Actions

Nevermind: Difference between revisions

From GameLabWiki

No edit summary
No edit summary
 
(18 intermediate revisions by 3 users not shown)
Line 1: Line 1:
''Nevermind'' is an indie-horror game for Windows and IOS by the development studio ''Flying Mollusk''. In the game, the human actor takes over the role of a neuro-prober and has to piece together fragments of (traumatizing) memories that belong to various patients, to complete each stage in the game.
==About the Game==
''[https://nevermindgame.com/about Nevermind]'' is an indie-horror game for Windows and IOS by the development studio ''Flying Mollusk''. In the game, the human actor takes over the role of a neuro-prober and has to piece together fragments of (traumatizing) memories that belong to various patients, to complete each stage in the game.


The game supports the usage of bio-feedback through heartrate- or pulsemeasurement devices. You can play ''Nevermind'' with or without bio-feedback.
The game supports the usage of bio-feedback through heartrate- or pulsemeasurement devices. You can play ''Nevermind'' with or without bio-feedback.


===Related research approaches===
====<youtube>https://www.youtube.com/watch?v=r6b5ZMSjXT8</youtube>====
 
==Related research approaches==


====The interweaving of Game-AI and Academic AI====
====The interweaving of Game-AI and Academic AI====
According to Georgios N. Yannakakis, the Game-AI present in a game serves as an experimantation field for the Academic-AI research. For Game-AI, the focus has shifted towards the connection of game design an game technology. Game-AI should not be developed on its own, but instead be developed hand-in-hand with the overall developement of a game.
According to [[Georgios N. Yannakakis]], the Game-AI present in a game serves as an experimentation field for the Academic-AI research. For Game-AI, the focus has shifted towards the connection of game design and game technology. Game-AI should not be developed on its own, but instead be developed hand-in-hand with the overall development of a game. <ref name=":0">Yannakakis,Georgios N./Togelius,Julian: ''Artificial Intelligence and Games,'' Springer 2018. (S.15) </ref><blockquote>''"The focus has, instead, started to shift towards interweaving game design and game technology by viewing the role of AI holistically and integrating aspects of procedural content generation and player modelling within the very notion of game AI."''<ref name=":0" /></blockquote>
<ref name=":0">Yannakakis,Georgios N./Togelius,Julian: ''Artificial Intelligence and Games,'' Springer 2018. (S.15)</ref><blockquote>''"The focus has, instead, started to shift towards interweaving game design and game technology by viewing the role of AI holistically and integrating aspects of procedural content generation and player modelling within the very notion of game AI."''<ref name=":0" /></blockquote><br />
 
====Biofeedback (Experience Manager)====
Even though it's not proven that the AI managing the Biofeedback data, was developed within the game, there's a strong correlation between the storyline, consisting of traumatic experiences, and the way the AI behaves considering the players biofeedback. Similar to traumatic experiences where you get stuck and apprehensive the farther you dig, the AI uses Biofeedback to adapt the Gamespace of Nevermind to a more disturbing version when it detects negative affective arousal.
 
==Research-Relevant Topics of the Game==
 
====The ''"affective loop"''====
Yannakakis also describes the ''"affective loop".''<ref>Yannakakis,Georgios N./Togelius,Julian: ''Artificial Intelligence and Games,'' Springer 2018. (S.18)</ref> The affective loop describes the reciprocal relation between the player and the game. In ''[https://nevermindgame.com/about Nevermind]'' this is created through the bio-feedback. The game gets progressively harder, if the pulse of the player gets higher. To master the game the player must keep his cool to steady his pulse otherwise he cannot beat the game.<br />
 
====Affective Gaming====
The term "affective gaming" is used, when Gameplay is manipulated by the emotional/physiological state of the player.<ref>Gilleade KM, D. A., Allanson J (2005). "Affective videogames and modes of affective gaming: assist me, challenge me, emote me." DIGRA - digital games research association: 1-7. S.2</ref> Integrating Biofeedback in Nevermind creates an affective loop, therefore making Nevermind an affective game.
 
====Experience & Performance====
By playing a game an AI can improve a game in 2 seperate ways : Experience & Performance. An AI can play a game either '''well''' or '''believably''' (that is '''human-like''' or '''interestingly''') and can furthermore control the player character or an NPC. If an AI plays well as a player character, it can help optimizing the games ''performance'' (e.g. completing game objectives). This can help to improve the overall game design. An AI that plays well as an NPC can enhance the overall ''experience'' (e.g. difficulty levels) for the human player. This can help to create a more dynamic gameplay or improve the games balancing.<ref name=":1">Yannakakis,Georgios N./Togelius,Julian: ''Artificial Intelligence and Games,'' Springer 2018. (S.24)</ref>
 
If we now have an AI that's acting '''human-like''' while playing a game, it can create a good base for building a game that empowers realistic gameplay, game design, and an overall formidable experience for the human player.<ref name=":1" />
 
==Credits/Links==
<references />
[[Category:Games]]

Latest revision as of 15:24, 6 April 2020

About the Game

Nevermind is an indie-horror game for Windows and IOS by the development studio Flying Mollusk. In the game, the human actor takes over the role of a neuro-prober and has to piece together fragments of (traumatizing) memories that belong to various patients, to complete each stage in the game.

The game supports the usage of bio-feedback through heartrate- or pulsemeasurement devices. You can play Nevermind with or without bio-feedback.

Related research approaches

The interweaving of Game-AI and Academic AI

According to Georgios N. Yannakakis, the Game-AI present in a game serves as an experimentation field for the Academic-AI research. For Game-AI, the focus has shifted towards the connection of game design and game technology. Game-AI should not be developed on its own, but instead be developed hand-in-hand with the overall development of a game. [1]

"The focus has, instead, started to shift towards interweaving game design and game technology by viewing the role of AI holistically and integrating aspects of procedural content generation and player modelling within the very notion of game AI."[1]

Biofeedback (Experience Manager)

Even though it's not proven that the AI managing the Biofeedback data, was developed within the game, there's a strong correlation between the storyline, consisting of traumatic experiences, and the way the AI behaves considering the players biofeedback. Similar to traumatic experiences where you get stuck and apprehensive the farther you dig, the AI uses Biofeedback to adapt the Gamespace of Nevermind to a more disturbing version when it detects negative affective arousal.

Research-Relevant Topics of the Game

The "affective loop"

Yannakakis also describes the "affective loop".[2] The affective loop describes the reciprocal relation between the player and the game. In Nevermind this is created through the bio-feedback. The game gets progressively harder, if the pulse of the player gets higher. To master the game the player must keep his cool to steady his pulse otherwise he cannot beat the game.

Affective Gaming

The term "affective gaming" is used, when Gameplay is manipulated by the emotional/physiological state of the player.[3] Integrating Biofeedback in Nevermind creates an affective loop, therefore making Nevermind an affective game.

Experience & Performance

By playing a game an AI can improve a game in 2 seperate ways : Experience & Performance. An AI can play a game either well or believably (that is human-like or interestingly) and can furthermore control the player character or an NPC. If an AI plays well as a player character, it can help optimizing the games performance (e.g. completing game objectives). This can help to improve the overall game design. An AI that plays well as an NPC can enhance the overall experience (e.g. difficulty levels) for the human player. This can help to create a more dynamic gameplay or improve the games balancing.[4]

If we now have an AI that's acting human-like while playing a game, it can create a good base for building a game that empowers realistic gameplay, game design, and an overall formidable experience for the human player.[4]

Credits/Links

  1. 1.0 1.1 Yannakakis,Georgios N./Togelius,Julian: Artificial Intelligence and Games, Springer 2018. (S.15)
  2. Yannakakis,Georgios N./Togelius,Julian: Artificial Intelligence and Games, Springer 2018. (S.18)
  3. Gilleade KM, D. A., Allanson J (2005). "Affective videogames and modes of affective gaming: assist me, challenge me, emote me." DIGRA - digital games research association: 1-7. S.2
  4. 4.0 4.1 Yannakakis,Georgios N./Togelius,Julian: Artificial Intelligence and Games, Springer 2018. (S.24)
Cookies help us deliver our services. By using our services, you agree to our use of cookies.