Tuesday, 5 February 2013

Mirror's Edge references

Light has become a crucial element within video game design over the last decade. It is an asset which can produce visual and emotional immersive experiences. (Magy, S, 2007) As technology has advanced within the video game industry, the way in which light is used has evolved considerably, making it possible to produce realistic environments and emotionally atmospheric experiences. Some games utilize the concept of light as not only a visual or emotional asset, but also as a crucial game play mechanic. How light or shadow is physically used by the player to progress through the events in the narrative.(Magy, S, 2007) The following studies will highlight 4 games that use light and shadow in alternative ways.

Mirrors Edge (DICE, 2008) brought an innovative new structure to the way we play first person shooters. Unlike its other predecessors such as Battlefield (DICE, 2008) and Medal of Honor (DICE, 2010), Mirrors Edge (DICE, 2008) had a new method to represent the FPS genre by using a 'Free Running' concept. The unique genre created a change in how FPS games are usually built and designed. The game has one a variety of prestigious awards for it's innovation in design alongside achievements in unique lighting methods and environment concepts. (DICE.SE, 2008) A standard FPS game would consist of the similar primary components, defensive or offensive missions as well as close quarter combat and limited environmental exploration. The new concept of 'Free Running' created a different style of FPS game play, where the player was no longer constricted from their environment, but now free and able to choose their own path with whatever situation is presented to them. (VanOrd, 2008) The idea of being 'free' or having 'freedom' in Mirrors Edge (DICE, 2008) is a huge primary focus within the aesthetic game design and narrative. The main female protagonist, Faith is known as a 'runner' who delivers and relays important messages across a city. Her duty as a runner is to protect her messages from the outside world, the government and it's officials. Using the city skyscraper rooftops, subway stations and harbors to conceal her actions and make hasty deliveries. The vast environmental design gives Faith the options to choose her own routes of travel as well as methods of escape and counterattack. (DICE, SE, 2008) The variety of constructions, buildings and assets create a diverse playground in which the player has the freedom to make their own decisions when forging a route. The actual game play does not require a weapon to succeed, as the concept of 'escape' and freedom is the most utilized mechanic. Although the game does not punish you for using weapons, it influences you to make efficient and hasty decisions, that create little or no chaos. (VanOrd, 2008)

The way in which light is represent in Mirrors Edge (DICE, 2008) is unique to it's genre and captures an invigorating sense of immersion. The environments are constructed to give players the choice of their exploration and give them the 'freedom' to act as they wish. Whether it is to confront enemies with weapons, or hastily escape, the environment is created to give the player that sense freedom in that world and how they would react in a given situation. (VanOrd, 2008)  To convey the emotion associated with freedom, light is used very innovatively in the environmental design. The landscapes are vast and every structure is bleached with a pure white glow, illuminated by the bright blue sky and scorching sun. As the player primarily plays on top of tall buildings, they are closely connected to the vastness of the sky. Giving the players the pleasure of seeing the entire world and all the areas in which they can explore, produces that true emotion of freedom. (Harper, J, 2012) As previously stated, the human connection with the sun and sky is a spiritual comfort. The sun brings warmth, light and growth, enabling us to feel invigorated and 'free'. (Mead, 2008) The study of these emotions associated with light are used considerably well within designing atmosphere and emotion in the game.  There is little use of darkness in Mirrors Edge (DICE, 2008) as this concept eradicates that sense of being free. Darkness disables sight, disables colour and limits the emotions associated with light. Even in slightly enclosed spaces, there are many methods of lighting shadow that make the environment appear less constricting. In the visual style of the game, it also uses light to represent colour in all scenarios of the game play. (Harper, J, 2012) Areas of interest and importance are highlight in bold colours that are illuminated with specific lighting methods. (Slideshare, 2008) Various techniques such as bounced light, bleeding and transparency are all utilized to produce realistic and visually captivating spaces. (Slideshare, 2008)

Using light to portray atmosphere and generate emotion is a key method when making games more immersive. Although aesthetically the visual style of Mirrors Edge (DICE, 2008) is well constructed with the detailed graphics, the way in which light is physically seen combines and compliments the way in which players become immersed. (Harper, J, 2012) Visually seeing the light and how well it makes the game look is one important element when creating realism in modern games, but where light is used to also generate emotion that compliments that visual style is what really captivates players. Feeling freedom as well as seeing freedom in Mirrors Edge (DICE, 2008) is what makes it so unique and heart warming.




Bibliography:


Magy Seif El-Nasr (2007) Game Studies - Dynamic Lighting for Tension in Games. [online] Available at: http://gamestudies.org/0701/articles/elnasr_niedenthal_knez_almeida_zupko [Accessed: 13 Feb 2013].

EA DICE (2008) Mirrors Edge [video game] Microsoft Xbox 360 and Sony Playstation 3

Dice.se (2008) » Mirror’s Edge. [online] Available at: http://dice.se/games/mirrors-edge/ [Accessed: 13 Feb 2013].

VanOrd, K (2008) Mirror's Edge Review. [online] Available at: http://uk.gamespot.com/mirrors-edge/reviews/mirrors-edge-review-6200863/ [Accessed: 13 Feb 2013].

Mead, J. (2008) Step Up Religion, How and why do Hindus and Sikhs celebrate Divali?. Evans Brothers Limited.


Harper, J. (2012) Game Lens #1: Mirror's Edge - Rocket Chainsaw. [online] Available at: http://www.rocketchainsaw.com.au/game-lens-1-mirrors-edge/ [Accessed: 13 Feb 2013].

Slideshare.net (2010) The Unique Lighting of Mirror's Edge. [online] Available at: http://www.slideshare.net/DICEStudio/henrikgdc09-compat [Accessed: 13 Feb 2013].

No comments:

Post a Comment