Teleporters, Tunnels & Time: Understanding Warp Devices In Videogames
نویسنده
چکیده
The warp is a device that reframes notions of time and space. It is a common cultural artefact, one that audiences have come to recognise and believe in through various media. We accept the bed in Bedknobs and Broomsticks, the Tardis in Doctor Who, the supralight speed engines of science fiction, as time/space travel devices in order to get characters from A to B, to advance their progress along the story path. The warp as a path device can also be seen in board games such as Snakes and Ladders, where both the snake and ladder sections break the linearity of moving the character piece from square to square regularly up and down the game-board. It is therefore natural that such a time/space device has continued and been reconstructed within videogames. The virtual gameworld is itself a place able to reconstruct time and space; both Juul [10] and Atkins [3] discuss how players’ perceptions of time and narrative elements within the videogame can be rearranged, but the warp, a significant ‘re-arranger’, is rarely discussed further or in detail. The warp is used as a common device within videogames to transport the player from their location to somewhere else within the gamespace. Although commonly acknowledged through the hidden tunnels within Super Mario Bros, the warp is not a straightforward device, and can manifest itself in various ways during gameplay. It may be found in deliberately installed puzzles, and by the ‘aberrant player’ [7]. It may be a way of avoiding danger, of ‘jumping’ over sections previously achieved, or even of cheating. It may be the punishment for straying from a ‘good path’, or the reward for a particular act. Whatever its use or function, the warp exists within the virtual world as a means of managing time, space and narrative. The warp turns paths experienced by the player into fixed ‘tracks’, where navigational control is removed whilst in the warp sequence, and understanding the warp in this way allows us to further understand the player’s relationship with the game paths they are moving along, the stories they move within. This paper discusses the multiple characteristics of the warp by identifying its use in contrasting videogame genres. These characteristics open up ways of discussing the aesthetics of the warp experience for the player and how its use affects path structures as well as time and narrative elements within videogames. The discussion will include both the built in, deliberately installed ‘puzzle-based’ warps and the ‘inadvertent warps’ sought by those seeking to discover more of the games ‘algorithm’ [12]. Author
منابع مشابه
Gade4all: Developing Multi-platform Videogames based on Domain Specific Languages and Model Driven Engineering
— The development of applications for mobile devices is a constantly growing market which and more and more enterprises support the development of applications for this kind of devices. In that sense, videogames for mobile devices have become very popular worldwide and are now part of highly profitable and competitive industry. Due to the diversity of platforms and mobile devices and the comple...
متن کاملTBM Tunneling Construction Time with Respect to Learning Phase Period and Normal Phase Period
In every tunnel boring machine (TBM) tunneling project, there is an initial low production phase so-called the Learning Phase Period (LPP), in which low utilization is experienced and the operational parameters are adjusted to match the working conditions. LPP can be crucial in scheduling and evaluating the final project time and cost, especially for short tunnels for which it may constitute a ...
متن کاملPhysical Characteristics of Medical Textile Prostheses Designed for Hernia Repair: A Comprehensive Analysis of Select Commercial Devices
Inguinal hernia repairs are among the most frequent operations performed worldwide. This study aims to provide further understanding of structural characteristics of hernia prostheses, and better comprehensive evaluation. Weight, porosity, pore size and other physical characteristics were evaluated; warp knitting structures were thoroughly discussed. Two methods referring to ISO 7198:1998, i.e....
متن کاملHow Children Use Active Videogames and the Association Between Screen Time and Physical Activity.
OBJECTIVE The energy required to play active videogames (AVGs) has been reported on in the literature; however, little is known about how children use such games in their home environment. The aim of this study was to investigate children's use of AVGs and the association among AVG use, other screen-based activities, and physical activity levels. MATERIALS AND METHODS Eight hundred and twenty...
متن کاملEffect of touch-screen size on game immersion
People are now able to enjoy playing their favourite videogames on different types of devices. In this paper, we investigate the influence on players’ game immersion level by changing the size of the touch screen device used. We use two different sizes of touch screen device, iPod Touch and iPad, and let people play videogames on it, measuring their immersion level. We find that the level of im...
متن کامل