Saturday 11 July 2015

Interaction models

The interaction model is basically the functions of input required by the player while reacting to what's happening in the game, the analysis of those responses by the computer, and the nature of the action by the computer. When designing a game it is important to consider how he player will be controlled and represented within the game itself. There are two different ways to make the player interact with the game world. One is Avatar interaction model and the other is omnipresence interaction model.

Avatar Interaction Model
Avatar interaction model is when the player of the character is represented by an avatar that is presented within the game world. Moreover, the avatar interaction model is used when the player is represented on the screen by a main character and the focus of the game is based on how this main character is controlled by the player. With this, the player can control that specific avatar as they like. An example of a game which uses this specific type of interaction model is Assassins Creed or Uncharted. This is because these type of games only allow the player to control one specific character rather than controlling many characters at once.

Omnipresence Interaction Model
Omnipresence interaction model is used when the player is able to control more than one character (an army of characters) within the game world. It is also use to make direct changes within the game world. A few example which use this type of interaction model would be Sims, Clash of Clans and Boom Beach. Generally people will like this type because it allows them to be creative when 'designing' the game world. Furthermore, they would like to have the ability to control several characters.








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