Wednesday, 27 February 2013

Controversial: The game




Remember the days when all video games were happy, not violent, jumping puzzle games in which non of the pixels ever suggestively rubbed against each other in an effort to access the inside of every 12 year old mind ? of course you don't. Video games since the dawn of the Atari 2600 have always attempted something controversial, from General Custer's love for Indian women and cacti to the Russian's love of gunning down innocent civilians at an airport, because if one person get boollet, everyperson get boollet. Games are always running a-muck with fresh new ways to slap the ol' media press in the buttocks with a towel before trying to make an excuse for themselves when they go complain to the coach about how much games are ruining the team.

The main point of this post (and all it's awful jokes) is to bring up the point the media will never ever shut-up about. Controversy. And all the wonderful free promotion that the press give it for containing a near rape scene that was in actual fact, merely a simple misunderstood strangulation of a young British girl. But the controversy I plan on talking about is the holy smoking bullet wholes left in the skimpy corpses of battle action nun squad by the bald mist. Also know as Hitman absolution's trailer.

The trailer see's a team of highly trained jehovah's strippers attempting to gun down our favorite bald, chicken suit wearing killer by using a whole arsenal of pointless guns. Yet I am the only one who noticed a severe lack of holy hand grenades. The trailer obviously generates controversy from not only having a big white man shooting poor nun's, but also putting the poor nun's in highly leather clothes and swapping out their bibles for guns. Since the media obviously hates any form of anything and immediately  needs to point it out, they seemed to notice this trailer quite quickly and jumped on the poor hitman nun-wagon, for all the reasons I mentioned before, Women being killed, Big scary man doing it, Nun's being killed, Strippers being killed, The game not being very good, That part of the game being really boring and having a lack of agent 47 in nun clothes.

It was all quite silly in the long run, bringing up things that mean too much in today's world. And yet again the media try and fill the void before the next annual suing of the Grand Theft Auto. Before everyone ignores it and buys it anyway.

Monday, 14 January 2013

Character bio- Marvin


The story of Marvin The only Automated Marketer Bot is a short, simple and relatively sad one, and it goes like this; Many years ago, the large,once incredibly successful company: "BoxBots Builders And Technical Manufacturers" 
was a wealthy thriving company, producing hundreds of different forms of work related robots, from telephones to street lights, everything was in relatively high demand at the time, things were going so well for the company that they decided to use their profits to create, solely in opinion one of their best robots ever:  "The Automated  Marketer Marvel Bot", a robot designed to recreate anything on a video in it's system whilst simultaneously; playing the information. The company had so much faith that this new design would bring them vast fortune, they sunk their money into producing thousands, and when the bots were released and shipped, they were bought up like a storm. For 2 years the bots were produced and used widely across the country, that is until the costumers noticed a flaw; the robots re-enacted anything in the clip you put into it.. Even violent ones, BoxBots was sued for the high amount of vandalism and deaths caused by this simple error, as sick people were filling these marketing bots up with gory films and watching them go to work. When the suing first occurred, BoxBots had produced one last line of Auto Marketer Bots, and in this last line was Marvin, the line was shipped and went to work as the company slowly got into more and more in-debt and eventually it was decided, only a year after Marvin's line had been shipped, BoxBots was bankrupt..
                                                                                                  In one last fit of desperation to try fix what they had broken, the dead company ordered for all models of The Automated Marketer Bot to be brought to their now condemned Warehouses and terminated. This was effective immediately. Marvin, along with every other single one of his kind were brought back to the warehouses in which they first arrived to do their duty, were heard one last message of apology and then a series of electromagnetic pluses tore through the circuitry of  thousands of artificial lives, Including that of Marvin, and the line of the Auto Marketer bot fell into a pile of useless scrap.
                                                                                                    As the years went by the rust began to set on the bodies of the robots, the oldest ones went first becoming nothing but useless cracked red metal and as the line went up the robot parts would become more salvageable. It took a very cleaver group to notice this and it took them even longer to find where the last produced line of the marketing bots lay and headed there in search of good quality scrap, what they found, under the biggest pile of the robots was one very dirty, very rusty, very fixable model. Marvin was pulled out of the wreckage of his kin and a few hours and personality and emotion upgrades later, for the first time in what seemed like years; woke up, and realized it. His mind was scrambled, his joints were stiff and he'd never felt more joy then when he did hugging in a very dopey, unknowing manner the people who had brought him back and gave him a chance. A chance to actually be alive.

Basic statistics
name 

The Automated  Marketer Marvel Bot 

alias 
Marvin (Given to him by his companions)

height 
5'10"

weight
160 LBs (Give or take a few) 

sex 
A robot with neither sex, but can forcefully have the characteristics of either when given a tape to play, but is referred to as a male  

Eye colour
A blank TV screen that plays video 

hair colour 
No hair

glasses or contact lenses 
Neither, Marvin has a TV screen a face 

nationality
Made in Rocourt  

skin colour 
Worn Gray metal 

shape of face
Square 

Distinguishing features 
clothing 
Marvin wears a slightly damaged stripy tie and carries a satchel full of tapes with him 

mannerisms 
Although Marvin cannot freely speak by himself and can only do so when he's playing some form of video clip in which his programming takes over forces him to act what it feels is suitable, however when not doing this function, Marvin acts in very exaggerated movements and uses small doses of clips to communicate to others, example; when Marvin is very happy he'll appear very giddy, jump around allot and flail and clap his hands and arms. 

health 
Marvin is part of a series of robots that became obsolete and as a result Marvin's parts haven't been tuned up and have become rusted and old, he often needs to oil his parts and has a constant chug in his idle stance, he also requires recharge, which is achieved by plugging in his power cord or putting in new batteries.   

habits 
Marvin has a habit of over reacting to situations and making fairly annoying noises without noticing 

hobbies 
Collects movies 

favourite sayings 
Marvin doesn't have any favourite sayings as he doesn't have the ability to speak words, but he enjoys beeping.

voice 
Marvin speaks with high pitched beeps and can play any audio that is placed into his inputs.

walking style 
Having only one wheel for movement, Marvin can 'run' relatively quickly when he wishes or needs to, but commonly he simply just chugs along at a pace faster then that of normal walking. 

disabilities 
Since Marvin is an out-of-date model, his parts have become rusted which hinders his movement on occasion. His programming is another huge hinder, as it can take full control of Marvin and stop him from doing what he wishes. 


characters greatest flaw 
Marvin's greatest flaw just so happens to be the very reason he was built, Marvin loses all control over his actions when he plays a video for either a long period of time or whether he chooses to not resist it , the programming takes him over and try's it's best to come up with suitable actions and motions for Marvin to do to go with whatever the clip is saying or showing. This was a way for "The Automated  Marketer Marvel Bots" to sell whatever products they had too, as a video would play on the bot itself talking about the product, whilst the bot tested the product, unfortunately the bots would also act out any other media placed into them, which could make the bots potentially dangerous. 


characters best quality
Marvin's best quality is the extreme loyalty he has for his companions that re-booted him and created him to work and act on his own free will, he will gladly help them in anyway they ask. And thankfully; Marvin carries around tapes of movies and many medical advice videos, making Marvin's TV head and extreme friendliness his best quality  

Social characteristics 
hometown 
BoxBots Builders And Technical Manufacturers (Main warehouse in Rocourt) 

Current residents 
Traveling 

occupation 
Marketing and the selling of goods

income 
Marvin is a robot who before being given his current personality didn't realize you could get paid for work, but he has no need for money or income 

talents skills 
Marvin is very fast due to his wheel, and can also be very helpful as a source of entertainment or useful help, and in most desperate times; Marvin can be used as a light. 

family status 
Being one of the only bots still functioning of his kind, Marvin has made the ones he is companions with his family, putting all trust into them and being constantly friendly and as helpful as he can.

character as a child 
Marvin was always the age he is now but when he was active he was just like every other one of the bots like him, no personality and only being controlled by the programming.

character as an adult
After being re-booted and given the ability to think and have emotion and a mind, Marvin wishes to never go back to what he previously was, although the programming still  permanently remains in his hardware Marvin tries his best to fight it and as a result he can play certain videos without having to act them, but sometimes he lets the hardware do what it wishes, as it can prove to be a help at certain points.

Attributes and Attitude 
educational background 
Marvin was programmed to be nothing but a soul-less piece of machinery with minor intelligence and education, but since receiving a personality Marvin has learned how to feel emotion and think for himself. And as a result, he's gotten smarter then he once was.

intelligence level 
Again, Marvin was programmed to be nothing but a TV on legs who could preform actions, but as of now he's become more aware, but he most certainly doesn't know what everything is.

characters goals 
Marvin's only current goal is to help the one he calls "friends" in any way he can to try and re-pay them for what they did for him, and will go to great lengths to show this.

self esteem 
Marvin thinks and acts very extravagantly, thinking things are worse then they actually are most of the time and also making his emotions bigger, but on a whole; he's far too happy to care what other people besides from his friends think of him. 

confidence 
Marvin is a naturally frightened person when in the face of danger, but is willing to put that fear aside when necessarily, he has also been know to have huge bursts of confidence when situations look bleak.

emotional state 
Marvin is quite content with his current situation and problems, just as long as people he's come to love are by his side,
but the programming that rules his head still bothers him even when it manages to help out a situation. 

Emotional characteristics 
motivation 
Marvin's main reason to keep going, even though he knows where he came from and how there's possibly no others like him in the world, is to make sure his friends lives never become as horrendous as what he went though, and wants to show constant acts of kindness towards them not matter the cost.
happiness 
Marvin is possibly at his happiest when he's appreciated for the great efforts he goes to to help, and is all-round very happy and rarely sad or upset. 

relationships 
Marvin has built the strongest relationship he can manage with his friends who rebooted him and gave him a chance at life,  
he has come to learn love towards every member and although sometimes he can appear clingy, his artificial heart is always in the right place. He also dislikes most of whom dislike. 

fear 
Marvin most fears going back to what he once was, as well as heights and large creatures. 

introvert extrovert
Marvin's personality is extraordinarily extrovert, Often making a scene when he feels even small amounts of emotion in his systems, being new to emotions he's proud of them and as a result; he likes to put them on display, the only one this doesn't normally count for is sadness, Marvin  has learn't to keep that emotion at bay as he deals with it everyday, always forever knowing what happened to his kin. He tries to forget that but can't delete the memory as he doesn't have that function. He also gets extremely when ever he see's anyone of his friends, often hugging them.


Spiritual characteristics
Marvin believes in no gods or deities,  as he doesn't need anything like that as spiritual things have no purpose to him
currently given the situation.


Characters involvement in this story 
archetype 
The Fool 

Timeline 
-Marvin is manufactured in what will be known as the last line of "The Automated  Marketer Marvel Bot" 
-Marvin is then shipped out from the main BoxBots Builders And Technical Manufacturers HQ in Rocourt to a warehouse located on the opposite side of the country  
-Marvin is sold begins work selling products as BoxBot faces financial worries
-A year passes and BoxBots Builders And Technical Manufacturers becomes bankrupt, placing an order to reposes all manufactured robots
- Marvin and the rest of the Automated  Marketer Marvel Bots are repossessed and taken to all (now condemned) BoxBot workshops (warehouses) 
-An electromagnetic plus is sent out within the warehouses, terminating the robots, Marvin was in one of the warehouses and is terminated along with the other robots.
- Years pass, the piles of robots begin to rust and deteriorate 
-People passing through the warehouse find Marvin in a fixable condition 
-Marvin is fixed and re-booted with a personality in his coding 


environment
Marvin is not too in-tuned with the environment around him and has to constantly learn about it as he goes, finding new things to help on the journey and sometimes finding tapes (mainly security tapes), Marvin is good in the environment for lighting the way if need be and applying some forms of advice with his tapes. He's also fiercely loyal, even if he messes up trying to prove that. 

Concept art





My my I'm getting fun at this 

Tuesday, 8 January 2013

The Fool- Wheatly; Character Bio

Basic statistics
name 
Aperture Science Intelligence Dampening Core 

alias 
Wheatly (Presumably given to him by himself)

height 
50cm high

weight
About the weight of a bowling ball
sex 
Male programming

Eye colour
Blue

hair colour 
No hair

glasses or contact lenses 
Neither, Wheatly simply has one big robotic eye

nationality
British

skin colour 
Worn out whit painted metal

shape of face
Round
Distinguishing features 
clothing 
Wheatly doesn't wear clothing

mannerisms 
Wheatly speaks in a very happy fast paced style of talking while in his core form, but then speaks with a very demanding and commanding style in the second half of the game and raising his voice becomes normal for him to do.

health 
Floating in space

habits 
Interrupting and coming up with very bad plans

hobbies 
UN-know 

favourite sayings 
Wheatly has no sayings that he commonly uses, he only talks commonly about the facility

voice 
Wheatly has a very strong west English accent 

walking style 
Wheatly can't walk on his own but constantly fidgets looking around while being held

disabilities 
Wheatly can't move anywhere without being carried when not on his management rail and when on his management rail and when in the robot body he can still only go to certain places. Wheatly is also not a strong thinker.


characters greatest flaw 
Wheatly's greatest flaw is either his inability to think things through properly due to design or his very weak mind being easily corrupted when presented with power.


characters best qualityWheatly (during the first half of the game) Is very loyal to the main character, quickly befriending her and always wanting to help her out and think of plans (despite them not being very full proof)

Social characteristics 
hometown 
Aperture Science laboratories (located in upper Michigan)

Current residents 
Space

occupation 
Intelligence Dampening Sphere,But who's current job see's him over-looking all the humans in the Extended Relaxation Center
income 
Wheatly doesn't earn pay or need it as he's a robot programmed to work at Aperture

talents skills 
Wheatly has a flash light attachment used to light dark areas and also fancies himself of a-bit of a hacker (but can't do it what-so-ever), he can also be plugged into walls to open doors and panels.

family status 
Wheatly doesn't have a family

character as a child 
Wheatly was made an adult but his early life saw him attached to GLaDOS as a way to make sure she couldn't create too smart an idea.

character as an adult
Present Wheatly is in charge of over-seeing the humans in permanent relaxation until he ends up following Chell and going mad with power.

Attributes and Attitude 
educational background 
Wheatly was programmed to be the "dumbest moron who ever lived" who's one sole purpose in life is to generate bad ideas and not think ahead.

intelligence level 
Again, Wheatly was programmed to be stupid and nothing else.

characters goals 
Wheatly wants to escape with the main protagonist in the beginning and then ends up simply wanting to test

self esteem 
Wheatly doesn't see how stupid he really is and actually thinks he's fairly cleaver but when told otherwise he gets very defensive.

confidence 
Wheatly is quite confident when not in the face of danger, but when danger is present he becomes very afraid and looses all confidence.

emotional stateWheatly is ruled by terrible logic and lives to make bad ideas that he thinks is good.
Emotional characteristics 
motivation 
Wheatly wants to escape with Chell but then he becomes insane and wants nothing more then to capture Chell for testing

happiness 
Wheatly is happiest when successfully helping Chell, in the second half he's most happy when a test is complete 

relationships 
Chell is Wheatly's only friend and GLaDOS his only enemy, The second half he see's them both as enemies.

fear 
Wheatly is scared of heights, doing anything his programmers told him not to do, GLaDOS and being killed.

introvert extrovert
Wheatly has a very extrovert personality often blurting out in-front of everyone how he feels and his views 

Spiritual characteristics
Wheatly is a robot programmed to only think about what he has been programmed to do, he doesn't believe in a faith because he's not programmed to.





Characters invol
vement in this story 
archetype 
The Fool 

Timeline 
-Wheatly was created and activated before the genocide of all the scientist by GLaDOS
-Wheatly was then fitted to GLaDOS to stop her from becoming too smart, it failed
-The scientist are all killed apart from Doug rattman and Wheatly hid in storage
-Wheatly was then brought out of storage by more robots and put in charge of attending to the sleeping humans
-Wheatly grew concerned about the state of the reactor and woke Chell to try and get them to both escape 

environment
Wheatly in the first part of the game is presented as a guide to Chell, knowing allot about the facility and not being afraid of any of it, however in the second half of the game when he is given complete control over the environment, it quickly turns him mad with power and corrupts him

Monday, 7 January 2013

Archetypes

This is a merely quick post just to give you some examples of Archetypes, If you don't know what that word means why not look it up ? I'm far too busy to tell you. But I still Love you, now have some bullet points:
The Hero
Ezio- Assassin's creed 2
 -Good fighter
-Quick thinker
-Very Loyal
-Brave
-Fighting for a cause

Bill- Left 4 Dead
-Heroic
-Brave
-A Leader
-Cleaver
-Wants to save his friends (Loyal)
The Shadow
Dr Eggman- Sonic The Hedgehog
-Cares only for what he wants
-Has an army
-Selfish
-Evil
-Merciful

Oracle- Fahrenheit
-Mysterious
-Very powerful
-Cares for nothing but the goal
-Not of this world
-Manipulative

The Fool
Wheatly- Portal 2
-Stupid
-Moronic
-Charming
-Funny
*SPOILERZ*
-Ends up switching sides and going crazy

Murry- The Sly cooper series
-Big
-Fat
-Funny
-Heroic
-Strong
-Not very smart

Anima/Animus 
Alyx- Half Life 2
-The Love interest
-Loyal
-Needs to be saved
-Can fight her own battles
-Independent 


Zelda- The legend of Zelda
-Royalty
-The Love interest
-Fairly helpless
-Pretty
-Friends with the hero
-Always needs to be saved

The Mentor 
Rucks- Bastion
-Very helpful
-Very wise
-Nearly dies
-Very Feeble
-Old

Agatha- Fahrenheit
-Very Old
-Has psychic powers
-Blind
-Crippled
-Knows everything
-Senile
 
The Trickster  
 Joe- Mafia 2
-Funny 
-Fat 
-Friends with the good guy
-Trust worthy
-Betray's Both good and bad guy

Constable Neyla- Sly 2
-Second Love interest 
-Helps the hero to a point 
-Is friendly 
-Seems trust worthy 
-Only in it for her
-Betrays hero 


I hoped you enjoyed the list of spoilers~ 

Friday, 4 January 2013

Research "Week": Task 2

You there, yes you, the one with that hansom face. Close those 7 to 8 tabs of graphic material and come read something that actually matters (mainly because character design demands I make this post); recycling, no not the awful boring kind that everyone used to complain about and then slowly realized we were way too  deep into killing the planet anyway to do anything about it and slowly shut-up about it, no I mean the cool type that's in Movies, Literature, Illustrations, Video games and animations. Or more commonly know as; Fallout 3, and since you might not know what is meant by that let me dive straight into those examples of media and other things that you never look at starting with:

Movies:
Some movies involve "recycling" as a recurring theme through out them, So lets start with the most obvious one that no doubt without even looking that everyone marked down as an example:
Wall-E 
Now I'm not a reviewer (yet) so I'm going to go off of a natural assumption that you've seen this movie and know it's about two robots that reunite the world with fat people, you'll also know that wall-e is indeed a recycle robot who was programmed to clean up after all the people that he then brings back at the end, but before Wall-E doomed the world a second time he collected things he found interesting and also built huge structures out of scrap material via his little cube dispenser. But if you want a more obvious example of recycling in this film, everytime a part of wall-e breaks down he goes grave robbing and steals parts of other robots to fix himself.                                                       


Arrietty 
If you've seen this you'll know it's an animated movie, not just a mere animation so I'm aloud to put it here. And it's my list so I'll do as I wish. Arrietty is a manga-anime-Japanese-animated-cartoon-movie about tiny little people who "borrow" things from the members of the house that's above them and re-use them in a "recycled" manner. Until some old woman rips up the floor and a cancer patent saves the day and everythings very sad. See, scavenging doesn't just need a post-apocalyptic setting to fit.

  


Literature
Books, remember those ? big things, pages, require more then clicking to read more ? not on a screen ? made of paper ? you know trees ? remember those ? outside, the reason we recycle ? kindles ? there we go close enough, on with the examples!
 Mortal engines
Mortal engines is a fictional novel of the science variety that came out in 2001 about some guy who meets a girl and there's a king and he has an evil adviser, because when do they not ? and the evil advisers the equivalent of steam-punk Hitler and it's all very story but that's not where the recycling comes in ~! (gotta love those huge sentences). The recycling comes in in the fact that the world has ended and in order for the human race to survive the horrible landscape below they raised the cities off the ground and then made them into giant walking robots and in order to keep getting supplies the cities eat other cities and grind them into scrap. And If I remember correctly, which I don't seeing as I don't know the book, London try's to eat Manchester. Now go read it.
File:Mortal engines.jpg

Illustrations/art
There are many different pictures of awesome looking recycling things on the internet that aren't complete wastes (ba-dum-tst) of time, by which I mean I went on Deviantart dug past all the female genitalia and bagged me some pictures. And they look like this:
Lots of art and things to do with art and things 
This drawing here (in which I'm sure somebody else would of used for their examples) see a happy little rusty as all hell boat made up of the first things you'd think would be most buoyant thing to get on if the house flooded; The Washing Machine.
 
Now the next person along seemed not have allot of money to spend, but allot of time to recycle scrap into this very effective and pretty looking pendent.Time that could of been used to find themselves a job so that they could earn money and buy real jewelry, But what do I know I can't make stuff like that.

     

Video games
You know those things that this blog is about, yeah those use recycling in them as-well *cough*Fallout 3*cough* so lets give off one example of the several billion million that make up recycling things into other things in video games. In-fact lets do the most obvious one That's riiiiiight:

Deponia 
Yes Deponia that one game everyone knows, especially you, for being about recycling. Allow me to tell you why you know this game; because it's amazing and on sale on steam and why haven't you bought it yet ? The games environment is very much like a junk yard in which the members of the towns have recycled and made shelters, shops and annoying puzzles out of, and you the player must click on every thing on the screen in combination with every item in your inventory to progress.
 

Animations
Now since this is being written at half one in the morning or if you're assessing this; four in the afternoon, you can cut me some slack in expecting me to remember an animation that involves recycled things a-plenty. Then you of course realize I'm lying and how could I not remember one after the amount of hours I spend judging things on the internet. So here's one:

A robot western 
A short animation about the life of a western robot in a robot western town, to put it bluntly, now if I wasn't so sarcastic I'd tell you it was about the tale of a robot sheriff who lives in a scrap shanty town in which everything has been recycled to create more robots, buildings, structures and all sorts of things. Shame I'm so sarcastic, now go paste this URL

http://www.youtube.com/watch?v=RpSjF5UQUDQ

A quick mention
Now before I go I'd like to talk extremely quickly about Steampunk, now you know, I know, heck, everyone who's ever played a video game or had an idea about a video game has thought of steampunk and I feel as if I just need to mention it as quick as I can just to remind you of it. Now since I'm incredibly lazy and need to get back to reading very important web-comics go look at my older post where I talk about it as an art style. But since you're not going to do that have some pictures as examples.






There, now I'm going to retreat back into the darkest voids of the internet where all the other sarcastic video gamers stay, eat sushi and talk about how nothing will be as perfect as Half-life 2. Bye~ ! 

Monday, 17 December 2012

Control and feedback

Visual:


Colour psychology: Colour psychology is the colours we as player associate with certain things, a few examples of this happening in video games is normally how red more or less usually represents health but at the same time we also recognize the colour red as a sign of danger, or how green is normally stamina and blue can be mana or exp. You can see below how the game Oblivion uses colours to represent it's Stamina (green) Health (red) and Mana (blue). 





Inference: Inference is where the game/ things will have to take a chance and act based on what it thinks you’re going to do, this doesn’t appear very much in video games and examples are hard to come by, but one is something like in fifa where the goal keeper has to jump in a direction based on where it thinks you’re going to kick the ball, as seen below. 
 


Player viewpoint: The player view point is the visual point the player gets to look at, every game ever has this, but most games nowadays are from a first person point of view to give a more immersed feeling, but another common feature for viewpoints is 3rd person which is more used to follow a characters story rather than feel as if it’s your story. But most often a game will have the option to switch between both, Such as the game alone in the dark (below) 
  


Iconic: This term refers to when a game prefers to use icons rather than text to explain their things, like how instead of listing items (which some games do indeed do) they just present their items and things such as save as little pictures and icons ( save will appear as a floppy disk ). This is in most games nowadays. 

 


 Camera techniques: Camera techniques are an incredibly important part of creating atmosphere and mood in a game, the direction a camera is facing can completely change the feel of how a certain part of a game is played out ( like how in resident evil 2 the camera is fixed in certain locations to not allow you to see certain things and to create a cautious feel ). Camera techniques can also help the player focus of different things, such as if they are stuck and have been that way for a while, the camera may change to the direction of the objective, this type of function is used in the uncharted games. You can see the fixed camera being used below in resident evil 2. 

 


Lighting effects: Lighting effects are used in the same way camera techniques are used, in some aspects at-least. Lighting is also a very good mood setter and can hold up to (and in some cases can be better than) camera techniques to create mood, because wandering into a dark area with no light is sometimes worse then not being able to see that area on screen at-all. Lights can also point you in the right way without breaking the immersion of a game, like how in Left 4 dead 1 and 2 lights are very subtly pointing the player in the right direction without them noticing, but in a game like Alan wake they’re used as straight up point A point B things and you must look for them and get to them at all cost as you can see below. 
  


Physical:





Vibration: vibration is a physical action the player’s controller will do when the game wants to grab their attention to inform them of a specific event or cinematic thing. Vibration is nowadays very common and is probably in every form of handheld controller, but it didn’t always be that way, it started with the purchase of the rumble pack for the N64, the first controller for a console to have a vibration function. The gameboy colour also had a rumble feature, as well as many sticks for PC games for simulators. Vibration is commonly used to inform the user of either the fact that they are taking damage, or that an explosion or some form of other earth shaking incident has happened, these uses are very commonly/ if not in all, current first person shooter games, where the player will feel a vibration when taking damage or killed. A device called a ‘gaming vest’ has currently been tested on games such as these, it works by have the player wear a vest in real life and will vibrate very fiercely when the in-game character is shot in real time, letting the player know they just got shot and where the shot came from judging by what point on the vest vibrated. Games that include the vibrate function as a main part of game play are things like FPS's such as the battle field or call of duty series that use vibration to alert the player of explosions and being shot, as seen in the screenshot below.
  http://www.geforce.com/Active/en_US/shared/images/xml_graphics/battlefield-3/screenshot-21.jpg 


Haptic: Haptic devices are a type of controller used for simulators, such as driving games for the PC and such (Some wheel controllers are Haptic devices) and arcade racing games (where sometimes the whole rig and seat is moving against you). This style of control is designed to make you more immersed in a simulators experience, making it feel as if you; the player, are piloting or manning a real vehicle with all the kinks, in the case of the Haptic controllers, they give you a push back if you’re going fairly quick, like in reality. A game that uses the control-stick and a helmet for it's main form of gameplay is IL-2 Sturmovi, a world war two flight simulator game which the controller is used for flying the plane and helmet is used to look around the cockpit and out the windows.
  



Audio:  


Ambient: Ambient music and sounds are designed to immerse you into a game as much as physically and mentally possible. Ambient music and noises are a very good and necessary part of any game with horror or any form meaningful scene, as they create mood and draws you in, especially in horror titles where it’s extremely important to constantly be immersed otherwise the game may fall flat.Amnesia: the dark decent uses ambient sound well, immersing the player into the game and then scaring them.
 

 Dialog: One of the most powerful tools if not the most powerful tool for creating any form of immersion, help, warning and many other things in video games that plan to have a story.  Dialog will be used to tell you information that you as the player may need to know about a certain area or thing in the game, Dialog is used to tell the story of the game and there are some games which are only the player walking through an environment listening to audio. But in games that are not like this but instead action, RPG or heavily story driven, sometimes hearing a characters voice that you know to be good (or bad) can change the entire feeling of a scene for better or worse. It can also help and reassure you, an example of this would be the codec feature in the metal gear solid games, where at anytime, even in the heat of battle, you can stop, go onto the codec screen without fear of being shot and hear all of the characters views on your current situation and how they think you should go about dealing with it (or if they think you might die unless you run they’ll let you know). This type of immersion and help, as well as reassurance and recognizable voices are one of the things a game with story truly needs to excel in to be a hit.Below is Metal gear solid codec screen as featured in game. 
 

 
Foley effects: Foley effects are sound effects that are recorded in a studio to go with certain objects. Foley effects are everywhere in games, and for this to happen the people who make the effects have to find a way of making the noise in real life, a few examples would be how with gun noises they have to go out to a gun range and shoot the weapons they’re trying to get sounds for, or if it’s a noise that doesn’t yet exist, they have to find a way of making it exist, like how Godzilla’s roar was made by rubbing a leather glove down some chello’s strings, or how every gunshot you've ever heard in Call of duty came from a recording of the Foley department firing the gun. 
   

Music: A fairly self explanatory thing, music is something that pretty much most games need (with the acceptation of a few) to really be an experience. Theme songs are among the most recognizable, with things like street fighters; Guile's theme and portals end song; Still alive being some of the most listened to and popular themes as of today’s standards. But mostly retro video games have the best and most recognizable soundtracks, themes and even sound effects for rewarding or warning you of all time, with things like Super Mario Brother’s level 1-1’s theme probably being the most recognizable theme in history. Repetitive sound effects are also a widely common thing, they can be very diverse with their individual meaning and are instantly recognizable without the use of dialog or text explaining them, like how in sonic a small “Ding” is heard upon picking up a ring as a reward tone and in Metal Gear Solid the alert noise is there to say you messed up without telling you that you messed up. 
  

Mood: Mood is present wherever there is immersion to be had; mood is something that a good story needs in a video game and without it the story and events will no doubt be bland and most likely UN-impacting. Mood cannot be achieved on its own and requires the use of good audio, dialog, sound effects and many of the things we have talked about on this list. Horror games and fairly good at achieving mood as they have to have you immersed by having climatic scares and having moments of complete, nerve-racking silence in-between to try and keep you guessing. Mood is fairly hard for boring, runoff the mill first person shooter like Call of Duty to achieve, as the boring repetitive style of gameplay and story and most certainly forgettable, which is a shame seeing as every game nowadays wants to be just like it. The game below is pernumbra, a horror game that really knows what mood is, as you want to stop playing in fear of being killed but the mood makes you want to learn more about whats going on. 
 

Emotion: Emotion can only ever be achieved if everything else is pin point perfect; the mood has to be exactly right, the audio and dialog have to be meaningful and likeable, the music, themes and even the sound effects have to be memorable. Then and only then can you truly feel for the characters you’re growing close to, a few examples of games that have truly achieved emotion based upon what I’ve seen are The emotional tornado; Heavy rain which if you mess up in the game one time, that can effect everything about the ending, which if you’ve played it, you already know is pretty emotionally hanging by a thread. Another game that has came out fairly recently that achieves this is telltales The Walking Dead, and if you, like me, have completed it up to its current status, you’ll know what I mean when I say you care for the characters. There are lots of other, older examples I could get into about how they hit the mark on the emotional ball, but it’s probably easier to have your own views and memories, because if a scene was perfect with its execution and emotion, you’ll always remember and get a nostalgic feel whenever you see it again.Below is Telltales emotion ride; The walking dead.