Mimetic Interfaces
Gameplay where sensors measures how well a player performs actions in the game.
The ability of computer systems to measure
This pattern is a still a stub.
Mimetic Interfaces are discussed in the book A Casual Revolution[1].
Contents
Examples
Already the Magnavox Odyssey, first game console, provided a Mimetic Interface through the Shooting Gallery which allows players to aim a gun replica at bright areas on the display. Wii Sports is a game where the Mimetic Interface allows players to approximate playing various sports while the Just Dance series allow players to try and dance according to certain goals. Donkey Konga, the Guitar Hero series and the Rock Band series in contrast use various peripherals to let players "play" music by hitting the right buttons or areas of the peripherals. The SingStar series uses input from a microphone to judge how well players can match the tones that they should sing.
Using the pattern
Can Be Instantiated By
Physical Enactment together with Mediated Gameplay
Interface Aspects
Mimetic Interfaces is an Interface Pattern.
Consequences
Mimetic Interfaces require the Enactment of actions by players, and may depend on Player Physical Prowess if these actions closely relate to skill sets in the real world. Since they tend to attract attention, they are often Competing for Attention and work against a game having Minimalized Social Weight.
Mimetic Interfaces can provide players with Exaggerated Perception of Influence in several ways: they can be playing the actual music the players can trick themselves into feeling that they are playing, they can be tolerant in how they judge, and by letting players continue to perform they can make players believe that they are performing well regardless of how well they are doing the actual actions. Juul discusses part of these effects through the concept of the "Magic Crayon" in his book "A Casual Revolution"[1].
Real Life Activities Affect Game State and Mimetic Interfaces deal with similar aspects of gameplay but are not compatible since the former uses non-game actions and activities as input to a game while the latter has activities within the game that are similar to non-game activities.
Since AI Players typically work within the software part of a game, such players are difficult to use with Mimetic Interfaces (Robotic Players can be used with AI Players to overcome this issue).
Can Modulate
Minigames, Rhythm-Based Actions
Relations
Exaggerated Perception of Influence
Can Instantiate
Competing for Attention, Enactment, Player Physical Prowess
Can Modulate
Minigames, Rhythm-Based Actions
Can Be Instantiated By
Physical Enactment together with Mediated Gameplay
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
AI Players, Real Life Activities Affect Game State, Minimalized Social Weight
History
New pattern created in this wiki.
References
Acknowledgements
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