Invasive Gameplay. A possibly efficient concept?

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Divinegon

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Dec 12, 2007
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Edit: Seems I got the term wrong. The correct name of this kind of concept is game invasion, not immersion.

As I took my usual hourly browse on Gametrailers, I noticed a trailer for a game named "Nanashi No Game" (http://www.gametrailers.com/game/6698.html) with the somewhat catchy phrase "What will you do when a video game starts to haunt your reality?". Apparently the premise is as such: Japan again finds itself being the habitat of another cursed media like item that kills anyone who comes upon it. Oddly enough, this item is an 8-bit Final Fantasyesque game. Since our character ends up playing it as well (As every protagonist in this kind of plot does), he finds the world around him to suddenly morph around events of the game as he progresses in it.

When I first saw the trailer, I was hopeful it actually affected events in your real life (Not in a "you are going to die" away but more softcorish) as I thought it was hinted at with the cellphone ring at the beginning of the second trailer. It wasn't the case for this game but I began to recall any game that used this kind of gameplay. Sadly, the only one I can bring my mind to is one The Escapist talked about previously, where you played as a detective but actually received real e-mails from game characters.
Even games that use viral methods seem to be scarce. Actually, one game people maybe don't recognize as a viral one is "Animal Cross: Wild World" for the Nintendo DS. Thanks to its wireless capabilities, it has extremely good potential with distributing unknown information through out players by use of things such as Contact Mode to pass on messages in bottles to a passerby who might be playing the game at the same time or even citizens of your village moving out and gloating about you to another player's town. Nintendo also uses this to send letters to each player through out the year.
Heck, even "Boktai: The Sun is in your Hand" used real life immersion by making you play in the sun and loathe the night wherever you lived.

We see games that request the gamer's physical participation (Mostly known as the Wii gimmick) but not tapping into one's real life, making use of it to manipulate the game or vice-versa.
Which I find odd in this age, where the Internet is becoming more widely used in a wide array of games. Is it too complicated? Too risky? Maybe people might think it is an intrusion to their privacy or are afraid that someone with mental issues might actually be negatively affected by a game that blurs the line between reality and fantasy.

Are real life immersing games a healthy and profitable idea? Could it be a good alternative to the so wished Virtual Reality concept? A Reality Immersion game, so should you call it?

If you could talk about other examples you found and admired or if you don't approve this whole idea whatsoever (Or even if you didn't get any of this at all), then please do so. At least it gives this thread a line of argument after this small essay.
 

PedroSteckecilo

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Feb 7, 2008
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I've heard of a game called The Missing that'll send you E-mails and other freaky shit to immerse you in the mystery. Don't know how good it actually is though.
 

Leorex

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Jun 4, 2008
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yah, they need the friend code to be a opt-in/out thing because that suckes.
 

HannesPascal

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The agency is supposed to send text messages to your cellphone when something happends. But it some time before it's even going to be released.
 

Divinegon

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Xwii and Leorex: Talking about AC:WW and if it was good or not isn't the point of this thread. I mentioned it as an example of viral use in games.

Pedro: Might be the game I didn't know the title of. I actually feel more compelled to play a game when I notice it uses aspects of my life for its own gain. Another example I can think of as well is Metal Gear Solid and Psycho Mantis with dual shock trembling, the memory card reading and the control entry switching. It is an odd sensation to realize the game acknowledges your presence and turns you into the protagonist of the game instead of the character you are controlling.
 

wordsmith

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May 1, 2008
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*attempts to remember the name of the game...nope* I used to play an online rpgesque (not a MMORPG, single player but browser based) game, forget the name at the moment. It used to send emails to your email account ([email protected] or whatever) if someone had info or a quest for you, and you could email the characters back for more information or tips... Sorry but I can't recall the name...
 

Divinegon

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How did that work? Would you simply reply back, content of the message not being important, and you would get the information or you needed to specifically write something for the game to recognize your request?
 

wordsmith

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it picked up on keywords such as certain characters names. the email would be something like

"I got a strange email from an anonomous address, you need to come into the office"

your reply could be something like

"I need you to check [character]'s background/computer usage/home address etc. for me", and the system would pick up words like "Character name" and "background" and do it. If nothing was found or you asked for thier favourite mouseketeer or w/ever, the email would come back "sorry [your name], I looked for [request], but I found nothing..."
 

stompy

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wordsmith said:
it picked up on keywords such as certain characters names. the email would be something like

"I got a strange email from an anonomous address, you need to come into the office"

your reply could be something like

"I need you to check [character]'s background/computer usage/home address etc. for me", and the system would pick up words like "Character name" and "background" and do it. If nothing was found or you asked for thier favourite mouseketeer or w/ever, the email would come back "sorry [your name], I looked for [request], but I found nothing..."
Neat idea.

Anyways, I think that real-world interaction is an interesting premise, but I'd kinda like to keep the two seperate. Why? 'Cos they'll get me...**dons tin-foil hat**
 

BlazeTheVampire

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May 14, 2008
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How immersible are we talking here? There's a fine line between emails or texts from the game and, say, a virtual reality game where the player is actually in the game world. I think the e-mail and text level of immersion is almost too much for someone in this day and age. I mean, we have school, or work, or church, or club meetings, and it's difficult to handle something to that extent while leading an actual life. I can only imagine sitting in a class and having the game text me with something important in game that I need to take care of: well, I have important things in real life I need to take care of as well, and for a game to be that demanding on one's free time would only lead to more seclusion from society on behalf of the player. Things will start off with one or two emails or texts, but soon it will lead to a game where the player is constantly in contact with the game via cellphones and other technology, and I can't see that as being good for the individual.
 

wordsmith

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no, it's not "I need you here in the next 10 mins or *phail*", it's "I need you to come and have a look at this", then next time you logged in the character would continue the plot. It didn't matter if you went on 30 seconds or 30 days after the email, and you would only get the initial email plus ones that you asked for (information/ideas). You can still turn around at the end of the day and say "right, that's enough for today/this period of time, I'll leave it".
 

Whoracle

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Jan 7, 2008
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The problem as I see it is the level of immersion.
A couple o' years back some guys in Hamburg thought that LARPing was too infrequent, so they started a kind of "assassination game" that went like this: You got a polaroid of your target, a polaroid camera, and went on hunting. You tried to find the target, and then set up elaborate fake traps for them in order to "eliminate" them. If, for example, you realized that your victim was driving the same bus to work everyday, you could plant a backpack under his seat or the like, take a polaroid of him, go off the bus and phone the gamemasters, who then in turn would phone the victim, asking "is there a backpack below you?" - "Yep." - "Well, you're dead."

Funny premise, but some guys got a bit addicted to it, and played for a longer time (about 6 months or so, if I recall correctly)... You can't imagine how paranoid they got.

My point is, the level of immersion has to be calculated so differently for each and every user that it would be impossible to implement in any meaningful way, except as a gimmick...
 

Pyro Paul

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Dec 7, 2007
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This isn't Immersive game play...
this is Invasive game play...


Immersive gameplay makes you feel for the charicter or events happening. Theif, Resident evil, a couple of RPGs, several first person shooters... you become immersed in the game and react outside of the game as if you had the options you have in the game.

Invasive Gameplay is what you are thinking about. the first game to really do this is Metal Gear Solid for PS1, where Psychomantis acctually talks about the other games in your save card. invasive game play reaches out to you outside of the game, and although that is appealing to some, it is rather annoying to most. if i wanted to close the stupid game to read an email on how to open the next door then i wouldn't of opened the game in the first place.
 

Alex_P

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Mar 27, 2008
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EA tried this kind of "invasive" play (I agree that "immersion" is a bad term here) back in 2001 with Majestic, some kind of conspiracy-centric ARG. They advertised in gamer magazines and hired real voice actors and it was a subscription service. It kinda died after a while.

-- Alex
 

Alex_P

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Whoracle said:
Funny premise, but some guys got a bit addicted to it, and played for a longer time (about 6 months or so, if I recall correctly)... You can't imagine how paranoid they got.
Three words:

Stanford. Prison. Experiment.

-- Alex
 

BlazeTheVampire

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wordsmith said:
no, it's not "I need you here in the next 10 mins or *phail*", it's "I need you to come and have a look at this", then next time you logged in the character would continue the plot. It didn't matter if you went on 30 seconds or 30 days after the email, and you would only get the initial email plus ones that you asked for (information/ideas). You can still turn around at the end of the day and say "right, that's enough for today/this period of time, I'll leave it".
I realize that what you're talking about is what you guys are considering for the present time, but my point wasn't the present, it was the future. I said at the end that it'll start off slow, but as Whoracle stated, things get taken to the extreme. I've no doubt that with more invasive gaming (thanks Pyro, I doubted the validity of "immersion" myself) being put on the market, it too will be taken to an extreme.
 

errorfied

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I personally can't wait for something like this. It's a bit like the MMOG. There were lots of failed attempts to get it right, but once they perfected it, it became one of the biggest genres around.

I don't think you'd have problems with the actual invasive play, you'd probably have the real problems with actually thinking of a plot which could allow for a great number of players to be playing the same game at the same time without all simultaneously revealing to each other how it works, etc.
 

Divinegon

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Alright, I'll change the thread's title to suit the theme more appropriately. Thanks for telling the actual name of what I'm describing.

With the EA attempt of a game like that: Maybe it failed because it was a subscription service? Along with being done by EA?

Whoracle: Agreed, to a certain point. You showed a non videogame example, which makes me wonder how it would go with a game that has limits and an end. Plus, I do agree it'd be hard to guess how much immersion/invasiveness could be implemented (as shown through the various opinions through out this thread) but I would suppose it just is a simple question of playing it or not, like any other game if you like or dislike the concepts being applied in it.


More so, if people would be willing to accept this concept despite it's annoyances, couldn't it have potential for real life social gathering with people other than friends? Like in Boktai(as previously mentioned), it actually made you go to sunny places, most times having to go outside your home to play it and thus you'd bring yourself to experience outside environments instead of being inside your home playing the game.
Of course, I can't think of a clear example on how to apply it. I get some small ideas here and there, but I'm no game developer.
 

Alex_P

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Divinegon said:
With the EA attempt of a game like that: Maybe it failed because it was a subscription service? Along with being done by EA?
Supposedly 9-11 contributed, too. Majestic was the name. Look it up. There's bound to be some player reviews and design diaries and announcements and stuff online. The details kinda bore me, so I don't really know much about it.

For a similar thing used as a marketing vehicle, see "I Love Bees."

-- Alex