The “professional deformity” of a game developer is to try to read game design principles into everything: a few weeks ago at a hockey game I spent more time looking at the presentation of the game than the play itself (I was trying to decide if impact sensors in the boards could trigger flashes in the arena lights to help “sell” some of the harder hits…). That same week I was reading about some of the scientific basis for art and aesthetics, both online and in Jonah Lehrer’s “Proust Was a Neuroscientist”, and trying to apply that back to games.
There’s an overwhelming amount of material to try to synthesize into any real theory, so I’m just going to summarize/link to some of it and speculate wildly away!
Character Design
The most recognizable video game characters are always stylized and exaggerated to some degree. Lara Croft is often used as an example for what V.S. Ramachandran calls the “peak shift” effect or “ultra-normal stimuli”. She’s produced by extrapolating from normal to beautiful and then even further into a caricaturization space. Marcus Fenix and Kratos are similar hyper-masculine extrapolations.
Disney has known this all along and codified it into their 12 principles of animation. Their stylized characters not only stay clear of the uncanny valley but they also convey emotion and life better than a strictly realistic character can: “L’exactitude, ce n’est pas la vérité”.
Game Controls
Watching somebody perform an action seems to trigger the same motor parts of our brain that performing it ourselves does. These “Mirror neurons” seem to be tied to learning, empathy and language. Are they also related to our ability to feel embodied in a 3rd person avatar? These neurons are found in the parts of the brain associated with sensory guidance, navigation and control, so potentially the part of our brain that allows us to enjoy watching dancers also allows us to enjoy watching an avatar on a screen. Is it a fluke of the brains plasticity that allows us to trick our brains into thinking we are embodied this way? If so, what does that tell us about control scheme design?
Control schemes seem to be more satisfying when the player’s controller actions reflect the desired character action. Shooting actions should normally be on the triggers to reflect the action of firing a gun, which isn’t a big surprise. It’s the control-stick movements in games that are more interesting: the QTE events in God of War, the moves and combos in Devil May Cry and Street Fighter. Twirling the sticks, shaking the sticks or pushing them directionally usually reflects your desired action, and I think that’s part of what makes them memorable and satisfying.
Aside: I went back to Hofstadter’s “I Am A Strange Loop” hoping for a reference to how these neurons might relate to consciousness based on his love for mirrors and recursion, but I couldn’t find anything. I suspect that the question of how we invest a sense of self into an avatar’s body is hugely dependent on the mystery of how we’re conscious of our own bodies.
Anticipation
Mirror neurons also seem to be involved in the anticipation of other people’s actions and understanding actions. Leonard Meyer believed that anticipation and expectation was key to appreciating music, it’s also another one of the 12 principles of animation. In particular, both Meyer and the Nine Old Men at Disney comment on the shock that comes if the anticipated result doesn’t happen.
Eric Williams talks about the importance of anticipation in combat animation timing: he calls it out as one of the most important parts of the move and says that it “sticks in your brain”. Anticipation is also the reason that hit pauses work: Slow downs give you more time to see an action in progress and to anticipate the consequences. I’m wondering though if hit pauses are also so effective in “selling” a hit because of the disruption in time and speed– we have natural expectations about the flow of time and a sudden pause is somewhat jarring. They’re the equivalent of a discordant note and the anxiety they induce is associated with the on-screen violence.