Tuesday, September 14, 2010

Mimetic Interface games: the end of "standardized", "hardcore" games?

The success of the Wii console and games like Guitar Hero, Rock Band comes from mimetic interface of games that allow more variety of users to participate and enjoy games. Mimetic interface games use players/users’ preconceptions in order to play the game. For example, everyone already knows how tennis is played. Even though, some people never actually learned to play tennis, they are likely to have an experience watching or hearing of motions required in playing tennis. The easisness in approach allows more users including those who are not hardcore gamers to enjoy mimetic interface games. In a way, mimeitic interface games can be described as a “family” game. As Juul suggests, “games thereby become more immediately social than those played with standard game controllers” (Juul 103).

Juul argues that mimetic interface games focus on emphasizing and providing player space, while other traditional games focus on 3-D space and screen space. Even though, 3-D space can exist in mimetic interface games, players of mimetic interface games often ignore 3-D, visual elements because while playing mimetic games, players play from the perspective of their physical presence. Juul explains the origin of mimetic interfaces that mimetic interface games of today are similar to early days of video games such as 1975 Destruction Derby or 1977 Sea Wolf. After the emergence of standardized game controller, mimetic interfaces slowly faded away from the game industry. Juul argues that the Wii console/controller is the “first generalized” mimetic interface.

Juul also explains how mimetic interface games are played. He gives an example of comparing the game play between Virtual Tennis 3 on Xbox and Wii Sports tennis game on the Wii. While Xbox tennis game is played by standardized game controller, Wii tennis allows the user to physically swing the controller just like actual real world tennis game. Games like Guitar Hero is also mentioned that players of Guitar Hero or Rock Band don’t need to know how to play guitar, but only requires a prior knowledge on the postures how guitar is played.

However, mimetic interface games have limits and problems. “While mimetic interface games on the surface seem quite similar to the activity they represent, they also offer barriers to expert guitarists, tennis players, and so on” (Juul 114). Due to the technological limitation, players of mimetic interface games look like they are doing the actual motion, but in the reality, the motion while playing games are very different from the actual activities. Guitarist Slash of Guns N’ Roses was unable to adapt to playing Guitar Hero because Guitar Hero is different from playing real guitar. This phenomenon that mimetic interface games make players to experience competence is referred as “magic crayon” defined by Chaim Gingold. However, non-professional guitar or tennis players do get pleased which empowers players while playing mimetic interface games just like professionals playing real instruments or sports.

Juul finishes the chapter with his idea that mimetic interface games provide player space ignoring 3-D space element while playing the game. The example of Flickir.com supports his idea that when looking up for Wii tennis, almost all of them are photos of players playing games. On the other hand, when looking up for Gears of War, almost all of them are photos of actual game plays, not a photo of player playing the game. The success of mimetic interface games come from providing players of mimetic interface games to create their own player space. Also, the easy usability of the game allow more broad categories of audience to get interested in playing mimetic interface games.

After reading the article, the game industry is moving toward the “interactivity” between users and games by providing players to create their own player space while playing games. Do you think the success of mimetic interface games (like Wii games, Guitar Hero, etc) is or will negatively influence those “hardcore” games like Gears of War? Do you think, in near future, current hardcore game forms will be replaced by mimetic interface games? In another words, do you think mimetic interface games will become the mainstream genre of gaming industry?

3 comments:

  1. I think it depends; yes, I know it does sound very vague and all, but I do believe those two different types of games can coexists - just like Wii and PS3.

    Moreover, I believe those two (if not more) separate-yet-similar games would be better off if they co-exists rather than one trying to eliminate each other. For example, Wii (or future miimetic interface consoles) will compensate for lack of 'actual' actions in other PS3 (or other consoles thereof).

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  2. I honestly think its possible for mimetic interface to become the mainstream, i say this because game consoles and gaming will continue evolve in time, and although mimetic gaming consoles are at a very elementary stage right now, i can see this interface evolving with time and overtaking the traditional controller.

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  3. Personally, I think that mimetic games (like those on the Nintendo Wii) do not offer the same kind of "hardcore" experience as those on the XBOX360. I've played both versions of Call of Duty: Modern Warfare 2 on the Wii and XBOX360. The XBOX verson is far superior, offered precise control, sharper graphics, and overall a better experience. However, as previously mentioned, motion control is in its early stages. Nobody knows what the future will hold, but technology keeps getting better and better. Without a doubt, I think that games will evolve into a place of pure virtual reality. They will create an illusion in which you can physically walk around in the World of Warcraft.

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