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ABSTRACT

Realism vs Surprise and Coherence: Different Aspect of Playability in Computer Games

Xavier Retaux & Juliette Rouchier

In that paper, we address the issue of realism in aesthetic in computer games, and try to evaluate its importance in regard to different element of playability that generate pleasure. This question enables us to create a typology delimitating between different types of gamers, since the population is not homogenous in terms of aesthetic expectations.

A common point of view in the critic of games is to over-emphasise the progress that are made in image and movements of the character in games, or to appreciate the ability to stick to some external reality in the scenarios. This positive evaluation can be found in game developers journals as well as in gamers publications.

What we demonstrate, mainly through the analysis of surveys among Quake players and observations of their activity during lan-party, is that players are driven by multi-dimensional pleasures in games, and that realism is far from being enough to enjoy. The main qualities in a game's universe can be described as "a change of scenery" in different ways: the senses must be surprised (by sounds as much as images), there must be a cognitive challenge in the discovery of the laws of the universe (some laws are implicit and require training, like being able to evaluate if one can jump across a given river), social life must be slightly complex and, if possible, rewarding, emotions can be unusual, strong, or unusually associated.

What the surveys show is that, in the first place, players are usually attracted to games where aesthetic is a success. But that aspect is interesting only for a short time: as soon as performance starts to be at the centre of plaing, what turns out to be important are the ability for the game to generate emotions on a regular basis, and to be used as a benchmark to evaluate and compare progress. Depending on the implication of the player, the interest switches from realism in aesthetic to the research of a game which is adapted, or a least adaptable, to the task. During Lan-Party, experimented players parametrized Quake not to get the best possible realism but to obtain the maximum speed, precision and clarity. Then the universe has to display a certain form of coherence in driving feelings related to the challenges that are at stake.

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