INTRODUCTION
We
are approaching new times in “gaming”. VR technology and Motion Control are
constantly being iterated for optimal performance. Before we know it, these
technologies will be in homes all over the world.
Now
you could argue this notion but before you do that try and think without
biases. Open you’re mind to the possibilities that are about to be presented to
you and see the future of gaming.
My
intentions with this pitch are to address some current problems while
theorizing possible solutions. Finally, I want to implement these solutions
while introducing you to the VR/Motion Control “MMEEE” program. (Medical,
Military, Engineering, Education, Exercise - Training Simulations)
THE CURRENT PROBLEM & SOLUTION
Seeing how I’m trying to create new gameplay
opportunities with new technology, I must first address the problems with
Virtual Reality and Motion Control.
With Motion Control, one of the key problems has to
do with minimizing the abstractions associated with control. By minimizing this
abstraction we will see the physical and virtual space as one. This will
essentially make individuals feel an embodiment within that world, which means
more opportunities for deep immersion. Another problem with Motion Control has
to do with realism. Roman Oriola, the Lead Designer for Red Steel 2
(MotionPlus) says “If you give too much to the player they might start to
wonder why they didn’t feel the weight of the sword or the knock back when they
hit something.” In another light, as motion approaches realism, individuals
begin to pay more attention to the dissimilarities in gameplay. To avoid these
issues, I present Virtual Reality technology (Data Gloves, Data Suits, and Head
Mounted Displays).
Now Virtual Reality might be the cure for Motion
Control issues but VR also has problems. What are these problems? Well to start
off, VR causes motion sickness.
This sickness is caused by poor ergonomics and a
lack of awareness for the physical needs of the user. With time we will see
many improvements to this issue (Iterate & test). Now that we understand
the “motion sickness problem”, we can move on to the ethical problem of
“desensitization“. Basically, this means that a person is no longer affected by
extreme acts of behavior, such as violence. He or she also fails to show
empathy or compassion as a result. Personally I see “desensitization” as
Good/Evil or Ying/Yang because it can have negative and positive connotations.
The positive gain would be high cure rates for depression, anxiety, fear and
schizophrenia but the negative would desensitization to violence, which can be
pretty detrimental to society.
In a final recap:
Solution 1: Gameplay that focuses primarily around
training individuals in Medical, Military, Education, Exercise and Engineering.
Solution 2: Focus on the “natural” aspects of
simulating and less on the game.
Solution 3: Iterate & test until the experience
is familiar and natural for the individual.
IMPLEMENTATION
Seeing as I have many different simulations, I’ll
focus with the step-by-step gameplay for the Exercise Training. Now exercise can
come in various forms so what we want to do is incorporate as many exercises
that work with our technology. We want the user to have a very natural and
progressive work out in the comfort of his home.
All of our exercises will be put under categories
based on difficulty and personal endurance. To gamify this we will include
progression meters, rewards, achievements and weight/muscle tracker.
Now that you’ve seen the vision lets put this all in
motion with a nice step by step guide.
Step 1: Get equipment attached.
Step 2: Firs time users need to register their
height, weight, and fitness level.
Step 3: User opens the simulator and is welcomed
with a motivational quote.
Step 4: User selects a category. For this example
the user selected Fighting.
Step 5: The fighting category opens up and he or she
is present with various fighting styles.
Step 6: User selects Muay Thai and begins his
journey.
Step 7: First time training teaches the user basics.
This is the tutorial, which focuses on getting the user immersed and
comfortable with his surroundings.
Step 8: Next, the user is taught the various
techniques including proper punching, kicking and movement.
Step 9: Combining the above skills.
Step 10: After the session, user is praised and
given his or her progress report.
CONCLUSIONS
The
future for video games is steadily evolving. We must embrace this movement with
open arms, constantly pushing the envelope for gaming. After reading my pitch,
you can see my visions & ideas. I believe games should teach & reward
players. These lessons should transfer over into everyday life, strengthening the
self mentally and physically.