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How to let the gamer have emotions from game? ....More data!

Discussion in 'Game Design' started by hongwaixuexi, Sep 1, 2019.

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  1. YBtheS

    YBtheS

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    "Sorry"
     
  2. Joe-Censored

    Joe-Censored

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    Yes, but that isn't what you do in your game design threads. When you "exchange" something, that implies you're willing to receive something in that exchange. But you're never willing to do that, instead you pontificate.
     
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  3. hongwaixuexi

    hongwaixuexi

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    I admit most of opinions from others make sense, but not special. As I said nowadays make sense doesn't work for indies. That's why I wouldn't accept make sense easily.
     
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  4. MadeFromPolygons

    MadeFromPolygons

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    Watch me try.

    "Waiter, bring me all of your popcorn! And stop looking at me strangely for ordering popcorn in a restaurant, its 2019 and that hipster over there just ordered a burger served on wooden plank without you batting an eyelid!"
     
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  5. DBarlok

    DBarlok

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    I agree.
     
  6. DBarlok

    DBarlok

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    Ok. So the entire thread it's about fetichism with data.

    So i dont think i can visualize this generalization of games.

    If the game it's a Detective Game, maybe the data about
    how the bad guy will destroy the Detective's life if he doesn't
    solve the case, will drive emotions to the public, but that's
    a generalization, because the public for this game can have
    no emotions. How you will measure this public emotions?

    It will be data in some Analytics guy, telling: this player played 8 hours.

    So, this data inside the Analytics will make an emotion to the designer
    or the producer or the publisher, then, the designer will do an update
    for the game content because the DATA trigerred forces.

    So, i think data will trigger emotions. I agree.

    Another example, if you keep losing at some game all day,
    at the end of the day you can become too angry, or even laugh at
    this game kicking you around. It depends on your state of life
    and it's not general to everyone. Never.

    BUT!

    In your subconscious mind
    or whatever, you KNOW the data about losing and maybe
    this triggers some SURVIVAL emotions on your body:
    "Im in danger" or something. Interesting topic!!!

    Let's see. StarCraft game: Cinematics: Path of the Hero.
    Gameplay: Data.

    Another example of Data: I've managed to build while reading
    this post, stuck since 1 day with XCode. Finally the screen
    tells me: Build Succesfull! Then WIIII.
     
    Last edited: Sep 20, 2019
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  7. tylerguitar75

    tylerguitar75

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    hong is definitely just trolling y'all. I love how everyone just plays right into it though.

    Also, I am out of popcorn. Waiter?
     
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  8. Teila

    Teila

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    As an actual scientist, I am afraid there are quite a few flaws in your conclusion.

    First of all, how do your base your hypotheses that Murgilod does not read some books on what you have read in other threads? Did you define these other books and ask her if she read them?

    You list three books and claim that she did not read them?

    And even if Murglod did not read these particular books and is not a psychologist, what makes you think she does not have insight based on experience, maturity, and interest? One does not have to read psychology books to understand the impact of stories on emotions. That, my friend, is older than we have had written work or video games.

    I saw this threads title, though...ooo this is a thread that I would like. Story, emotions, cool!

    But the "science" that is quoted and used in the thread is simply the opinions of one person based on his own experience or maybe simply the narrative he wants to create here.

    Emotions in video games would make a fabulous graduate thesis, which I imagine may have already been done. Obviously, based on the number of people who play story driven games and get so attached to the characters that they draw them, make stories about them, cry when they die permanently in the series, and basically treat game characters as celebrities, emotions are created through video games and other mediums. Those fan based emotions tell us that people do appreciate the emotional aspects of games so much so that they try to continue those beyond the game.
     
    Last edited: Sep 23, 2019
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  9. Teila

    Teila

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    Yep, but..still a good topic for another time. :)
     
  10. Martin_H

    Martin_H

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    Best laugh I had all day, thanks!
     
  11. DBarlok

    DBarlok

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    Try to beat Alpha Zero playing Chess.
     
  12. hongwaixuexi

    hongwaixuexi

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    Since popcorn is popular in this thread.
    Do you eat popcorn made by popcorn cannon?


    Even
    Mythbusters
     
    Last edited: Sep 27, 2019
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  13. kdgalla

    kdgalla

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    How to let the gamer have emotions from game? ....More Popcorn!

    Actually, that would be kind-of a cool installation at a bar or something: an arcade game that makes popcorn the more you play it. If you play long enough then there'll be enough popcorn for a crowd of people to stand around and watch you.
     
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  14. hongwaixuexi

    hongwaixuexi

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    If making game is like go to eat a burger, then data is the meat.
     
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  15. Murgilod

    Murgilod

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    This is the most nonsensical thing you've said so far in an attempt to appear enlightened.
     
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  16. hongwaixuexi

    hongwaixuexi

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    If making game is like go to eat a burger, what the data is like?
     
  17. Murgilod

    Murgilod

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    The recipe.
     
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  18. hongwaixuexi

    hongwaixuexi

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    Then where is meat if data are the recipe?
     
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  19. Antypodish

    Antypodish

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    In popcorn.
     
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  20. Ryiah

    Ryiah

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    For a burger the meat is the most important part therefore it represents the game mechanics that the game is centered around and that keep bringing you back. A recipe is only as good as the ingredients that go into it and if the recipe you choose for your burger neglects the meat then it will be an awful burger.

    Likewise you can create a game with tons of data but if it has awful game mechanics then it will be just as unpalatable.
     
    Last edited: Sep 28, 2019
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  21. hongwaixuexi

    hongwaixuexi

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    Do you mean popcorn chicken of KFC? Good choice.
     
  22. hongwaixuexi

    hongwaixuexi

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    What will be wrong? if the mechanics are the recipe, and the data are the meat.

    You can take the fanciest mechanics in existence but if it completely neglects the data then you have an awful game. Just like a burger made with tons of meat but that neglects the recipe will be boring and emotionless.
     
  23. Antypodish

    Antypodish

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    Sorry but you are wrong. I don't read same theory books.
     
  24. Ryiah

    Ryiah

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    Some of the most successful games in history have had little to no data to work with. Pitfall remained in the number one position for sixty-four consecutive weeks.

    https://en.wikipedia.org/wiki/Pitfall!

    In fact you could very easily make the argument that this extends to just about every arcade game from that time period because the hardware necessary to run the games could only just barely run the core mechanics and the very minimalist graphics and audio that came with them.

    By the way I'm not continuing with this analogy partially because analogies have very limited use and partially because I'm not convinced you're able to grasp the meaning or willing to take it seriously. "Whoosh!" and all that.

    https://www.urbandictionary.com/define.php?term=Whoosh
     
    Last edited: Sep 28, 2019
  25. hongwaixuexi

    hongwaixuexi

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    Of course, I read translated version.
     
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  26. hongwaixuexi

    hongwaixuexi

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    That's fine. Some burger shops are popular just because they have special French Fries.

    So where is your anoalogy?
     
  27. Ryiah

    Ryiah

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    Which we clearly don't have enough of yet for this thread.
     
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  28. Murgilod

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    The recipe for the fries is also data.

    The fries experience, just like the burger experience, is entirely contextual.
     
  29. AcidArrow

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    Anyone else getting hungry?
     
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  30. hongwaixuexi

    hongwaixuexi

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    You made a definiton: context is everything. Then you can use conextual to explain everything because it is everything.
     
  31. hongwaixuexi

    hongwaixuexi

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    I think Kung Pao chicken is more delicious than popcorn chicken.
    timg (1).jpg
     
  32. Murgilod

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    Yes, you've nearly figured it out. Ultimately, games are just interfaces that we use to engage with data structures, but that doesn't mean the data is what's relevant. Everything that happens between the data and the player is what matters the most.

    We are not here to create data. We are here to create interfaces.
     
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  33. hongwaixuexi

    hongwaixuexi

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    In game design, feeling reasonable is important than truth or science. Sometimes, science or truth feel boring, you can replace it with an intersting and sound reasonble (not matter it is wrong) explaination.
     
  34. hongwaixuexi

    hongwaixuexi

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    How do you get this idea? Are you a UX designer, not a game designer?
     
  35. Lurking-Ninja

    Lurking-Ninja

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    If that were true, PHPMyAdmin would be the #1 game of all times. SQLcl the best text adventure...

    (I know, don't beat me :D )
     
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  36. hongwaixuexi

    hongwaixuexi

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    The consequence is serious.
    6005-hrvcwnk3480951.jpg
     
  37. hongwaixuexi

    hongwaixuexi

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    You didn't answer my question : what is your anology?
     
  38. SparrowGS

    SparrowGS

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    want some popcorn? :D
     
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  39. Murgilod

    Murgilod

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    Game design and UX design are the same thing with different goals in mind.
     
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  40. hongwaixuexi

    hongwaixuexi

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    What does the same thing mean? What are the different goals? Why in mind not in paper or in process?
     
  41. hongwaixuexi

    hongwaixuexi

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    It's really an eye opening statement.
    timg (3).jpg
     
  42. Murgilod

    Murgilod

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    All games do is deliver an interpretation of data to the player. This is what an interface is: a means for interacting with data. However, the data isn't the important part. The important part is what the interface is doing with that data. Unless you're making a deep simulation mapgame like Europa Universalis, "more data" isn't what people really care about.
     
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  43. Teila

    Teila

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    What??? If I remember correctly, you are the one who sadly made conclusions based on science that were flawed. I only explained why. ;)

    My comments had absolutely nothing to do with game design, but to do with your conclusions about members of the community.

    Science or truth...replacing with interesting and reasonable? I do not get it. Sorry. Reason and truth and science go together. Interesting....well, I guess that is a matter of your personal preference.

    I do not understand your quote at all really...it makes no sense, is not reasonable or even interesting? :)

    LOL

    However..I think maybe you are not saying what you mean. Games are illusions and we as game designers create our games to be meaningful by using our own magic and stories and emotions to make the illusion that something is happening. If we want drama in our story, we create that. If we want action or whatever else, we do that as well.

    No one actually dies in the game, the characters are not real people most likely but simply created from our imagination. How you create the illusion will determine how interesting your game might be and how many people will actually be moved or motivated by the game. Story, mechanics, graphics...all come together. In fact, every time you open Unity, you are building upon the science that created the engine that you are using. ;) Our design work is only a layer on top of all that technology....created by science.

    BTW, do not forget that many tv shows, movies, games, and stories incorporate science into their design and honestly, that does not make them boring.

    I am trying to decipher your meaning here...but find it feels like you are mish mashing two or three different subjects together. :)
     
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  44. Volcanicus

    Volcanicus

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    Until they use the exact same formula then onwards and it becomes a snoozefest of "oh yeah, they did that before..."
     
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  45. hongwaixuexi

    hongwaixuexi

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    Even documentary films have to add fake things to make science (or truth) interesting. Most scicence from commercial films are just pseudoscience, for instance, "Holmes“
    So the designer create the "truth or science" in games, and the writer create the "truth or science" in films.Looking good and sounding reasonable is the main judging factor.

    2456d571bac84f2a913e3f8a14473eae.jpeg


    timg.jpg
     
  46. hongwaixuexi

    hongwaixuexi

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    Sure. Sounding reasonable and science can be interchanged under some conditions.
     
  47. hongwaixuexi

    hongwaixuexi

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    Why not important?
    Do you know PHPMyAdmin? Is that the interface you want? If not, what't your interface?
     
  48. Teila

    Teila

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    You do realize that your original premise is lost in all the justifications. ;)

    Nothing at all more to say. lol
     
  49. hongwaixuexi

    hongwaixuexi

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    I read some probability books, and my premise feels OK.
     
  50. Murgilod

    Murgilod

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    The interface is the game. When you move the character, you are engaging with the interface. Your player position is vector2 inputDirection multiplied by transform.forward, then that product is multiplied by the player speed, then that's added to float previousPosition.

    The player moves northeast at the expected speed and arrives at (15, 15).

    This is done using an interface.
     
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