to life&quot; facial expression coupled with music created from the player to create the language through with the player is to continue to communicate with, I hope a new connection between audio and visual emotional stimulation can be created. 

Ah, wishful thinking in the early stages.</description>
		<content:encoded><![CDATA[<p>It was a good read. It wasn&#8217;t too long by any English Major&#8217;s standards. </p>
<p>As I was reading the post, I tried to connect what was being discussed to my own games that I&#8217;m currently working on. Personally, I stick to &#8220;classic&#8221; (eastern) design principles and philosophies. Because of this and my other bits of style, I generally never consider emotional responses in games. Sure, I want my products to be entertaining and satisfy the player, but talk of virtual actors and simulated humans extends far beyond my aims. </p>
<p>However, I am doing some interesting new things with images and music in my latest project. By using realist characters with &#8220;true to life&#8221; facial expression coupled with music created from the player to create the language through with the player is to continue to communicate with, I hope a new connection between audio and visual emotional stimulation can be created. </p>
<p>Ah, wishful thinking in the early stages.</p>
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		<title>By: steve</title>
		<link>http://www.plushapocalypse.com/borut/?p=95&#038;cpage=1#comment-241</link>
		<dc:creator>steve</dc:creator>
		<pubDate>Wed, 19 Mar 2008 15:15:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.plushapocalypse.com/borut/?p=95#comment-241</guid>
		<description>Yeah, I&#039;m totally on board with the power of abstraction (I like to cite McCloud myself.) But while certain examples do connect strongly with people, I think there&#039;s a reason that animated film makes up so very little of the total film consumption by the audience, relatively speaking. I don&#039;t think it&#039;s because animated movies are more expensive to make; I think it&#039;s because people generally connect more at a core level with that other 95% of films that are composed of photographic footage.</description>
		<content:encoded><![CDATA[<p>Yeah, I&#8217;m totally on board with the power of abstraction (I like to cite McCloud myself.) But while certain examples do connect strongly with people, I think there&#8217;s a reason that animated film makes up so very little of the total film consumption by the audience, relatively speaking. I don&#8217;t think it&#8217;s because animated movies are more expensive to make; I think it&#8217;s because people generally connect more at a core level with that other 95% of films that are composed of photographic footage.</p>
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		<title>By: Borut</title>
		<link>http://www.plushapocalypse.com/borut/?p=95&#038;cpage=1#comment-240</link>
		<dc:creator>Borut</dc:creator>
		<pubDate>Wed, 19 Mar 2008 14:26:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.plushapocalypse.com/borut/?p=95#comment-240</guid>
		<description>Aloosh - it&#039;s about not about individual games, it&#039;s about games as a whole appealing to a wide range of people. It&#039;s not that any single game can&#039;t create an an emotional response without realism, it&#039;s certainly not *required* to create emotion. 

And Understanding Comics is all well and good, I&#039;ve read, I get it. But to Steve&#039;s point, ask any random bus full of people if they read books, comics, play games, or watch movies and almost all of them will say they watch movies but many fewer will say the others. My current theory on this (the short version) is while the abstraction let&#039;s you identify with the character (becoming it), adding in the details the image has had removed is more work than perceiving the details in a actual human, in part because so much of our brain is devoted to doing just that. And therefore if it takes more work or skills to enjoy the medium that way, that seems to be a limiting factor (the question is whether this is still more work than learning to play a game, and we&#039;re screwed anyway, or if this is fact the limiting factor - we won&#039;t know until we do it, of course).</description>
		<content:encoded><![CDATA[<p>Aloosh &#8211; it&#8217;s about not about individual games, it&#8217;s about games as a whole appealing to a wide range of people. It&#8217;s not that any single game can&#8217;t create an an emotional response without realism, it&#8217;s certainly not *required* to create emotion. </p>
<p>And Understanding Comics is all well and good, I&#8217;ve read, I get it. But to Steve&#8217;s point, ask any random bus full of people if they read books, comics, play games, or watch movies and almost all of them will say they watch movies but many fewer will say the others. My current theory on this (the short version) is while the abstraction let&#8217;s you identify with the character (becoming it), adding in the details the image has had removed is more work than perceiving the details in a actual human, in part because so much of our brain is devoted to doing just that. And therefore if it takes more work or skills to enjoy the medium that way, that seems to be a limiting factor (the question is whether this is still more work than learning to play a game, and we&#8217;re screwed anyway, or if this is fact the limiting factor &#8211; we won&#8217;t know until we do it, of course).</p>
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		<title>By: Aloosh</title>
		<link>http://www.plushapocalypse.com/borut/?p=95&#038;cpage=1#comment-239</link>
		<dc:creator>Aloosh</dc:creator>
		<pubDate>Wed, 19 Mar 2008 08:18:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.plushapocalypse.com/borut/?p=95#comment-239</guid>
		<description>&quot;people don’t seem to dig large doses of abstraction in their media. Actual photo footage of people connects best it seems.&quot;

What about the effects the characters from animated films such as &quot;Toy Story&quot;, &quot;The Incredibles&quot;, even the lamps from &quot;Luxo Jr.&quot; etc. have on us? These are wildly popular, contain abstracted humans as characters (or not even human in Luxo Jr.&#039;s case), and are highly emotive. You can certainly feel their emotions quite strongly.

Do we even need to wait for highly realistic looking characters before we can express greater emotions in video games? The characters in the Team Fortress 2 shorts seem quite expressive.

And Scott McCloud addresses the issue of abstracted representations of humans can be more acceptable to us than realistic ones - Amplification Through Simplification.

From &quot;Understanding Comics&quot;: &quot;When we abstract an image through cartooning, we&#039;re not so much eliminating details as we are focusing on specific details. By stripping down an image to its essential &#039;meaning,&#039; an artist can amplify that meaning in a way that realistic art can&#039;t.&quot; And, &quot;...when you look at a photo or realistic drawing of a face you see it as the face of another. But when you enter the world of the cartoon you see yourself. We don&#039;t just observe the cartoon, we become it.&quot;

Sorry, ran out of time to take this idea further.</description>
		<content:encoded><![CDATA[<p>&#8220;people don’t seem to dig large doses of abstraction in their media. Actual photo footage of people connects best it seems.&#8221;</p>
<p>What about the effects the characters from animated films such as &#8220;Toy Story&#8221;, &#8220;The Incredibles&#8221;, even the lamps from &#8220;Luxo Jr.&#8221; etc. have on us? These are wildly popular, contain abstracted humans as characters (or not even human in Luxo Jr.&#8217;s case), and are highly emotive. You can certainly feel their emotions quite strongly.</p>
<p>Do we even need to wait for highly realistic looking characters before we can express greater emotions in video games? The characters in the Team Fortress 2 shorts seem quite expressive.</p>
<p>And Scott McCloud addresses the issue of abstracted representations of humans can be more acceptable to us than realistic ones &#8211; Amplification Through Simplification.</p>
<p>From &#8220;Understanding Comics&#8221;: &#8220;When we abstract an image through cartooning, we&#8217;re not so much eliminating details as we are focusing on specific details. By stripping down an image to its essential &#8216;meaning,&#8217; an artist can amplify that meaning in a way that realistic art can&#8217;t.&#8221; And, &#8220;&#8230;when you look at a photo or realistic drawing of a face you see it as the face of another. But when you enter the world of the cartoon you see yourself. We don&#8217;t just observe the cartoon, we become it.&#8221;</p>
<p>Sorry, ran out of time to take this idea further.</p>
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		<title>By: Borut</title>
		<link>http://www.plushapocalypse.com/borut/?p=95&#038;cpage=1#comment-238</link>
		<dc:creator>Borut</dc:creator>
		<pubDate>Wed, 19 Mar 2008 05:30:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.plushapocalypse.com/borut/?p=95#comment-238</guid>
		<description>Yeah, they&#039;ve already got tech to do that for peoples&#039; faces (capturing all the details, creating geometry, normal maps, spec maps, etc), next would be being to do something easier than existing mocap to capture performances (which yeah, has got to include procedural tools), then full environments. Though it will be somewhat ironic if making realistic games eventually then involves more of existing movie making skill sets when it comes to set creation, decoration, etc.</description>
		<content:encoded><![CDATA[<p>Yeah, they&#8217;ve already got tech to do that for peoples&#8217; faces (capturing all the details, creating geometry, normal maps, spec maps, etc), next would be being to do something easier than existing mocap to capture performances (which yeah, has got to include procedural tools), then full environments. Though it will be somewhat ironic if making realistic games eventually then involves more of existing movie making skill sets when it comes to set creation, decoration, etc.</p>
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		<title>By: steve</title>
		<link>http://www.plushapocalypse.com/borut/?p=95&#038;cpage=1#comment-235</link>
		<dc:creator>steve</dc:creator>
		<pubDate>Wed, 19 Mar 2008 04:12:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.plushapocalypse.com/borut/?p=95#comment-235</guid>
		<description>I think that photorealistic characters will eventually populate our virtual worlds. I think it will become the standard, and will be the turning point towards people broadly accepting what games become... people don&#039;t seem to dig large doses of abstraction in their media. Actual photo footage of people connects best it seems.

I imagine that this will come when characters and spaces don&#039;t have to be constructed by hand anymore. I&#039;m picturing a process like radiosity rendering.. fire this device into a room in real life, and it bounces a bunch of beams or particles all around it, reading the color and shape of the space (or actor) and automatically digitizing it. Basically I&#039;m picturing a camera that generates fully 3D images, which can then be associated with physical properties within the simulation. Who knows if this even makes sense or will be possible, but I&#039;m picturing a day when &#039;level design&#039; will consist of building a movie set and then capturing it with this 3D virtualization device; same with character modeling, but with an actor in a booth. Animation fully procedural based on the properties of the actor and the environment. We&#039;ll see.</description>
		<content:encoded><![CDATA[<p>I think that photorealistic characters will eventually populate our virtual worlds. I think it will become the standard, and will be the turning point towards people broadly accepting what games become&#8230; people don&#8217;t seem to dig large doses of abstraction in their media. Actual photo footage of people connects best it seems.</p>
<p>I imagine that this will come when characters and spaces don&#8217;t have to be constructed by hand anymore. I&#8217;m picturing a process like radiosity rendering.. fire this device into a room in real life, and it bounces a bunch of beams or particles all around it, reading the color and shape of the space (or actor) and automatically digitizing it. Basically I&#8217;m picturing a camera that generates fully 3D images, which can then be associated with physical properties within the simulation. Who knows if this even makes sense or will be possible, but I&#8217;m picturing a day when &#8216;level design&#8217; will consist of building a movie set and then capturing it with this 3D virtualization device; same with character modeling, but with an actor in a booth. Animation fully procedural based on the properties of the actor and the environment. We&#8217;ll see.</p>
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