Talks and Poster Presentations (with Proceedings-Entry):
F. Kayali, M. Pichlmair:
"Playing Music and Playing Games - Simulation vs. Gameplay in Music-based Games";
Talk: F.R.O.G. - Vienna Games Conference 2008,
- 2008-10-19; in: "F.R.O.G. - Vienna Games Conference",
Phaidra, Universität Wien,
When hearing the term `simulationī, most players would instinctively think about driving, flying, or sports games. In advertisements, this class of games boasts about its realism. Steven Poole highlights a different quality of sports video games when he asserts that the "... modern sports game is no longer a re-creation of an actual sport so much as it is a re-creation of viewing that sport on television." (Poole, 2000). He argues that sports video games primarily simulate the presentational layer of sports. While they simulate many aspects of a sport with dedicated game mechanics, those always trail the audiovisual realism. Analogue, athleticism-, skill- and experience-based bodily movements are mapped to a digitally controllable, accessible representation in a game-world (see Kayali & Purgathofer 2007). This mapping necessarily results in a reduction of complexity. At the same time the visual representation successfully emulates the - similarly `flatī and reduced - televised reality. The same holds true for music-based games. There, the simulation of the setting, style and presentation of music is much more usual than authentically modelling a specific instrument in software. In other words: Guitar Hero (Harmonix Music Systems, 2005) simulates a live recording of a rock concert, rather than it simulates playing guitar.
Dieses Paper beschreibt Aspekte der Simulation in musikbasierten Spielen.
Simulation, Music-based games, Game Design, Interaction Design
Created from the Publication Database of the Vienna University of Technology.