Juggling Robots
Monday, November 26th, 2007
An article has been making the rounds on video game blogs and email lists recently. It’s about recent research done by a man named Steven Franconeri concerning the human brains ability to track multiple moving objects at one time. The researchers found that the brain seems to top out at 8 objects, even if they moved very slowly, and that number dropped the faster the objects moved. Obviously this has implications for how we think about game design. When I read the article, I started thinking not only about how the research applies to games, but more importantly how it may not. I did a little thought experiment in my head, and for this experiment my test case was Robotron.
In Robotron, the player must be aware of more than 8 rapidly moving objects at a time in order to stay alive and succeed. So this seemingly contradicts the research. However, the experiment the people in the study were asked to perform was to maintain FOCUS on multiple objects at one time. If you try if for yourself, you will see a field of balls. Some of these balls flash to let you know you must focus on them, and then they move around for a period of time at some speed. Then the balls you were supposed to focus on turn red and you can see if you could track them. (more…)
(* as in, character in many games… honest… *ahem*)
This is, in many ways, a follow up to my
You see, at times I have heard put forth within these very walls, the idea that cutscenes are bad and that storytelling should always be done in-game. Let me state my thesis bluntly: This is wrong. In fact, I will even argue that, when used properly, a good cutscene is more immersive than in game cinematics!
Lately my wife has been playing
There, I said it. And believe me, I understand that when you say something like that, you’d damn well better mean it, and back it up, because I’m just begging to be called bitter, reactionary. I just want to hate what everybody else loves. I am small-minded and I should just get over it.