GMU:Immersive Essays/Emil Reinert: Difference between revisions

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Virtual Reality has the power to surpass the boundaries of the real world - the reality where action has cause and physical laws are omnipresent. With the possibility to create things that lay behind those boundaries, how is a real human mind, a player, capable of understanding such events? The player must learn to play.
Virtual Reality has the power to surpass the boundaries of the real world - the reality where action has cause and physical laws are omnipresent. With the possibility to create things that lay behind those boundaries, how is a real human mind, a player, capable of understanding such events? The player must learn to play.


Connecting Thoughts
''Connecting Thoughts''
 
If we take any given game where a virtual character can move freely through the world, chances are, the arrow keys (wasd) determine the next step, the character’s moving direction. The virtual self faces the direction, plays an animation and moves forward. That sounds quite intuitive so far, since that is also what a human would do. But the human isn’t doing it. The human is simply pressing the button wherefore the character moves. The player thinks of moving forward and communicates this thought to the game. If this communication would always be an active thought, there would be no way an average player could successfully play any games where a fast response rate is essential to the gameplay. In order to be able to play such games, naturally the player learns the meaning of specific controls and connects pressing a button to the meant interaction.
If we take any given game where a virtual character can move freely through the world, chances are, the arrow keys (wasd) determine the next step, the character’s moving direction. The virtual self faces the direction, plays an animation and moves forward. That sounds quite intuitive so far, since that is also what a human would do. But the human isn’t doing it. The human is simply pressing the button wherefore the character moves. The player thinks of moving forward and communicates this thought to the game. If this communication would always be an active thought, there would be no way an average player could successfully play any games where a fast response rate is essential to the gameplay. In order to be able to play such games, naturally the player learns the meaning of specific controls and connects pressing a button to the meant interaction.
Now a player knows how to walk, but what about where/why and when?
Now a player knows how to walk, but what about where/why and when?