Sunday, September 23, 2007

ficitonal game

so for this fictional game i want to take a look at tag removed from the sense of touch. lazer tag does this in a way that shifts the game to relying heavily upon the sense of sight. i was going to see if i could think of a way to shift the game into relying heavily upon the sense of sound.
i know that in ordinary tag the sense of sound comes into effect when you are listening to see if the person who is it is running up behind you to tag you. now i was trying to think of a way to create a version of tag that used sound waves like how the lazer travels to hit a sensor in lazer tag.
so in sound tag you where these suits that are full body suits. this suits allow full mobility so that you can run at full speed and duct and stuff like that. they have sensors in them that monitor the sound waves for key commands that are prerecorded before each match. this is so that the monitors could be able to grab a hold of your vocal patterns. the suits also have a visual sensor so that when other suits pass in front of yours your suit will notice.
the prerecorded command is a command that tells the suits to prohibit movement but the recorded command only works with the suit that is on the visual monitor tha is on your suit. so the visual monitor would be on the chest of the suit and if you spoke the prerecorded command when another players suit was within the path of your visual monitor they would be frozen. the combination of these two monitoring devices woould be key to getting past the ability for people to just yell the command. this also creates an emphasis being placed upon the language of the game. tag you are it or i got you becomes as crucial in this form as it was in the orginal form of tag. the importance in lazer tag falls heavily not on the auditory or language used. it is more upon the line of sight of the lazer light and monitor. this new version combines the element of sight and hearing. i dont know, but it was fun to think of new ways to play tag. (too bad i'm stuck inside)

compare contrast a couple of games

hey hey. so on a sensory level tomb raider actually uses more senses than one usually associates with video games. most video games are designed in a way in order to create interesting visuals that the player has to navigate through. tomb raider does this but people often forget the effect that sound has on the players while playing the game. sounds go off when you collect things or fire your games or are even used to warn you about dangers(like bears). also there is a huge impact from the actual language used in the game. lara croft speaks. players get directions from her and helpers and there are also (in some versions) video scenes in between the actual game play that allow the story's plot to be unfolded. this character is an extension of the player. the directions are sent directly to the players through there ears(or eyes if the volume is off). the players develop an affinity for the character and start to feel empowered by her. this and all games like it create a way for players to encourage their own self-empowerment.
the game i want to compare tomb raider to is calvin ball which is a game created by bill waterson's character calvin from calvin and hobbes. this game (while being fiction) is a game that most children have played. it is a game where the rules change everytime you play it. this fact of constant changing rules builds upon a child's creativity and their memory. if someone does not remember how they played it before they are not going to be able to figure out what they can not do. therefor not being entirely sure what they can do. this game unlike tomb raider relied upon playing with at least one other person(for calvin it was hobbes who within a fictional world was even more based in fiction) but for me was my twin brother. somehow, the version of the game i played was called wesleyball and not named after me. hmmm... anyway so this game and its flucuating rules creates a heavy reliance upon being in some sort of creative sync with the other participant. you kind of have to be able to understand what they are thinking when they are adding rules or setting down the guidelines and they need to be in synch with you when you are creatively adding your own rules because if no one is on the same page the question of cheating gets brought up. language plays a huge role because you and the other player(s) need to be able to coherently say and get across the rules to each other based upon your memory of how it was played last.
man i miss playing calvin ball.