Nevermind: Difference between revisions
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== 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. | ''[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. | ||
<youtube>https://www.youtube.com/watch?v=r6b5ZMSjXT8</youtube> | |||
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==Related research approaches== | ==Related research approaches== |
Revision as of 21:39, 15 March 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 experimantation 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 developement 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 negativ 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.