Sunday, September 5, 2010

virtual reality

My problem with virtual reality, and movement in 3 dimensional space is the loss of game and play we experience when the space is moved more toward reality. The point and purpose of games is the play aspect. Even when playing dominoes or scrabble there is play at work, we know we’re playing a game, with rules that don’t match real life. Even in games that involve monetary bets like poker and blackjack that affect reality, the moment of betting and gaming is still play. Until we’ve won big or lost big, the actual cards represent play. The after effects are the reality.



So when we discuss virtual reality games that would require a player to move to model the movements into the game world, real life physicality becomes an issue. With the new Tony Hawk game where a player uses a skateboard type remote control to play, the player must learn to make the skateboard movements on the remote control, but they must be more physically fit and capable than a player with a traditional console controller. Instead of allowing the suspension of disbelief like a skateboard game does (the gamer controlling the action does n ot need to be able to complete any of the actions) a more based on real life controller requires the player to know more about actual, real life skateboarding. We’ve begun to move game space toward reality, like the poker player who loses their life savings. The virtual reality game space no longer allows for suspension of disbelief because the player must be able to make all motions very similar to how they would in real life. Therefore, an important aspect of play is lost in the physicality of the game design.