Tuesday, September 15, 2009

Feature Channels, Visual Search, and flOw

Santa Monica, California's ThatGameCompany released flOw in 2007. In this game, players control a white, glowing snake-like creature in a aquatic environment. The objective is to become larger by "eating" other marine-like creatures and evolving into other forms in the process. Feature channels distinguish the different aspects of the game. The first channel introduced is color. Two small, circular creatures have red and blue colors respectively in their center, as shown in the screenshot. We learn that the red creatures dives us deeper into the next "layer" where more challenges await, while the blue creature ascends us into the previously played "layer". These two creatures use three feature channels in our visual search for them as we progress. Their distinct colors, small size, and circular shape define them. Enemy creatures use the same feature channels to distinguish themselves. They may be large or small, possess unique colors, and have individualistic shapes. For example, in the screenshot, a small circular enemy floats below the creature the players control, while in the background, a wheel-like creature awaits. Another feature channel used in flOw is depth cues. As seen in the screenshot, the blurry creatures seem distant. This depth cue tells the player that they are in the next "layer". The feature channel motion is used as well. The two small red and blue "navigators"move at a relatively slow pace in the game, making them easier to find and "eat". On the other hand, enemies may move fast as we encounter and attack them, creating excitement and contest within the game. The creatures' speeds of motion tell the player what kind of a threat they are. Thus, feature channels are used by game designers to create a fun, interactive environment in which to challenge the player.

image source: http://ps3media.ign.com/ps3/image/article/766/766102/flow-20070220032201003_640w.jpg

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