One of the
most attractive aspects of game is the ability to be involved
in new, individual, and different worlds with them being at the
center of the movement. Each game allows the user different ways
of interaction, whether it’s through description, scenery,
or the ability to go and take on your own goals and tasks. All
of these are strategies that game developers use to make the ultimate
connection between the user and the game.
Zork, although
simple, immediately immerses the user into its story. It uses
text for user interaction, and provides a virtual feel through
descriptive explanations of the current environment. Zork makes
emphasis on any object or item that may be of interest to the
user. The user is then faced with a series of actions and has
to choose which one to perform. Although movement is through cardinal
directions typed on the keyboard, the detailed descriptions of
each scene along with the ability to call the ‘look’
command, provide the user with a connected map which the player
can use similarly as he would use a pieces of a jigsaw puzzle:
connect one piece to the adjacent one until larger components
fit together into a larger map. If a player forgets where they
are they can simply do the opposite of their last movement to
retrace their steps.
The game maintains
its progress by number of moves and score. The moves let the player
know how many changes there has been to the environment and the
score keeps tab of completed tasks that gets incremented each
time one is completed. This concept of moves helps the user know
how much space they have covered in reference to the game which
is set up as a series of connecting locations. It is these connections
that create the virtual reality and allow the Zork world to come
to life.
Myst, contains
features that are prevalent in most computer science games: the
ability to save, having a map for navigation, and using the mouse
to facilitate action to name a few. What sets the game apart is
the virtual reality that it creates, engulfing the user into the
interface. By using a first person point of view allows the user
to interact as if they were actually at the scene themselves.
The mouse is turned from a pointing device to an actual human
hand, allowing full functionality between the player and any devices
or active areas within their reach.
The user can move in the four primary cardinal directions as well
as forward. The left and right told the screen to move left or
move right, while the up and down serve as a climbing / looking
mechanism. The game has a map listed on a wall as part of the
gaming experience is full exploration in order to achieve goals.
The way the
user determines their location on the map is very similar to the
way we as humans do by finding landmarks and using buildings in
reference to one another to see where you have been and where
you currently are. The
game itself was set up in a series of locations, and each of these
locations contained two types of elements: connections to nearby
locations and emphasized items that each contained a purpose and
most of the time content of their own. The user therefore expects
to use the items in these areas to further them throughout the
game by providing clues toward the next task. It was as if the
whole island was an unknown territory, waiting for the user to
explore.
Grand Theft
Auto Vice City provides more organized navigation then the previous
two games, but still gives the user plenty of flexibility. It
has specific tasks that need to be accomplished and like most
other video games with the accomplished task the user receives
more money and more assets to advance further in the game. The
entire game is mapped out through a street map which sits in the
upper right corner of the screen. The tasks are lit up on the
screen and as also lit up on the streets themselves. What turns
this game into an amazing case of virtual reality is the ability
of the user to deviate from the specific path and do whatever
they choose. They can steal cars, attack pedestrians, or just
take a friendly roll around town while checking the latest songs
playing on the radio.
However with
every action there is consequence, which in vice city manifests
itself in the form of law enforcement. Just like in real life
once a crime is committed the police come after you and unless
you find a way out of it (like running away) the cops will bust
you. The game is set up as a series of buildings throughout a
cityscape, with location being determined by the city maps around
you. Although not as direct as a game like Myst the ability to
run wild in a city creates a lot of fun for the user which is
essential for the success of a game.
There are
many ways to achieve the same goals. Although each of these methodologies
is different they all are extremely successful. It is clear that
good connection with the user leads to a successful gaming experience
and a better situation for everyone involved. So in the future,
when someone says “Income”, think Immersion!