Sunday, 6 December 2009

An introduction to game technology.

As technologies have progressed, so have the contents of gaming consoles and it components. In comparison to the old fashioned controllers of the ‘Sega Megadrive’ products such as the ‘XBOX360s’ wireless remote have created a much more comfortable and ergonomically effective experience.

Ergonomics have always been a key feature of design; everything can be improved to further enhance the interaction between an object and the human form. Over the years, console controls have developed from being blocky, awkward and conventional remotes, to comfortable, innovative and ground breaking design features. In the recent times, technologies such as wireless controllers, motion sensors and most importantly camera based inventions have begun to dominate the next generation of control. Yet, amongst every new design development, comes a collection of moral, economic, aesthetic and ergonomic issues. Products such as the ‘wii’ remote offers a fluid and seamless control over how a game can be played along with its sleek and polished design, yet there can be issues as to how it can be applied. Motion control may seem appealing at first, it’s energetic, exciting and easy, but there are situations where this use of control could be questioned. For example, in adult gaming titles such as ‘Modern Warfare’ stabbing an opponent with the click of a button is found acceptable, but if this motion is repeated on a ‘wii’ remote there are moral questions that are raised. Do we want children and teenagers repeating violent gestures towards a screen, is this the way in which we should promote entertainment? As entertainment technologies continually advance, the games industry must constantly adapt and evolve its design to create a thoroughly entertaining experience, but it must always be wary of how it progresses, striving for an acceptable degree of realism and controlling the ways in which these technologies can be applied appropriately.

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