GAM720 Week 05:05 Suspension Of Disbelief Theory In Practice

Extract from my second Draft Literature Review 

The theory presented in this chapter (Chapter 5) contributes to my own practice as it demands that I evaluate how I engage the players suspension of disbelief in my own videogame design. I am challenged to reconsider how the player adopts a ‘lusory attitude’ and the ‘game playing role’ through a willed disavowel of presence, in their acceptance of the 4th wall.

I am prompted to reconsider how the player interacts with the diegesis and how
I might bend or expand my 4th wall for narrative or game play affect. For example, I could design the ‘wheel of fortune’ interaction in such a way that it reinforces a sense of disorientation in the player. This draws attention to the wall between the player and the diegesis because the wheel is not only a game within the game, it is also the game environment in which the game is located. This means that when the player spins the wheel, the game environment will spin, presented to the player as a plan view of the world.

Although I had considered how to visually infer that the world is spinning by the use of lighting and shadow; I hadn’t thought about breaking the 4th wall to draw attention to the controllers or game device within the game. I am now considering whether I could disorientate the player so that it would be necessary to chase the stop button around the screen or add other confusing elements to the design such as sound or vibration (on a console).” 

I am working on my game mechanic design to deploy the suspension of disbelief as a narrative device as I intend to disorientate the player when the world/wheel is spinning. I am considering blurring and shifting boundaries, speaking to the players position outside of the game but connected to it via the device…

This will require further research into how it feels to be dizzy and disorientated.

  • Moving the stop button around the screen so that the player has to chase it in order to press it. 
  • Illustrating the device within the narrative on screen to mirror the players experience holding the control device. 
  • Use sound to disorientate the player. 
  • Use blur effects. 

GAM720 Week 5:03 Photobashing

I am working on a context image which will illustrate a scene in which the Wheels app might be used.

I have also placed wheels fairground model in its own context as a miniature scene… just to see how it might look when completed.

GAM720 Week 5:02 Interaction Set Up

I have built a white box set in Unity with the intention of modelling the assets such as the tents, characters etc, in Maya and importing them in.

A key interaction is the choosing of the card which will give the player as special skill. To do this I needed to create a Wheel of Fortune which will spin and allow the player to stop the rotation and choose a card.

At the moment, I have set up the wheel as the actual game set with a flapper which will interact with it.

I intended to :

  1. Make the wheel spin.
  2. Make the wheel slow down  
  3. Create a Stop Button
  4. Create a close up of the card.

I thought an easy way of checking the interaction would be to model the set and interaction in Unity.

 I have set up hierarchies and grouped the cards, wheel and tents together to make a wheel of fortune with the flapper and post as its own group and a camera set to look down on the wheel/fairground.


However, after watching this video,

 How to make Perfect Roulette Wheel or Reward wheel in unity3D
 (Links to an external site.)Links to an external site.
I am now considering whether it might be more efficient to model the wheel/set in Maya first, export as a png to photoshop, edit and then import into unity as an image.png file.

I can then set up the rotation script and set the colliders in the same way.


GAM720 Week 05:01 White Box Model Set

Working through the Unity fundamentals videos I am finding that my basic 3Ds Max knowledge is kicking in.

Today I have constructed a white box model of the set so that I can begin to try out some interactive elements. The model includes the card wheel, a wheel flapper (if thats the right term), several small tents and a large Top Tent. The primitive box models are very limited in Unity and so these must be modelled in Maya.


Entrance and Arena
(Think Wheel of Fortune with the sound of a card jammed in the spokes of your bike)   


Flapper at the Entrance 

Next I am finishing the colour theory experiments and designing a working colour palette as I try out various different physical materials so that I can decide how I would like the overall project to look and feel.

I am adding the next steps to the project management boards (Trello). 

For the Visual look and feel of the game…

  1. Colour Theory completion 
  2. Colour Palette 
  3. Material Paper/Ink/CGI Aesthetic 
For the interactive elements of the game play
  1. Boss Ticket Booth Interaction  
  2. Wheel Interaction 
  3. Small Tent Interaction 
  4. Fortune Teller Interaction 

Short Cut Scenes

  1. Entering the Game 
  2. Wheel of Fortune Spin
  3. Past card 
  4. Present Card 
  5. Future Card   
  6. Exiting the level