Wednesday, February 15, 2006

Steve_Ch5_Bern_I

The chief among any designers difficulties is how to invite users to interact with text. Well as it states a little higher up games are based on other games. " A game which imposed rigid rules drawn from already familiar games which could thus be immediately grasped by users, a game featuring fresh local details like gobbling mouths or souped-up weapons, requiring a steady rhythm of interaction." So why can't designers get people to interact with text? Because like we have talked about before we don;t want to. Most of the games are aimed towards men who don't have a long attention span. We like to shoot now and ask questions later. If we were to have to sit down and actually read and interact we wouldn't. I know I skip text when I'm playing a game. They need to find a way for the text to be vocal during a game so the user doesn't have to read.

7 Comments:

At 10:22 PM, Blogger Taco said...

Isn't that what AI and user conversations are for in the larger FPS games, or (the dreaded word from last week) CUTSCENES? I still think written text has its place, just not in games. There's no need to throw every medium into this.

 
At 12:03 PM, Blogger flook said...

I think designers shy away from text because it does not use a lot of varied mediums. Why would they have text when we can add images, movies, music, sound, and graphics? Isn't that more immersive?

 
At 12:50 PM, Blogger BP said...

If I want to read text, I'll pick up a copy of "First Person." If I want to hear audio, I will listen to my collection of Vanilla Ice mp3s. So on and so forth.

When I play first-person shooter games, I find myself skipping the mission briefings. I get antsy if I have to sit there and read a paragraph of text.

 
At 4:22 PM, Blogger Elizabeth said...

I was just wondering ... what do you mean by "finding a way for the text to be vocal?" One of the articles later in the chapter lauded the use of V.O. in games, do you think this would be useful or just annoying?

 
At 4:39 PM, Blogger Yildiz said...

Probably if the texts arent a para long, it might be short enough to give vital information to the player for the next round or level.:)

 
At 4:51 PM, Blogger Betsy said...

I think in a game if there must be explaination, and it can't be said in non-verbal type action, then it should be a voice over, or a talking person. Not in text. Text is boring.

 
At 5:14 PM, Blogger Curtisgeist said...

Text has benefits, chifly it allows for you to skim and scan which is not easy/possible with speech for sighted people as it stands. Plowing through oral instructions is more time-consuming and difficult than having a text you can instantly recognize and move on from.

 

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