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Videogames: the new GIS?
Ifan D H Shepherd
Middlesex University, The Burroughs, London, NW4 4BT, United Kingdom
Email: I.Shepherd@mdx.ac.uk
Iestyn D Bleasdale-Shepherd
Valve Corporation, Seattle, USA
Abstract
Videogames and GIS have more in common than might be expected. Indeed, it is
suggested that videogame technology may not only be considered as a kind of
GIS, but that in several important respects its world modelling capabilities out-
perform those of most GIS. This chapter examines some of the key differences
between videogames and GIS, explores a number of perhaps-surprising
similarities between their technologies, and considers which ideas might profitably
be borrowed from videogames to improve GIS functionality and usability.
Keywords: Videogames, computer games, geographical information systems,
virtual geographical environments, virtual environments, virtual worlds, spatial data
visualization, user interaction.
“Comparisons are odious.” (Gilbert of Hay, 1456)
I. INTRODUCTION
The positioning of one technology or medium relative to others is a common academic
pastime. For example, numerous studies have compared GIS with other spatial and
non-spatial digital technologies, including: remote sensing [1; 2], mapping [3; 2],
databases [4], and CAD [4; 5]. For their part, videogames have been compared and
contrasted with novels, drama, comics and film [6]. Until comparatively recently,
however, the subject matter and technologies of most videogames have not been
similar enough to warrant detailed comparison with GIS. However, this is no longer the
case. Not only do many games present vibrant and realistic worlds on screen (Figure
1), but the spatiality of games is increasingly recognised as being a key property of
these distinctive digital environments [7; 8
Not every kind of videogame is germane to our analysis. There are numerous genres
and sub-genres of this form of interactive multimedia [
]. For this reason, a detailed head-to-head
comparison with GIS is long overdue. In undertaking such an analysis, we advance
two broad propositions: that the two technologies and their uses are far more similar
than might be expected; and that GIS have a great deal to learn from videogame
technology and design. Although the central focus of this chapter is on videogames
and what they have to offer, they will also be used as a lens through which to better
understand GIS, and to identify areas for further development.
9; 10], but the main focus here
is on games which have recognisable geographical content. Among these are most
action games (and especially first-person and third-person shooters), many role-
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playing and adventure games, several kinds of simulation game (including driving and
racing games), and strategy games which involve the evolution of settlements, cities
and civilisations. There are many videogames with a less recognisable geographical
content, including: puzzle games (especially board games, quizzes and classic titles
such as PacMan and Tetris), music games (such as Guitar Hero and Jam Sessions),
and many children’s games. Although a large number of sports games (e.g. tennis,
soccer, snooker, American football, and Olympic events) have little intrinsic
geographical content, others (such as golf and car racing games) are of considerable
interest to GIS, because of their often fastidious and innovative approaches to micro-
terrain modelling and townscape representation. These, and other less geographically
relevant videogames, will be discussed where aspects of their design, role and usage
are relevant in a GIS context.
Figure 1. Realistically rendered fictional landscape of first-person shooter game
(Half-Life 2; courtesy of Valve Software).
Although a broad view is taken of what constitutes a videogame, it was decided to
exclude virtual world software whose primary goal is to enable users (typically in
online environments) to act out alternative lives in relation to one another, albeit in
specially constructed spatial environments. (These include virtual social worlds such
as Second Life and Habbo.) Although some of the functionality of such virtual
environments is also found in multi-player role-playing games, such as World Of
Warcraft, the primary objective of these sites is social networking rather than game
playing. It is, however, recognised that this distinction is not watertight, and that at the
time of writing some social networking sites are beginning to incorporate games-like
activities as a means of attracting and retaining subscribers. It should also be noted
that we use the term GIS throughout as a shorthand for the relatively close-knit family
of software that enables analysts to manage, display, analyse and report spatial
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information in an integrated environment. This term therefore should be understood to
include full-service GIS, desktop mapping software, spatial data visualization
programs, and related software. The focus will be largely on software that models
aspects of the real world for users driven by relatively serious analytical intent.
Throughout this chapter, the acronyms VG and GIS will be used respectively to refer
to videogames and geographical information systems. Assiduous readers will note
that while numerous videogame titles are mentioned in the text, few GIS are identified
by name. This is partly because of the videogame focus of this chapter, but it also
reflects the fact that there are relatively few GIS and, unlike individual games, most
full-featured GIS contain a relatively wide range of functionalities characteristic of this
kind of spatial analysis and display software. In contrast, there are thousands of
individual VGs, and more than a dozen VG genres, and there is consequently a far
greater diversity between individual products than among GIS. Where distinctive
features are found in specific GIS, individual software will be identified by name.
II. SIMILARITIES BETWEEN VIDEOGAMES AND GIS
A common definition of GIS is that it is a system (part hardware, part software, and
part human) that is used to solve problems with a spatial dimension, by providing tools
for the acquisition, storage, integration, update, retrieval, manipulation, analysis and
display of spatial information. In this section, key GIS characteristics and
functionalities will be critically examined in relation to VGs, with the following three
aims in mind: to evaluate how far VGs provide the capabilities of GIS; to determine
limitations in the functionality of VGs in terms of spatial problem solving; and to
indicate ways in which GIS might benefit from adopting VG functionality.
A. Spatial representation
Videogames may be classified on the basis of two aspects of their spatiality: the
extent to which they attempt to model the real world, and the kind of representational
system they use in portraying elements within their worlds. (In terms of the second of
these dimensions, only visual representation is considered here, for reasons that will
become clear in section IIIC.) For the purposes of the current discussion, these two
aspects will be referred to as reality and realism respectively. Figure 2 maps out this
reality:realism space, and indicates where three related spatial technologies (VGs,
GIS, and social networking virtual worlds) are positioned in relation to these twin
characteristics. It is suggested that VGs occupy a far greater territory in this space
than either GIS or social networking virtual worlds. Within the area of the diagram
occupied by VGs, a selection of videogames has been located. (For readers less
familiar with contemporary VGs, a lookup table is provided in the Notes.) These
locations are best thought of as modal locations, because a number of VGs present
several contrasting virtual environments to the player.
Visual realism
The rich visual realism which many contemporary VGs present in their virtual worlds is
immediately apparent to any spatial analyst who looks over their children’s shoulders.
Landscapes extend across extensive areas, terrain is draped with plausible vegetation
patterns and the infrastructure of human habitation, building interiors are designed
with considerable attention to architectural and engineering detail, and many of these
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virtual environments are enlivened with the dynamic trappings of modern life, including
vehicles and people in motion. Some of this visual realism is undeniably a showcase
for VG talent and technology, and especially for graphic artists and graphics hardware.
However, a great deal of it reflects the way in which many modern videogames place
the player at ground level, and therefore represent the world as seen through the eyes
of the pedestrian or the driver, rather than from the air as in most GIS. However, much
of the visual realism is wrapped around a world model that is largely or entirely
fictional.
Figure 2. The reality-realism space occupied by videogames, GIS and social
networking virtual worlds, with acronyms of selected videogames
from the text.
Representing the real world
The environments encountered by players in VGs run the gamut, from authentic
reproduction of real places using real spatial data to entirely fictional places using
synthetic data. The majority of VG environments, and especially those built for role-
playing games, are imagined worlds, created from the imagination of the games
designer. At this lower end of the reality spectrum (as depicted by the vertical axis in
Figure 2), are to be found innumerable fantasy worlds (e.g. Final Fantasy, Jak &
Daxter, the God Of War series and Little Big Planet) and several impossible ones (e.g.
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Echochrome, with its Escher-like 3D geometry, and Braid, with its distortions of time).
There are also some casual and passive games which visualise user data to create an
abstract 3D scene (e.g. Packet Garden, which uses 3D glyphs to construct virtual
landscapes from multivariate data describing the player’s online surfing habits).
Also at a low level on the reality scale are worlds which may appear to be based on
some form of geography or cosmology (as in role-playing games such as Fable II), but
where the reality is only skin deep. The spherical planetoids in Super Mario Galaxy,
for example, bear little or no resemblance to real world exemplars; and the 3D globes
that may be explored in Civilization: Revolution, Katamari Damacy, Spore, and
Ratchet & Clank: Going Commando lack either the dimensions or the realism of the
earth as seen from space. However, numerous VGs at this relatively low point on the
reality scale attempt to mimic the visual appearance of the real world. These include a
number of first-person games (e.g. Crysis), and many racing games (e.g. Burnout:
Paradise), while many spatial strategy games (e.g. various versions of Civilization,
Sim City and The Settlers) also provide recognisably human landscapes and elements
of real-world behaviour. In creating the level of visual fidelity evident in these games,
designers are increasingly aided by software that procedurally generates terrain and
buildings, often using architectural templates taken from real cities.
Many games with this reality:realism mix are set in historic locations, but designers
typically model the environments with a mix of artistic licence and architectural and
geographical authenticity. Examples include: Assassin’s Creed (set in the cities of
Acre, Damascus and Jerusalem at the time of the Third Crusade in the late 12th
century), and Hellgate: London (set in a futuristic version of London). Although most
videogames based on past wars (the military shooter genre) appear to recreate the
look and feel of a battlefield, they tend to use a particular conflict merely as an
‘inspiration’ or hook; the gameplay itself often bears only passing resemblance to the
battles fought. Examples include Medal of Honor: Allied Assault, based loosely on
World War II, Call of Duty 4: Modern Warfare, based on modern battlezones, and the
squad shooter Conflict: Desert Storm, based loosely on Desert Storm. Some titles
(e.g. Rainbow Six Vegas 2 and Call of Duty 4: Modern Warfare) take considerable
pains to visualise weaponry, vehicles, soldiers clothing and insignia in true detail, but
their representation of geography and historical events is much less authentic. Among
VGs with a greater purchase on reality are Call of Duty: World at War, which aims for
both geographical and historical authenticity (including the use of audio recordings of
World War II weaponry), and Brothers in Arms: Hell’s Highway, which not only models
actual theatres of conflict (the Dutch countryside during in World War II), but also
enables the player to participate in reasonably authentic forms of fighting. But for
every title that attempts to be true to the battle that inspired the game, there are many
others which make only a token effort to replicate the geographical environment of the
war in which their virtual fighting is staged.
Much the same mixture of relatively low reality and high visual realism may be found
in several VGs set in contemporary locations. In some examples (e.g. Fracture, set in
the San Fransisco Bay Area), the cityscape is ‘re-imagined’, using a mixture of familiar
and unfamiliar elements. In other games, locales are described as ‘inspirations’ rather
than replicas. Examples include the skateboard game Proving Ground, which is based
loosely on Philadelphia, Baltimore and Washington DC, and the car racer Project
Gotham Racing, which has been set variously -- and in most cases somewhat
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symbolically -- in New York, London, Tokyo, Las Vegas, Macau, Shanghai, St
Petersburg and Quebec.
However, some VGs are more closely based on real world locations, altering the real
geography only where it is dictated by the needs of the gameplay. An example of this
approach is the car racer Getaway, whose designers took considerable efforts in
collecting detailed streetscape information (including building textures captured
through extensive field photography). Although the street layout is simplified and
stylised, it bears more than a passing resemblance to the major thoroughfares in
those parts of central London in which the game is set. Similarly, Grand Theft Auto IV
involved considerable research into New York, including the taking of tens of
thousands of photographs [11]. (See [12] for further examples of VGs set in replicas of
real cities.) This mixture of real-world and synthetic data is also found in largely
fictional VGs (e.g. WRC: Rally Evolved and Forza Motorsport 2), which use real-world
data in the same way that some GIS worlds incorporate imaginary (or at least
synthetically derived) data [13; 14].
Figure 3. World strategy game showing buffers around high latitude radar
stations on cylindrical map projection (Defcon; courtesy of
Introversion).
There is only a small number of VGs whose virtual environments are based on real
geography and real spatial data, and therefore occupy the upper end of the vertical
axis in Figure 2. One example is the car racer Test Drive Unlimited, which models the
terrain and route network of the Hawaiian island of Oahu by integrating multiple
sources of geospatial data for the island. (This permits the display of a realistic in-car
satnav.) A second example is Microsoft Flight Simulator, which drapes aerial photo
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data onto digital terrain models, and uses accurate 3D digital models of actual
airplanes and detailed airfield and airport layouts, to provide a realistic simulation of
flying that unfolds in real time. (It should be noted that much of the functionality of
these two games, including the virtual satnav, is available in Google Earth via user
mashups [15].) A third example of a game based o real world geography is the multi-
player world strategy game, Defcon, which charts player progress on a cylindrically
projected world map (Figure 3).
Although these three examples are located towards the top of the vertical reality scale
in Figure 2, they are spread across the horizontal realism scale. In terms of its real-
world visual appearance, Microsoft Flight Simulator is closest to the naturalistic end of
the horizontal scale, although for most of the time the player has a relatively high-
altitude bird’s eye view. A little way to the left of this is Test Drive Unlimited, whose
visual representation of island scenery is frequently rather stylised. Finally, Defon is
over at the symbolic end of the horizontal scale, with gameplay being organised
around an atlas-like world map. It should be noted, however, that VGs evolve through
time, and many titles shift their position and/or modify the area of the reality:realism
space they occupy as new versions appear on the market. In this context, it is
interesting to note how Google Maps, originally developed to represent the real world,
is increasingly being used to display virtual worlds (e.g. GTA IV’s Liberty City at
grandtheftauto.ign.com/maps/1/Liberty-City-Map and Second Life at: slurl.com).
Fitness for purpose
For VGs and GISs alike, the level of ground truth provided by the software is only
useful to the extent that the player or the spatial analyst requires it. Indeed, the
reaction from some quarters of the gaming community to increased realism in VGs
has been extremely negative. One commentator [16] rails against the obsessive
pursuit of realism by some games producers, suggesting that the essence of some
classic games (such as Sonic the Hedgehog or Pac-Man) would be destroyed by
using realistic rendering and physics. For Biffo, “one of the big appeals of games is
that they are a window on to fantasy … in the more general sense of being
transported to somewhere that isn’t real”. In a statement that serves to maintain clear
water between videogames and GIS technology, he goes on to argue that: “If you’re
going to create a CGI world that’s only one step away from our real world, then why
not just make a live-action movie?” -- or, one might add, use a GIS? What GIS
analysts know only too well is that unrealism, in the form of map symbols and
visualization glyphs, can often serve to deliver greater understanding than
photorealistic displays.
A considerable tension has been introduced into VGs by the desire to create truthful
representations of the real world while at the same time designing virtual
environments which provide a compelling game experience. This tension is central to
the game designer’s craft, as is evidenced by the critical view of a highly influential
games designer [17]:
“A game creates a subjective and deliberately simplified representation of
emotional reality. A game is not an objectively accurate representation of
reality; objective accuracy is only necessary to the extent required to support
the player's fantasy. The player's fantasy is the key agent in making the game
real.”
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Using modern VG technology it is now just as easy to model the geography of an
actual racing circuit or a battlefield as it is to recreate an actual race or battle.
However, the faithful recreation of real events runs the risk of suppressing the freedom
associated with player decision-making behaviour that is the central feature of
interactive games. Instead of interaction, the player would confront a digital version of
the kind of event reported on a sports TV channel or staged by a battle recreation
society. As one war simulation game reviewer put it [18
The foregoing discussion reveals as illusory the presumption that VG environments
are always synthetic while GIS worlds are always real. Indeed, GIS have until very
recently provided low-fidelity visual realism (in the form of cartographic symbolism),
minimal fidelity in terms of non-visual data representation [
], the challenge for developers
is to tread the fine line between testament and entertainment. This important dilemma
is largely absent in GIS, whose primary goal is the representation of geographical
reality.
19; 20], and only medium
fidelity in terms of dynamic modelling (a reflection of the static map inheritance of
GIS). Moreover, the central problem of spatial data uncertainty further underscores the
fact that even though GIS attempt to model the real world as accurately as possible,
their representations are frequently significantly flawed [21; 22
Various algorithms are also similar in VGs and GIS. These include: spatial search
(using sophisticated spatial indexing), object buffering (used for object collision
detection), and path planning algorithms (used to transport the user from one location
to another). (The artificial intelligence developed in VGs for automatic camera control
in third-person games is perhaps unique to VGs, and will be discussed further below.)
]. It is therefore a crude
over-simplification to suggest that while videogames have been high on realism but
low on reality, GIS have been low on realism but high on reality. Each in its own way
adopts blends of the real and the imagined, the naturalistic and the symbolic, as
needs dictate.
Spatial modelling technologies
The technologies used by VGs and GIS in building their respective digital worlds are
increasingly common to both domains, though with perhaps different emphases.
Vector data models are widely used, though in VGs they are almost exclusively
applied to 2.5D and 3D objects. Digital terrain models are also commonplace, with
both VGs and GIS using multiple resolution terrain data. The grid-cell data model is
largely absent from VGs, though a variation of it appears in the grid-based terrain
models used in a number of strategy games (e.g. Sim City). On the other hand, image
and texture data are widely used, and recent innovations in texture mapping from the
VG and CGI communities are now routinely used by GIS to drape aerial photos and
satellite images over terrain models. Additional realism is provided in VGs through
surface rendering that uses a range of sophisticated computer graphics techniques,
including: bump mapping, environment mapping, radiosity, dynamic lighting, and dirt
mapping (which is put to good effect in the car rally game, Colin McRae: DIRT). Other
technologies used in both camps include: the use of hierarchical data structures (and
especially quadtrees), spatial data integration (especially of various kinds of surface
data), techniques which minimise processor loads in complex scenes (e.g. tiling and
level of detail or LOD), and layering (which in VGs is mainly used to model dynamic
accretions on surfaces).
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However, this is where VGs and GIS begin to part company. For their part, VGs have
focused more on innovative and flexible methods of user interaction and navigation in
3D environments, and in developing dynamic models of environmental and human
processes. Several specialist data structures are used to support fast surface
rendering (e.g. indexed vertex arrays), dynamic lighting (e.g. normal maps), rapid
search (e.g. BSP trees and nested voxel grids) and navigation (e.g. traversability
graphs) in 3D environments, and related structures for rapid collision detection (e.g.
convex hulls). In contrast, GIS have placed more emphasis on developing tools for
spatial analysis, and perhaps most notably in terms of 2D spatial overlay. In general,
VGs tend to adopt spatial models and data structures that ensure optimal real-time
rendering and interaction, realistic sound and haptic responses, and continuous data
updating during gameplay. (In Splinter Cell: Conviction, for example, the dynamic
navigation mesh which enables realistic navigation behaviour is updated as objects in
the world move or change.) In contrast, GIS have tended to adopt spatial models and
data structures which are primarily optimised to support analytical operations on data
that represent relatively static worlds.
B. Attribute data
One of the more distinctive features of GIS technology is its integration of attribute and
locational data [23; 24
In both VGs and GIS, attribute data are crucial, not only for data visualization and
object selection, but also for more advanced forms of simulation, spatial analysis and
reporting. Indeed, there is frequently little difference between VGs and GISs in either
the type or quantity of non-graphic data they require. (For example, some 80,000 lines
of spoken dialogue were specially written for Grand Theft Auto IV, which used 740
different voices.) However, one significant feature of VGs is that a great deal of game
information is not attached to objects as standardised descriptive information. Unlike
GIS, much of the information stored in VGs supports elements of gameplay not
normally found in GIS. Thus, for example, the text in GTA IV are delivered in an
intelligent fashion based on in-game events and player actions. Half-Life 2: Episode 1,
for example, uses a fairly generic event-driven contextual system in which dialogue is
situation, event, and action specific. This makes the world and its characters react to
the player in a (seemingly) more intelligent fashion. Some lines of dialogue are always
]. On the surface, VGs appear to be all visual representation
and action, with little obvious evidence of the attribute data associated with real-world
features and objects. This perception, however, is misleading. Although VG software
may run to millions of lines of code, most games also contain very large volumes of
‘content’ or ‘assets’. Like GIS, VGs also store large amounts of attribute data,
describing elements of the virtual environment, including discrete objects and
characters. In a typical contemporary videogame, object assets may include: vertex
data (multiple attributes -- e.g. position, normal(s), texcoord(s)), texture data (multiple
layers -- e.g. albedo, normal, reflection mask), collision mesh, (multiple versions of the
prior data for LODs), animations and related audio files and particle effects, and
physical data about the object’s surface and volume. Although such data may not be
organised in the form of a relational database, for reasons of simplicity and
performance, many data tables adopt the simple row-column form of the standard
attribute data matrix. However, because of the highly dynamic nature of VG
environments, attribute data in VGs are more frequently stored in other data
structures, such as trees, sparse voxel grids and hash tables.
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heard – usually associated with events which are guaranteed to occur – but some will
only be heard if certain things happen.
A second difference resides in the uses that can be made of attribute data. In contrast
to GIS, much VG data are only accessible to the games software, and not directly to
the player. In general, GIS analysts actively extract data, while in videogame players
are passively fed data. In both cases, algorithms are at work, and user decision
making and interaction is required, but the degree of control of data-extraction and
display is skewed towards analysts in GIS, and to the software in VGs. Thus, while in
VGs data are mainly ‘pushed’ to the player, in GIS, data are mainly ‘pulled’ by the
analyst.
However, there are some notable exceptions to this general rule. Titles across several
game genres (e.g. role-playing adventure games, strategy games, racing games and
sports games) not only maintain large attribute databases related to their virtual
environments, objects and characters (and particularly for player avatars), but they
also display some of these data on screen during gameplay, and update attribute data
for the player’s avatar and its behaviour as the game proceeds. Stored attribute data
is displayed in various ways during gameplay. In some car racing games (e.g. Forza
Motorsport 2), detailed readouts of car settings and behaviour can be displayed, and
the player is able to adjust these during the game to modify the driving behaviour of
their vehicle. (In Sega Splash! Golf, for example, golfer statistics can be viewed in a
player room.) Such data may provide players with feedback and motivation (as in
many car racing and role-playing adventure games), or may aid dynamic decision-
making (as in many strategy games).
In many adventure, strategy and simulation games, relevant text is provided on screen
as a readout or mouseover display (akin to Windows tooltips), while many shooters
provide head-up displays with summary information about the current state of the
game. In Civilization: Revolution, visual modifiers (brief displays of summary
information) are attached to objects on screen, while a street-name indicator appears
at the top of the Burnout Paradise screen, reminiscent of GIS practice. Another genre
of VG which routinely accumulates in-play data is the massively multi-player online
game (MMOG). Such data are made available to game community websites which
feed game statistics back to players so they can learn from others’ gameplay
performance. (A notable example is Bungie.net, which reports on online, multiplayer
deathmatches in Halo.) These data are also used by game designers to help steer
new feature development, and plan game marketing activities. There are lessons to be
learnt here by GIS, where the actual problem-solving behaviour of expert analysts
might be of considerable value to less experienced users, or peers working in the
same field. In addition, the accumulation of data on trainee actions during training
courses could be used to make informed decisions on further learning activities.
C. Spatial data visualization
Few (if any) VGs adopt the kind of symbolic map representation that has benefited
spatial data analysts for the best part of two hundred years, and are thus able to
provide little guidance on effective 2D data visualization. (One of the few exceptions is
Defcon, the multi-player world strategy game, which displays its symbolism on a
cylindrically projected world map -- see Figure 3.) However, because most
contemporary VGs display realistically modelled scenes in 4D, they provide a suitable
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benchmark against which data visualization in virtual worlds modelled by GIS can be
measured. Although few VGs would appear to adopt the strict rule-based approach to
data visualization propounded by Bertin [25; 26; 27; 28; 29
Unlike most GIS, VGs also make use of time as a visual variable. A common example
is found in shooter games, where coloured bars of dynamically varying length
represent the gradual decline or rapid replenishment of a player’s health (Figure 4).
Another example is the pulsation of an object’s size or colour, where the frequency of
the variation indicates the current threat level -- e.g. when an object is likely to explode
], it is nevertheless
instructive to understand how VGs adopt the graphical sign system, albeit at an
informal level, and to identify innovative applications in VGs that might be useful in a
GIS context.
Perhaps the simplest example of the operation of data visualization rules is the
use of categorical visual variables such as shape, colour and texture to
distinguish between qualitatively different groups of characters, objects or events.
Most videogames pay careful attention to the visual design of entities so as to
allow at-a-glance disambiguation between the many entity types present. The
use of color-coding to relate groups of entities is a very common practice in
videogame design. In the team-based online game Team Fortress 2, for
example, players on opposing teams are differentiated through the use of simple
colour schemes (e.g. one team wears red clothing, the other blue), while in
Schizoid, enemies of a particular kind are given distinct colours (see
Figure 8). Numerous combat games also distinguish friends from enemies by the
style of clothing they adopt, many role-playing games (RPGs) distinguish male
and female characters b y their clothing styles, and in some shooter games the
lethality level of monsters is identifiable from their 3D shapes. In Black & White II,
the avatar changes its form based on behaviour, so that it in turn looks good or
evil, fat or skinny, weak or strong. Colour is also widely used for signalling
purposes. In Mirror’s Edge, for example, features of the environment (such as
ledges and machinery) that might be useful to the player in traversing the
cityscape are depicted in primary colours, so they stand out from the mainly white
and blue of the virtual world, and while safe paths are clearly illuminated,
dangerous paths are shown in shadow. In the Half-Life series, interactive objects
are coloured red, and lighting is commonly used to attract attention to important
objects or locations.
Videogames also use gradational variations in visual variables to reflect continuous
variations in numerical variables (e.g. counts or measurements). Normally, this applies
to individual objects or characters in the game. Size, for example, is often related to
the strength of enemies or the value of items in a game (as in Blinx: The Time
Sweeper, in which gold ingot size implies value), and variations in lightness or hues
along a colour ramp is sometimes used to convey some internal state value (e.g.
brightness of a head-up display (HUD) element relates to the health of the player’s
avatar, the health of an enemy is reflected in a ‘health bar’, typically floating in the
world above the enemy’s head, which changes in colour from green (healthy) to yellow
(damaged) to red (nearly destroyed)). Games which use a perspective projection also
provide implicit scalar visual feedback, by relating an object's size on screen to its
distance from the viewpoint (in addition to the obvious relation between on-screen
position and virtual 3D location).
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(e.g. in Left4Dead, pipe bombs beep with increasing frequency as they near
detonation, and the player’s view becomes increasingly dark and blurred as their
health runs out when they are in need of rescue by another player).
Figure 4. Urban night-time scene, showing dynamic health indicator bars
(Left4Dead; courtesy of Valve Software)
Several VG practices may be of interest for data visualization in a geographical
context. Some games eschew the normal per-symbol approach to data visualization,
and adopt instead what might be termed ambient visualization. In Brothers in Arms:
Hell’s Highway, for example, a colour intensity gradient is used to darken and redden
the entire screen as the risk of the player being shot increases. A variation of this
technique is used in Half-Life 2, where threats to the player from the side or rear are
indicated by the appearance of edge-of-screen red bars. With the left bar appearing if
the threat is from the left, the right bar if from the right, and both bars if from directly
behind the player? Also, the redness of these bars is proportional to damage, and
fades over time after the damage occurs. In the case of repeated damage from a
given direction, the colour will maintain a strong intensity due to the slow fade.
Another distinctive use of data visualization is to provide on-screen visual prompts
derived from several relevant variables to assist the player in making spatial decisions,
or undertaking complex actions. Examples include: the 3D trajectory line symbol in
Tiger Woods PGA Tour 08; to assist the player in making a shot; and the
quarterback’s ‘vision’ cone in Madden NFL 2006, whose length and width is
proportional to that player’s level of expertise, is used to determine which receivers
can be thrown the ball. The location of certain visual prompts in the virtual
13
environment can often be of considerable importance to effective decision making by
the player. A good example is the visual feedback provided by the balance bars
included in early editions of the Tony Hawks skateboard games. Because these bars
were placed next to the skater, it was found that found that they competed for the
player’s visual attention. Consequently, they were replaced in Proving Ground by a
screen-wide coloured arc, which shifted the visual prompt to the player’s peripheral
vision. (Similar thinking was used in the design of the edge-of-screen coloured bars in
Half-Life 2, as described earlier.)
A further lesson for spatial data visualization concerns how well 2D visual symbol
coding translates to 3D. Although the approaches explored by Kraak [30; 31] do
not appear to have been implemented in VGs, careful graphical design has
established some working principles for effective 3D visualization. An example is
found in the team-based, multi-player game Team Fortress 2, where the player
takes on one of 9 distinct roles. Because it is important to be able instantly to
identify another player’s team and role, the avatar for each role has a unique
silhouette, easily distinguishable from all the others, which retains its
distinctiveness when viewed from various directions and under varying lighting
conditions. A related technique is used to show objects even when occluded, as
in the ‘shadow Mario’ used in Mario Sunshine/Galaxy, whose silhouette at least is
always visible, even when the character is occluded. In general, automatic
cameras and environmental design are concerned with mapping 3D worlds to
effective 2D views at any given moment.
Figure 5. Atmospheric evening scene involving darkness and local lighting
(Left4Dead; courtesy of Valve Software).
14
A final lesson for GIS concerns the way in which data visualization can often serve
multiple roles in VGs. It is frequently the case that visual symbols not only represent
information, but at the same time add emotional depth, invoke engagement and
develop a sense of immersion for the player (see Figure 5). This suggests potentially
fruitful lines of collaborative research between VG and GIS, involving such topics as
denotative and connotative responses to data representations, the semiotic
boundaries between monosemy and polysemy, and possible interactions between
cognitive and affective responses.
III. WHAT VIDEOGAMES CAN CONTRIBUTE TO GIS
In this section, we consider areas in which VGs have surpassed GIS in their treatment
of elements which may be relevant to spatial data explorers and analysts. Three areas
will be discussed in which VGs can contribute in a significant way to GIS: dynamic
process modelling, user interaction, and multi-sensory data representation. Space
prevents discussion of several other significant aspects of VGs that may be relevant to
GIS.
A. Dynamic process modelling
Videogames are change-rich environments. From their earliest appearance,
videogames have provided dynamic experiences, with events continually unfolding on
screen. Changes to the virtual environment are in part the result of dynamic
simulations running within the software. However, they also result from user
interactions with the virtual environment, including shifts in player position and
viewpoint, but also user modifications to the virtual environment. Indeed, change tends
to be continuous rather than episodic in most VGs, and permeates most aspects of
the virtual environment, including parts that may currently be unseen by the player.
The management of change therefore represents one of the key challenges to the
games designer and player alike, and these challenges constitute what Poole [32
In earlier games, the impact of change within the virtual environment was often
temporary, with killed creatures fading away shortly after their death, and bullet holes
disappearing or being generalised on vehicle bodies and building facades soon after
they had been created. Nowadays, however, bodies will accumulate on the ground,
]
refers to as the kinetic narratives which are such a distinctive feature of videogames.
Not all change evident on screen is significant to the goal or purpose of the game; a
great deal of dynamic behaviour is modelled for purposes of ambient realism. Thus,
for example, offices contain working computers and fax machines, homes have TVs
which play ads, vehicles have satnavs that emit spoken instructions, and in-car radios
emit music and DJ banter. Some games mimic real environments by providing usable
telephone booths in the street (as in Proving Ground) or mini-games that can be
played in shopping mall arcades (as in Sega Splash! Golf). This dynamic modelling is
taken to new levels in representing change initiated by player actions. Thus, for
example, footprints appear when walking on wet sand; spray appears on a camera
lens during a powerboat trip; newspapers flutter in the vortex created by a passing car;
and plaster flies off a wall when hit by bullets. Some of this dynamic realism is more
significant in terms of gameplay, as when a box breaks apart when hit by a crowbar, to
reveal hidden ammunition.
15
and bullet holes will stay exactly where they first appeared. VGs thus not only
represent events; they also record the accumulated effects of events, so that the
evolving game environment becomes a dynamic palimpsest. What is often missing,
taking a GIS perspective, are facilities to interrogate and analyse this change.
However, in Sim City 4, the player can look at pollution or property-price colour maps
as the city evolves, and in De Blob, the player progressively covers more and more of
a 3D environment with various colours of paint.
For their part, GIS initially drew their modelling approaches from static 2D maps, with
digital spatial models typically representing a synchronic snapshot -- the classic cross-
sectional view. Over the past couple of decades, however, GIS technology has moved
progressively from mimicking static 2D maps to providing digital representations of 4D
data [33; 34]. Only comparatively recently have GIS begun to change, with the
introduction of 3D viewing, brushing, and animation [35; 36]. Increasingly important is
the visual representation of diachronic change, typically undertaken by creating
sequences of temporally spaced snapshots (e.g. the spread of population across the
UK from decennial census data; the diffusion across America of WalMart stores; or the
tracks of hurricanes in the Caribbean). Objects have also begun to move and change
on screen by coupling the software to real-time data feeds (e.g. from GPS or ground-
based tracking technologies) or links to simulation model output.
Although most GIS can handle historical data, typically in the form of time-spaced
snapshots (e.g. remotely sensed image sequences for a given area, or decennial
population censuses for a particular country), the essential characteristic of dynamic
representation in GIS is that it is mainly a data-driven process, where the data are the
outcome of prior surveying or monitoring activity, or as a result of real-time data
capture. Most do not display the output of dynamic process models. Thus, while most
GIS are adept at handling spatio-temporal data, few model dynamic spatial processes.
This is not to ignore the considerable success within the geoscientific community, in
developing dynamic environmental and social models. These range from the
geological and hydrological models of the Kansas Geological Survey during the 1970s
[37], through to the more recent geosimulation models of the 1990s [38]. There have
been numerous attempts since the 1990s to link GIS to environmental process models
(e.g. [39; 40; 41
Videogames, unlike GIS, do not tend to store a great deal of time-varying data, other
than music or recorded sounds. (Exceptions include character or object animation,
which is often canned rather than simulated in real-time, which is discussed further
below). Unlike GIS, most modern videogames, across several genres, embody
numerous dynamic process models which not only enable various elements of the
virtual environment to appear to behave realistically, but also permit the environment
to respond in realistic ways to player interactions. Many car racing games (e.g. Forza
Motorsport 2) combine a high degree of visual realism with a high degree of process
realism. These simulation-heavy not only replicate circuits with considerable
geographical and architectural fidelity, and highly realistic vehicles with every detail of
the bodywork precisely modelled, but the behaviour of the vehicles is accurately
replicated in the player’s driving experience. For example, specific vehicular sounds
are replayed during the game, and dynamic vehicle handling characteristics are also
]) mainly through loose and tight coupling rather than embedding.
Nevertheless, these models still occupy a parallel technological space to mainstream
GIS, especially in the geosciences.
16
faithfully modelled based on a wide range of actual performance variables, to give the
player the experience of real vehicle driving. Another example of an embedded
process model is found in Hydrophobia, in which a fluid dynamics model,
encapsulated in a specialised software engine, manages the dynamic behaviour of
water bodies and its effect on objects. This model not only handles realistic water
movement in complex spaces, and modifies the acoustics of the enclosed spaces it
occupies, but it also models interactions between the water and the game
protagonists.
The difference between VGs and GIS in this respect is crucial. While the outcome of a
game’s dynamic processes may appear to be realistic, and indeed may be generated
by physically accurate models, they are synthetic outcomes, and will typically vary
each time they are produced, usually in context-dependent ways. GIS also display the
outcomes of real-world processes but, in contrast to VG outputs, this realism derives
from the fact that what is being modelled usually consists of recorded occurrences.
Here we find a contrast not only between the synthetic and the real, but also between
the what-might-be and the what-was, between the possible and the actual, and
between the fictional and the factual.
Dynamic realism in VGs is closely related to notions of real-world time, both
chronological and perceptual. The representation of cyclic time, and changes
associated with it, is relatively common. Several games track the circadian cycle, for
example by moving the sun across the sky (e.g. the Jak & Daxter series), by revealing
changes in urban air pollution (as in Midnight Club: Los Angeles), or by modelling
inhabitants’ daily routines (e.g. retiring to bed at night in The Elder Scrolls III:
Oblivion). Others unfold their story through the seasons of the year (e.g. Animal
Crossing and Harvest Moon), with some (e.g. the Harvest Moon series) modelling
vegetation, crop and landscape changes through the seasons, while some games
(e.g. Grand Theft Auto 3 and The Elder Scrolls III: Morrowmind) also introduce varied
weather during gameplay. Several epic adventure and role-playing games (e.g. Day
Of The Tentacle and Eternal Darkness: Sanity’s Requiem) simulate change through
far longer periods of time.
Process distortion
Not all games behave strictly in tune with chronological time or Euclidean space. For
example, some games set in extensive virtual worlds (e.g. The Elder Scrolls III:
Morrowmind and Legend of Zelda: Ocarina of Time) permit players to traverse long-
distances between widely separated locations almost instantly, while others permit
time to be frozen (e.g. Timeshift and Blinx: The Time Sweeper), sped up (e.g. Frontier:
First Encounters and Sim City 4) or slowed down (e.g. Proving Ground, Burnout and
Max Payne). (Braid, being a game entirely based around time manipulation, allows
you to do all of these things and more.) In Mirror’s Edge, the ‘Runner Vision’ tool slows
down time during gameplay to assist the player in executing complex moves, and is
similar in visual style to ‘bullet time’ adopted in Matrix-inspired games. In a GIS
context, maps have long been distortable through map projection or topological
restructuring (as in cartograms). As for temporal distortion, modern data visualization
software permits analysts to vary the speed and duration of events in spatial
animations and in dynamic brushing, while spatial simulation software has always
enabled models to be run in other than real time. The key difference between VGs and
GISs, in this respect, lies in the purpose of temporal and spatial distortion. In the
17
former it enhances various elements of gameplay, while in the latter it supports
effective analytical interpretation.
Even when VGs provide an accurate simulation of the world, they sometimes permit
the player to select the degree of realism they wish to see operating. This is
particularly common in car racing games. Thus, for players who enjoy the fidelity of
precise simulation, vehicle handling realism might be set at a high level, while those
who prefer a more thrill-seeking driving experience might set the vehicle’s handling
system at a lower and far more forgiving level. Although visual, aural and behavioural
realism are the primary goals of this often costly modelling effort, other liberties are
also taken to enhance playability at the expense of temporal realism. Midnight Club:
Los Angeles, for example, permits its high-performance cars to be raced at speeds in
excess of 200mph around the streets of Los Angeles. Another interesting deviation
from behavioural realism occurs in those squad-based combat games (e.g. Brothers in
Arms: Hell’s Highway), in which the game storyline requires that if key squad
members are wounded in battle, they can be revived to rejoin the action. In a similar
fashion, the AI which directs non-player characters in numerous games genres may
be varied between a level of optimal decision-making efficiency (where the human
player has little chance of winning) to a much more flawed level where it makes
human-like errors (which gives the player some chance of winning). These and many
other examples suggest that while VGs may be increasingly adept at creating
accurate models of real-world processes, the fidelity of such modelling will always
need to serve the maximisation of player satisfaction, in terms of the balance to be
struck between challenge and reward.
Figure 6. Countryside scene showing farmhouse being torn apart by alien
creature (Half-Life 2; courtesy of Valve Software).
18
Dynamic world modification
Unlike GIS editing software, which is typically used to build and modify spatial data
models prior to analysis, most VGs facilitate the dynamic modification of their game
environments during gameplay, based on player actions and decisions. This requires
sophisticated software not only to model multi-way interactions between player,
environment and objects, but also to update spatial and attribute data models on the
fly. Dynamic landscape modification takes several forms. Buildings and other items of
infrastructure are blown up in many games (Figure 6), while in Fracture, players can
use various kinds of grenade and firearms to modify the land surface itself, in order to
gain tactical battle advantage [42
Many strategy and role-playing games involve large numbers of humans, with which
]. More constructive changes include the moving of
objects (e.g. Elebits), altering the look and feel of the existing environment by pulling
on the ground surface to change its shape (as in Civilization and Age of Wonders), by
planting or cutting grass (as in Viva Pinata), or by extending the environment by
adding land and infrastructure (as in SimCity). The virtual worlds of many videogames
are becoming almost as malleable as the real world.
Terraforming, deformation, destruction and construction are not restricted to
landscape elements. In car racing and shooter games, for example, it is common for
discrete objects such as opponents, furniture, vehicles and roadside objects (such as
lampposts or fire hydrants) to be damaged or destroyed. (The earlier but innovative
Red Faction game had a geomod, or geographical modification, feature which enabled
players to incrementally destroy infrastructure, while the more recent Crysis and
Mercenaries 2: World in Flames have more extreme destruction capabilities.) Some
games also permit damage to be undone. In Burnout Paradise, for example, drivers of
damaged vehicles may visit a virtual repair shop to have them instantly repaired, while
in Grand Theft Auto, layers of dirt accumulated on vehicles may be removed by
passing through a carwash.
Human behaviour and social processes
Human behaviour is also simulated with increasing realism in VGs. In games which
involve competition between player and software, most titles incorporate some form of
artificial intelligence (AI) to operate non-player characters (e.g. monsters or zombies)
and competing drivers’ vehicles in a realistic fashion. In many shooter games, for
example, combatants may be given varying degrees of intelligence, which may be
selected by the player to match their skill level. In car racing games, competing cars
are also driven with increasingly sophisticated software. In at least one such game
(Forza Motorsport 2), the player may select several AI drivers to drive for them.
Squad-based behaviour is increasingly evident in combat games, and is increasingly
modelled using sophisticated AI. In Brothers in Arms: Hell’s Highway, and the World
War I title, To End All Wars, the squad behaviour mimics multi-level military decision-
making behaviour, down to squad and individual levels. Human behavioural modelling
is taken further in the tactical shooter BlackSite, in which a squad morale system is
used to influence the battlefield behaviour of individual members of the player’s team.
(The player indicates what squad members are expected to do, but the current squad
morale level affects how they do it.) Even more remarkable is the growing practice of
developing and communicating the emotions of game characters, as in the trait and
‘moodlet’ system implemented in The Sims 3.
19
the player can interact and/or control. At a relatively simple level, some games (e.g.
Assassin’s Creed) provide realistic simulation of crowd behaviour. At a more
sophisticated level, are the strategic games, often set in cities (e.g. Settlers: Rise of an
Empire), which have evolved through several iterations to present high-fidelity urban
environments in which citizens are seen acting out their daily lives in transparent
detail. AI is particularly important in such games (e.g. The Sims 3), which often involve
large numbers of inhabitants, because it would be virtually impossible for the player to
micro-manage the behaviour of all of the individuals inhabiting the game. Some RPGs
mimic society in other ways. The Elder Scrolls III: Morrowmind, for example, models a
character-class system, in which attributes and behaviours are established for game
characters (usually including the player) in a way that resonates with socially stratified
societies in the real world. Although some of these class systems are caricatures of
the real world, they do represent a form of social simulation that is likely to achieve
greater realism as in-game AI is further refined. At a higher social level, some games
attempt to model cultural differences, but this is currently done rather poorly. The
crude national stereotyping in such games as Battalion Wars 2, for example, fares
poorly when compared with the heavily researched national cultural classifications of
Hamden-Turner and Trompenaars [43], Hofstede [44] and others.
However, some commentators (e.g. [45
While the effectiveness of a GIS may largely be measured in terms of the power and
flexibility of its toolset, “a computer game, unlike most other computer applications,
lives or dies by the effectiveness of its user interface design” [8]. Because several
thousand games are published each year, and many introduce innovative interface
ideas, the games scene represents a huge experimental laboratory for interface
design. This provides a major resource that may be raided by GIS designers in
]) suggest that AI can become too clever for its
own good, in that it can make a game too difficult to play against. Dumbing down the
AI also has its limitations, however, because of the danger of mismatches appearing
between the visual realism of game characters and the relative stupidity of their
behaviour. As a result, in games such as Unreal Tournament 3 and Burnout, the
designers attempt to create AI that behaves in ways that humans would behave, and
makes the same mistakes that humans would make.
There are several lessons here for GIS. One might be in terms of monitoring the
behaviour of spatial analysts during and across sessions to provide intelligent context-
sensitive help (as in the case of Left4Dead described earlier). It is also worth noting
that since the AI would be used entirely on behalf of the protagonist (i.e. the analyst) in
the case of the GIS, there would be few of the problems associated with over-
intelligent antagonists. In GIS, the AI would always be on the player’s side; the
problem to be solved would play the abiding role of combatant. A second lesson might
be drawn from those racing games (e.g. Forza Motorsport 2) which provide both a
highly realistic simulation mode and a more forgiving ‘arcade’ driving mode (also
described earlier), with the latter permitting the player to accumulate considerable
physical damage to their vehicles without incapacitating them. The principle that is
useful in a GIS context is that the degree of simulation realism must always be fit for
purpose. Thus, for example, while a highly realistic dynamic spatial model might be
necessary for environmental planning purposes, a ‘dumbed down’ version might be
more appropriate in an educational context.
B. User interfaces
20
developing more effective methods for spatial exploration, search and interrogation
[46; 47] In this section, a number of VG interface ideas will be described, and their
GIS potential indicated. (See [48] for a fuller discussion.) The discussion will focus
primarily on software rather than on game hardware devices.
Figure 7. Highly stylised landscape of a first-person game with player’s avatar
temporarily on display (Team Fortress 2; courtesy of Valve Software).
Viewpoint
One of the most important aspects of the videogame user interface is its viewpoint --
i.e. the location of the player in relation to the virtual environment. Three viewpoints
are especially evident: the first-person viewpoint, in which the player moves through a
virtual environment using the eyes of the largely unseen protagonist (see Figure 1);
the third-person viewpoint, in which the player is distanced from the game’s
protagonist, which is represented by an avatar which they control (see Figure 7); and
the god viewpoint, in which the player looks down on, or obliquely across, the field of
play, directing events from a location that affords high situational awareness (see
Figure 8). (It should be noted that while the player’s control of characters in The Sims
have led to it being called a ‘god-game’, it does not adopt what is commonly referred
to as the god viewpoint.) There are variations on these main viewpoints, such as the
‘over-the-shoulder’ approach of some third-person shooters, in which the player is
partly immersed in the scene by following closely behind the seen protagonist, and the
‘through-the-rear-window’ viewpoint in some car racing games. The viewpoint serves
multiple functions in VGs, not only providing a degree of immersion (as in the first-
person viewpoint), or situational awareness (as in the other two viewpoints), but also
providing opportunities for user identification with the seen protagonist (as in the third-
person viewpoint).
21
Most games adopt a single viewpoint throughout. However, in recent years, some
popular games (e.g. Metroid) have switched from one viewpoint to another in
successive releases, and in other games, it is possible to switch between viewpoints
during gameplay. In the first-person Brothers in Arms and Ghost Recon, the player
can momentarily switch to a third-person camera to provide a tactical overview when
the combatant has taken cover. The RPG game The Elder Scrolls III: Morrowmind, for
example, offers both first- and third-person viewpoints, with the latter being useful
when the player’s avatar wishes to display its winnings. In some games, the viewpoint
is switched automatically, either to reveal important events (as in Civilization:
Revolution), to taunt opponents with amusing character animations or for replay
purposes (as in Team Fortress 2, Figure 8), or to reveal the player’s avatar when it is
injured (as in Left4Dead). The temporary switch between viewpoints to make use of
their particular advantages highlights the benefits of making both available in the same
game.
Figure 8. Urban infrastructure and irregular terrain as modelled in a grid-based
strategy game (Sim City IV; courtesy of EA Games).
In contrast, most GIS traditionally adopt the map-based, god viewpoint. Recent
innovations in Web mapping, however, are introducing alternative viewpoints more
akin to the first-person and third-person viewpoints found in videogames. (The
elevated camera position in the terrain-following viewpoint in Google Earth, however,
22
still maintains most of the elements of the god viewpoint.) As GIS introduce more 3D
scenes into the analyst’s working life, the need for additional and alternative
viewpoints and interaction methods is likely to increase markedly (
49
). One of the
striking things about most GIS is that little attempt is made to use viewpoints to
develop a sense of immersion, or to encourage user identification with a protagonist
(the analyst does not normally appears as an avatar in GIS scenes). By and large, the
analyst stays outside the scene, keeping his or her distance, and essentially playing
god.
Viewpoint choice has major implications for GIS design. Detailed studies have
been undertaken in a military context (e.g. [50; 51; 52; 53
A common feature of VGs is that specific interaction methods are designed to fit
particular player actions and operations. For example, methods to control various
]) which reveal that the
egocentric and exocentric viewpoints are suited to different tasks and benefit
users with different levels of experience. Since some of the tasks undertaken in
these military studies (e.g. judgements of relative position, mobility assessment
and line-of-sight visibility) are similar to those undertaken in GIS, it may be
important for GIS software to enable users to switch as needed between the two
types of viewpoint. A required first step might be to consider inserting an avatar
into the scene, and using a third-person viewpoint rather than the conventional
god-like viewpoint.
Camera position and movement
Camera control is an important means by which players are able visually to explore
the game environment, and is critical for rapid decision making. In some games (e.g.
the first-person shooter, and some car racing games), the camera equates to the
player’s eyes, and is locked to the player’s movement through the game environment,
which the player controls with mouse, keyboard or games controller. However, in
games where both the camera and the protagonist’s avatar have to be controlled
simultaneously (e.g. those with a third-person viewpoint), this poses a heavy
interaction load on players. To help resolve this problem, many such games take over
camera control, leaving players to control the movement of the avatar. There is
therefore a balance to be struck between player and software camera control, with
some games (e.g. Resident Evil 4) offering higher levels of player control, and others
(e.g. Super Mario Galaxy or God of War) offering lower levels of player control.
In some games (e.g. Ratchet & Clank), the player may opt either to control the camera
or to cede control to the program’s AI. A further distinction is made between, on the
one hand, character-relative motion, in which the avatar moves relative to their current
state in the game world (the classic example is the early Resident Evil series of
games), and on the other hand camera-relative motion, in which the avatar moves
relative to the viewpoint’s current state in the game world (the recent Resident Evil 4
finally switched to this approach). At root, this is a choice of how the user controls map
to in-game state change, with the primary purpose of automatic camera control being
to reduce the player’s control burden, especially in fast-moving and stressful
situations. However, in some games camera movement is also used for dramatic
effect. In Gears of War, for example, the camera shakes as the player runs, which
adds to the sense of immersion.
Fitness for purpose
23
locomotory actions by players are provided in a wide variety of games, and especially
those adopting a third-person viewpoint. However, because of the god-like perspective
adopted by the majority of GIS, their potential role in assisting spatial exploration and
analysis has been largely unexploited. (For example, the grip and climb systems
available in several action games, including Ico and Assassin’s Creed, could be
adapted for the exploration of mountainous terrains in GIS.
Interface diversity is a significant feature of videogames, with the same action often
controlled in different ways in different games. This can be illustrated by the process of
targeting characters and objects, which supports a variety of purposes, including
shooting, path planning, information extraction, selection, and general ‘trigger’
interactions. In Metroid Prime 3: Corruption, for example, a complex trigger facility
allows players to lock onto an enemy, and then either fix their perspective on the
target or look straight ahead. Players can also move the crosshair around the target
extremely rapidly after they have locked onto it, which makes it extremely easy to
handle multiple small targets within a clearly defined area. Finally, individual games
may provide several options for weapon-targeting, as illustrated by Grand Theft Auto
IV whose alternatives include: free aim; snap from target to target; target and modify;
and lock-to-objects (i.e. the camera’s anchor point locks to the object), all of which
operate on both static and dynamic objects. Many of these innovative interface
methods have potential applications in GIS.
Free and constrained exploration
Most early videogames constrained the player to movement in 2D space. The advent
of full 3D in the 1980s (e.g. Elite) and 1990s (e.g. Quake) provided players with
increasing freedom to explore and navigate in three dimensions. In parallel with this
increased freedom emerged numerous ways of mapping player manipulations of their
interface devices (mouse, keyboard, handheld controller, etc.) to a growing repertoire
of exploratory movements in space (walking, running, climbing, jumping, flying, etc.).
In time, extensive experimentation across thousands of game titles led to the
emergence of a handful of classical interface mechanisms whereby spatial exploration
and action could be undertaken. Among these were the first-person running and
jumping (Quake), the third-person running and jumping (Jak & Daxter), the third-
person per-scene viewpoints (Alone In The Dark), and the god’s eye view (Sim City).
Although there has been a progressive move in VGs towards increasing freedom of
spatial exploration, this freedom has often been deliberately constrained by games
designers, chiefly because of the challenge to players of controlling free movement in
three spatial dimensions. One form of constraint is found in those games (e.g. Jak &
Daxter, Ratchet & Clank and World of Warcraft) which, although they present a highly
realistic 3D virtual environment on screen, constrain the movement of the player’s
avatar mainly to the degrees of freedom of the ground surface. Another technique
adopted in shooter games is to adopt an ‘on rails’ style during intense fighting
episodes (as in Resident Evil: The Umbrella Chronicles), in which the camera follows
a fixed path through a battle zone, and the player merely controls the direction it faces
in order to shoot at large numbers of objects and assailants en route. In a similar
manner, the circuit racer game largely prescribes where the player is able to drive
during gameplay. Although they may have extensive rooms, the castle (as in
Wolfenstein 3D) and the underground laboratory (as in Half-Life) offer similarly
constrained spaces. The ‘constrained navigation’ approaches for moving across
24
complex 3D terrains using 2DOF of movement [54
Many games (e.g. those involving driving, unarmed combat, skateboarding and
parkour) require the player to control complex on-screen behaviour, either of vehicles
or their personal avatars. In most such games, these behaviours (e.g. the trick
repertoire in successive editions of the Tony Hawk’s skateboarding game, or the
skyline leaping and running behaviour of the hero in Assassin’s Creed) are achieved
by far less complex control manipulations, and in some cases only a single button
press is required [
] is of particular relevance in this
context.
The recent emergence of non-linear, free-roaming games (championed by GTA III,
and taken up by such titles as Far Cry 2, Burnout Paradise and Tony Hawk’s
American Wasteland) is beginning to challenge the hegemony of titles which keep the
player within confined spaces or moving along constrained courses. This spatial
opening up of games has led to players needing on-screen orientation and navigation
aids. Although games have tended to avoid displaying on-screen aids, in order to
sustain a sense of immersion, the emergence of ‘open world’ VGs set in extensive
environments has led to the re-appearance of devices such as the inset map or
minimap (e.g. GTA San Andreas, which has both an inset minimap and a fullscreen
map view). Metroid Prime goes further than most games with its simplified, rotatable
and zoomable 3D wireframe map. GIS have much to learn from videogames in this
respect, especially as and when they adopt third-person user modes involving an
analyst avatar.
Simplification
A notable feature of VG interfaces is the way in which often complex on-screen
behaviour is achieved by relatively simple interface actions on the part of the player.
This process of interface simplification is enabled by the games software, which
undertakes the necessary behavioural elaboration. In Super Mario Galaxy, for
example, the protagonist’s avatar is not directly controlled by the player (nor, indeed,
is the camera, as discussed earlier). Moreover, not only are Mario’s jump trajectories -
- especially between planetoids -- software generated, but the use of modified gravity
makes walking across planet surfaces or up walls without falling off as simple as
walking across the ground. Indeed, this would be an entirely different game if players
were required to take fine-grained behavioural control of their on-screen avatar, with
no distortion of real-world physical laws to help them.
55]. Much of this complex on-screen behaviour is pre-animated, and
in some cases (e.g. when the player wiggles their joystick around to control their
avatar), several animations are cross-blended and phased in and out to produce
plausible walking animation. In Splinter Cell: Conviction, not only are the player’s
relatively simple control actions (e.g. pressing a button) translated into more complex
on-screen behaviour (e.g. throwing an opponent across a room), but the software also
intelligently analyses the current context, and elaborates the behavioural response to
the player’s control action in a way that is most appropriate for a given situation. A
context-dependent approach is taken in several games, so that the action triggered by
using a particular control depends on the current state of play. In Mirror’s Edge, for
example, instead of providing a ‘grab’ button, the software uses edge-detection
routines to determine whether the player’s avatar is close enough to a building ledge
to invoke a gripping action. Similar techniques are used in Fable II, which generates
moves for its melee fights that reflect their immediate context. It is in ways like these
25
that the design of virtual environments in VGs is able to guide and encourage player
behaviour, in ways that are largely absent from GIS.
Although the advantages of interface simplification and behavioural elaboration are
relatively obvious, there are also dangers to be avoided. One is the player frustration
caused when the software takes autonomous decisions about the game context,
especially when there are several potential actions available at a given game point,
and the software chooses one that does not match the player’s intention. Also, many
commentators and players part company with games designers when elaborate cut
scenes or heavy AI are used to animate spectacular action sequences (as found in the
introductory sequences of many VGs, and in the destruction sequences in Half-Life:
Episode 2). Because player interaction with the game is normally suspended while cut
scenes are playing, the player’s role is reduced to little more than that of a spectator.
C. Multi-sensory representation
In an earlier section, data visualization was shown to be an important ingredient of
effective gameplay. However, not only is it an informal craft in most VGs, but the rule-
based creation of visual symbols from data is intermixed with the design of graphical
symbolism which serves other, less representational roles. Although the advantages
of presenting spatial information to more than the visual human sense are well
established [19; 20], most GIS still privilege the sense of sight. In plotting the future
development of data representation, GIS designers could therefore do far worse than
examine the track record of VGs, many of which have mastered the art of multi-
sensory information presentation [56]. We will begin by examining how sound and
haptics are used to convey information to players, and then consider the effective
combination of multi-sensory information.
Sound
Sound, and especially music, is used mainly for emotional effect in videogames, as is
exemplified by the mood established by the soundscapes of such games as Defcon
and Ico. However, there are cases where music is also used to represent information.
For example, it can indicate different states of play, including the presence of danger
and a lack of remaining time, and can also provide notification of certain events. In
Left4Dead, for example, one music track begins just before a ‘horde’ (of zombies)
attacks, another starts up as a ‘tank’ (a super-powerful zombie) approaches (and
continues playing until it is dead), and yet another gradually increases in volume and
sound layers as the player approaches the hiding place of a ‘witch’ (another extremely
dangerous zombie). In one scene of Super Mario Galaxy, the tempo of the music
increases and decreases in step with the player’s movement of a star ball. Such
redundant representation, in which sounds reinforce visuals, is found in many games.
In Ratchet & Clank, for example, sound encodings are used to convey the nature of
the contrasting surfaces on which the protagonists are walking. In Crysis, however,
the game deviates from the rather strict rules of data visualization, in that weapons
which sound similar in the real world are given distinctive sounds in the game because
of the importance of players distinguishing aurally between them. A similar form of
aural exaggeration, this time for emotional effect, is used in the Thief games, in which
the volume of the protagonist’s footsteps on certain surfaces is enhanced to alert them
to the fact that they might be heard by others.
26
It is very common for classes of entities to be identified by means of audio 'tags' in
VGs. In Half-Life 2, for example, each type of enemy has a distinctive aural signature,
and will emit easily recognised sounds when distinctive events occur. (These sounds
are of crucial importance when those events are off screen or obfuscated by other on-
screen events.) Similarly, audio tags are used to provide aural confirmation and
identification as the player collects types of item (e.g. medical supplies or
ammunition), or defeats types of enemy. Sound can also be used to reflect measured
data, through variations in pitch or frequency (though not amplitude, which is generally
used to encode distance-from-viewpoint). For example, puzzles in the Zelda series of
games give timing information to the player in this way.
A further role for sound in VGs is in providing locational information. Variously named
spatial audio, localised sound, spatialised sound, positional audio or 3D sound, the
ability to alert players aurally to the location of characters and events in 3D space is
an important element of the soundscape of most modern VGs. 3D spatialisation of
audio implicitly provides scalar feedback by changing audio volume on the basis of a
sound source’s distance from the player or viewpoint. Most game designers have
extensive soundscape-building tools, which means they are able to add sound to a
virtual environment by identifying the location of sound emitters interactively and
drawing boxes around spaces affected by individual sounds.
Haptics
Due to the widespread availability of interface devices (including joysticks and
game controllers) that emit vibrations or output force feedback, many games are
able to harness the haptic senses (the vibrotactile, which is mainly located in the
skin, and the kinaesthetic, which is mainly located in the joints) to transmit
information to the player. (The kinaesthetic sense has the unique property of both
receiving and issuing force or stress, and is thus uniquely able to engage in
active exploration of environments.) Many games (e.g. Ratchet & Clank: Tools of
Destruction, Motorstorm, and Heavenly Sword) adopt rumble -- i.e. vibrotactile
feedback -- to identify events occurring in the virtual environment, with the 'profile'
of a rumble (that is, how its strength varies over time) commonly used to
differentiate between different kinds of event. Controller rumble is also used to
generate a sensation which indicates that the player's avatar is in contact with
certain surfaces in the virtual environment. Scalar feedback can also be provided
by the controller, as when the amplitude of a sound or the frequency of an aural
pulse is used to convey proximity to otherwise secret (e.g. underground) items.
Force-feedback devices are not normally used to provide categorical information
to players, but are commonly used to emit the values of continuously varying
parameters. In some flight simulator games, for example, force-feedback
joysticks are used to mirror the forces felt through the control column in real
aircraft, and force-feedback steering wheels available for some driving games
convey the resistance of the car's wheels to turning based on physical simulation
of the vehicle in contact with the road.
Combining sensory outputs
Multi-sensory output has two broad roles: sensory substitution, in which one sensory
modality is replaced by another, and sensory combination, in which one sensory
output is used to reinforce another through redundant data coding, or to encode
27
multiple data variables [56]. A great deal of sensory fusion plays a redundant encoding
role. In Zelda: Twilight Princess, for example, the Wii controller combines both sound
and tactile feedback (by emitting a 'twang' sound and rumbling) when the player fires a
bow and arrow. Similarly, in Super Mario Galaxy, the Wii controller rumbles when the
player’s avatar lands from a great height. Audio cues can help players focus on a
critical visual element, for example, by teaching the player to associate a distinctive
audio cue with a given enemy action (and its related animation, such as raising an arm
high prior to striking the player). In several games, spatial distance and audio volume
are often used together to help separate the camera from the player avatar, or
conversely to make them feel more tightly bound to them. An interesting (but rather
rare) effect found in some third-person games (in which the player controls an avatar),
is where the visual and audio information is decoupled, in that audio effects are
spatialised as if heard from the avatar’s location (i.e. as if a virtual microphone was
positioned there) rather than from the camera position.
The multi-sensory output of multivariate information is perhaps less frequently used
than redundant encoding of individual variables. However, in some car racing games
(e.g. Forza Motorspot 2), the driving experience is fully multi-sensory in a multivariate
sense, with a combination of visual, aural and tactile (e.g. rumble) feedback being
continually provided. The non-visual information is highly nuanced, conveying a
variety of engine, exhaust and tyre noises with both a high degree of realism and
emotional impact.Some other games also use multi-sensory output to reflect
multivariate information. For example, Pikmin has a hundred or so little creatures
running around following the player’s avatar, and colour is used to represent the type
of pikmin and sound (in addition to animation) is used to represent their current state
(i.e. whether they are working, running, endangered, hurt, etc). It should be borne in
mind that the integration of multiple sensory outputs in VGs combines with tightly
integrated storylines and compelling game mechanics to transcend mere information
presentation, enabling the player to participate in an immersive experience. While this
might give VGs the capacity to support marketing activities, it might not mesh in an
obvious way with the typical requirements of the spatial analyst.
IV. CONCLUSIONS
In this chapter, we have examined two kinds of spatially intelligent software: the
videogame and the GIS, and have compared several of their key characteristics and
capabilities. One of the major conclusions drawn from our analysis is that some of the
differences between videogames and GISs are more apparent than real, and that the
former have a surprising number of similarities with the latter. A second conclusion is
that VGs constitute a public laboratory in which numerous innovative ideas have been
road-tested with large numbers of highly demanding users. The results of these
experiments are freely accessible to GIS designers, and can serve to short-circuit the
improvement of existing features as well as the introduction of additional functionality.
Videogame contributions
We have evaluated VGs against key GIS capabilities to reveal their strengths and
weaknesses, and have identified several areas in which VGs could make potentially
significant contributions to tasks normally undertaken with GIS. Of course, this is not
to suggest that particular videogames could be used off the shelf as fully-fledged GIS,
28
but it is to suggest that some widely exhibited functionalities in VG technology could
contribute in significant ways to the future development of GIS.
It has been argued that in three specific areas (dynamic process modelling, interfaces
and multi-sensory representation), VGs exhibit more developed capabilities than GIS,
and have much to offer the spatial analyst. Firstly, VGs may be characterised as
dynamic, process-based simulation systems, in which the interactions between
players and modelled processes provide much of the software’s functionality and
appeal. In contrast, GIS are essentially spatial data handling environments, which for
the most part display spatio-temporal data rather than model spatio-temporal
processes. In this context, VGs arguably have more in common with dynamic,
process-based geospatial simulations than with GIS. Nevertheless, given numerous
past attempts to enable dynamic modelling in a GIS framework, VG achievements in
this field are well worth examining.
Secondly, it has been shown how VG interfaces and interaction styles are highly
diverse, and may be selected according to the needs of individual players and the
tasks they are required to perform. The way in which VG interfaces are designed for
exploring 3D virtual environments offers GIS designers many ideas for providing
analysts with additional interactive approaches for exploring their own geographical
worlds. Finally, we have shown that while GIS are generally more advanced in rule-
based data visualization, the leadership roles are reversed when the representation of
data to other sensory modalities is concerned. We have demonstrated ways in which
VGs might help to rectify a longstanding gap in GIS functionality.
Both VGs and GIS may be broadly interpreted as being concerned with solving
problems in a spatial context. While it is readily apparent that GIS tools for spatial
modelling, display and analysis provide support for environmental and social problem
solving and decision making, this role may not be so evident with VGs. Nevertheless,
games present players with considerable perceptual, motor and cognitive challenges
in spatial environments, and innumerable tools with which to solve spatial problems, at
several levels of challenge and complexity. VG approaches and tools may therefore
be relevant for undertaking tasks equivalent to those found in a GIS context. For
example, given the highly developed capability of VGs in assisting players to navigate,
explore and interrogate virtual environments, many of the innovative techniques
developed for 3D navigation and interaction might also be useful in digital GIS worlds.
In this context, it is instructive to note Google’s current positioning of its own GIS-
related functionality in term of: ‘Explore, Search and Discover’. However, VGs offer
considerably more than quasi-3D map browsers in application areas such as virtual
tourism and virtual heritage exposition [57
Charting the future
A not insignificant question raised by this chapter concerns the means by which VGs
might contribute to GIS in the future. Several possible scenarios may be outlined
whereby spatial analysts might be able to acquire more game-like tools. The first
would involve analysts modifying selected VGs to undertake GIS-related activities.
There are already indications of this happening in several other application areas,
] which require the use of highly realistic 4D
technology. The fact that an increasing number of today’s youth generation is already
well versed in using VG technology should give GIS developers considerable food for
thought.
29
including: scientific visualization [58], marketing [59], education [60], scientific
research [61], military training [62; 63], and environmental planning [64]. A second
route might see developers using VG design toolkits (e.g. VG middleware) for rapidly
prototyping and deploying games technology for GIS applications. This approach is
perhaps most attractive for 3D data visualization applications [65]. A third scenario
sees games developers broadening their target markets to include spatial exploration
applications. There are several indications (e.g. in serious games, passive games and
some casual games) that the industry might have an appetite for this. A fourth
scenario might be based on interoperable collaboration between GIS and VGs,
creating powerful software federations that capitalise on the individual strengths of
each technology [5]. A final scenario would be for the developers of GIS and other
spatial software to adopt ideas read-tested in VGs in their own software, to deliver
added value to users. An example of this approach may be seen in the adoption of
MMOG game mechanics in business software designed for trans-national
organisations [66
The authors wish to thank the organisers and attendees at the Virtual Geographical
Environments conference, held in Hong Kong in January 2008, at which some of the
].
It remains an open question as to whether ‘entertaining GIS’ will become as popular or
as relevant as ‘serious games’. Equally uncertain is whether there will be increasing
convergence of videogame and GIS technologies in the future. It remains to be seen,
for example, whether continuing innovations in videogame technology will contribute
to major improvements in GIS, whether videogames will chip away at the GIS
consumer base with products that are increasingly able to model worlds for insight as
well as for entertainment, or whether a visionary product might appear that
encapsulates the best that both technologies currently have to offer. Amongst this
exciting uncertainty, one conclusion emerges with clear-cut outlines: those of us who
use technology to understand and manage the world we inhabit are facing a future of
ever-increasing possibilities, with technological options becoming increasingly
available from complementary sources. Without succumbing entirely to the hubris of a
former political leader, it may truly be said that never in the history of spatial science
have we had it so good.
NOTES
The names of the videogames included as acronyms in Figure 2 are:
AC (Assassin’s Creed), BiAHH (Brothers in Arms: Hell’s Highway), BP (Burnout
Paradise), BR (Braid), CIV (Civilization), CoD4 (Call Of Duty 4), CoDWaW (Call of
Duty: World at War), CR (Crysis), DC (Defcon), EC (Echochrome), FR (Fracture), F2
(Fable II), FF (Final Fantasy), FM2 (Forza Motorsport 2), GA (Getaway), GoW (God Of
War), GTAVC (Grand Theft Auto: Vice City), HGL (Hellgate: London), J&D (Jak &
Daxter), KD (Katamari Damacy), LBP (Little Big Planet), MFS (Microsoft Flight
Simulator), PM (Pacman), RCGC (Ratchet & Clank: Going Commando), SC4 (Sim
City 4), SMG (Super Mario Galaxy), SP (Spore), STH (Sonic The Hedgehog), TS (The
Settlers), and WoW (World of Warcraft).
ACKNOWLEDGEMENTS
30
ideas discussed in this chapter were first presented. Thanks are also due to EA
Games, Introversion Software Ltd. and Valve Software for permission to reproduce
images from their games. The authors have made every effort to secure the
necessary permissions to use copyright material. If there has been any oversight,
copyright holders are asked to contact the publishers.
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