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An analysis of game environments as measured by fractal

complexity
Daniel Della-Bosca Dr Dale Patterson Scott Roberts
Griffith University Parklands Drive Griffith University Parklands Drive Griffith University Parklands Drive
Southport QLD 4222 Southport QLD 4222 Southport QLD 4222
61 7 555 29302 61 7 555 28111 61 7 555 28190
d.della-bosca@griffith.edu.au d.patterson@griffith.edu.au s.roberts@griffith.edu.au

ABSTRACT contribute to the well-being of the participant if carefully


constructed. The reverse is also true, if arbitrary and irresponsible
The aesthetics of the games environment can sometimes be of decisions are made in respect to compositional structure, design
secondary consideration to gameplay. This research is concerned elements and principles, pace and sound, the participant may be
with the reception of the ‘pictorial space’ by the viewer and how negatively affected by some aspects of the game.
the viewer’s experience may be modified either positively or
negatively, by variance in the level of complexity within the The human and the realm external to the human, the place to
scene. Previous participant studies by the authors and others, point which we belong to, or dream of, Landscape concerns an
to preference ranges of two dimensional images by viewers. This emotional, intellectual and spiritual connection to a realm either
paper draws from those conclusions to analyze existing game physical or imagined.
artwork using proprietary box counting methods to reveal levels John Ruskin in 1856, wrote of the transformative powers of the
of complexity as measured by fractal dimension. The outcomes of pictorial scene, and though in the first volume wrote of the
the modest research and analysis presented are potentially accuracy of depiction or representation, he embraced abstraction
valuable in confirming the importance of careful attention to the and symbolism in later volumes. Ruskin asks, what is the effect of
crafting of game environments and a healthy balance between the pleasure of taking in landscape and interestingly for
content creation and procedural generation. The research also contemporary viewers of landscape, whether it is a ‘safe or a
posits that fractal analysis can be a valuable tool in early stage seductive pleasure.’ he continues
testing for experience and interaction design and ultimately help “May we wisely boast (of this pleasure), and unhesitatingly
in contributing to a meaningful experience for the game player.
indulge in it? Or is it rather a sentiment to be despised when it is
CCS Concepts slight, and condemned when it is intense [1]”.
Human-centered computing ➝ Interaction design➝ The environmental renderings of Joan Fontcuberta offer a true
Interaction design theory, concepts and paradigms. contemporary critique of landscape. As published in the book
‘Landscapes without Memory’, Fontcuberta shows the process of
Applied computing ➝ Computing in other domains➝ terrain generation using ‘Terragen’ software, as he describes, the
Computer games. software is forced into creating terrain not from maps but from
other landscapes [2] Fontcuberta in his manipulations of image
Keywords and terrain delves deep into the philosophies of landscape and in
Fractal; games; complexity; aesthetics; pictorial space; landscape particular the cognitive dissonance in perceiving the unexpected.
Fontcubertas landscapes without memory offer crucial reflection
for the creators of environment for computer games. Arbitrary
decisions permitted by unleashing procedural generation perhaps
Introduction; the Game and Landscape trap us, as the viewing audience, in a realm where our aesthetic
experience is stifled. It can here be argued that the necessity for
The idea of the game has for a long time been evolving beyond image creation is to involve skilled and experienced artistry
mere entertainment to be a meaningful platform for aesthetic informed by design elements and principles.
experience, and the responsibilities of aesthetic engagement with The opportunity this permits as a consequence is the critique of
the intended audience requires game developers and content procedural generation itself and the aesthetic dialogue invoked in
designers to be considerate and mindful of the viewers experience. the correlation of individual/ personal artistic attention and
The computer generated games environment in various mediums algorithmic procedure. Fontcuberta reveals that his images are of
has the potential to be not just entertaining but can significantly a class that lie “between the virtual and the real, perhaps
Permission to make digital or hard copies of all or part of this work for prompting us to understand not only that every image is a trap, but
personal or classroom use is granted without fee provided that copies are also that only fiction is now possible, and that we live embedded
not made or distributed for profit or commercial advantage and that inside it [3]”.
copies bear this notice and the full citation on the first page. Copyrights
ACM must be honored. Abstracting with credit is permitted. To copy
otherwise, or republish, to post on servers or to redistribute to lists,
requires prior specific permission and/or a fee. Request permissions
from Permissions@acm.org.
ACSW '17, January 31-February 03, 2017, Geelong, Australia
© 2017 ACM. ISBN 978-1-4503-4768-6/17/01…$15.00
DOI: http://dx.doi.org/10.1145/3014812.3014877.
The idea of landscape has changed radically from Ruskin’s time An essential feature of adventure puzzle games in particular is the
to now, but Fontcuberta offers us the same message as Ruskin and immersion in environment. The concept of presence however
that is, the images of landscape are never truly passive and require requires careful address, as immersion for immersions sake is not
critique. the sole requirement for pleasurable or meaningful navigation of
the games environment [9][10]. Theresa Ditton and Matthew
Lombard clearly identified distinct conceptualizations of presence
Pictorial Space within games, including of course immersion and realism, but also
relational to this study, presence as transportation [11]. Ditton and
A selection of in-game screenshots of environments were Lombard refer to the first mode of presence as transportation by
analysed for this study. In total a set of 45 images were chosen describing it simply as ‘you are there [12]’. The idea of this
and seven variants of fractal analysis were used for each image. modality is as ancient as all human narrative and is summed up in
Samuel Taylor Coleridge’s, notion of the willing suspension of
Immersive games of the adventure puzzle genre were chosen disbelief [13]. This term has served literature, film and now the
mostly for this study along with some environments from arcade experience of computer games very well, particularly as the
and MMORPG to seek potential differences between genres. cornerstone of interaction within the adventure puzzle genre.
The majority of the games chosen for inclusion in this study Boyd Davis concludes his paper on the pictorial imperative by
represent exemplars of immersive experience particularly the stating ‘there are signs in several media of a tendency towards a
series of Myst games from the original to Myst Five; End of Ages. spatially integrated pictorial diegesis [14]’. The adventure puzzle
The rationale of choosing games that represent immersive genre demonstrates this tendency. It stands as a benchmark for
experience was to particularly separate the environment or interactive experience particularly pointing at emerging virtual
background from more active gameplay and involvement of reality and augmented reality frameworks. These games and
characters [4], the adventure or adventure puzzle genre of games experiences by their structure and composition permit the
from their inception demonstrate the capacity of extended development of presence in many forms.
engagement of the participant with environment or landscape.
For these reasons of negotiating and understanding the
Hsu and Chen reference Stephen Boyd Davis by dictating what philosophical qualities of presence, a range of adventure puzzle
game elements are active or passive and also details nomenclature games, and others, were chosen from past exemplars to emerging
for game elements [5]. The term ‘pictorial interface’ is used to benchmarks of experience. The question engendered by this
describe the spatial environment of the game during gameplay. exercise though, is how to assess this experience. The modest task
Boyd Davis very eloquently locates the pictorial space within the of this research is simply to begin a form of analysis of the
game environment by its correlations to the history of art and film environment/ scene/ pictorial space of the game that can reveal
in precise ways and he offers us the tools to critique the pictorial levels of complexity that may impact on the participant’s
interface through perceptual theory of diegetic space [6]. experience. Static images have been used for this research and
The notion of diegetic space is crucial to the discussion that does have an impact on the level of immersion assessed.
concerning the seemingly passive nature of the game Immersive qualities such as flow [15] should be addressed over
environment/ landscape / pictorial space. Boyd Davis speaks of time as that is the experience of the participant. The analysis of
the diegetic space in film as that which the characters of the film scene is but one method of determining the participant’s level of
interact with. Similarly he states in games, there is a ‘diegetic engagement with the game overall.
world occupied by the scenery and characters [7]. Importantly for
this study, the games that are analysed for their environments or
pictorial space are of the immersive type and have been carefully Fractal Analysis
chosen to begin to shed light on newly emerging possibilities for
immersive games developed for virtual frameworks. The Several research studies, including those of the authors, have
adventure puzzle genre of games with Myst as one of the earliest measured the aesthetic preferences of participants with regard to
examples, to Obduction and No Mans Sky as the newest images with varying levels of fractal complexity, indicating an
proponents of this level of immersion all strongly question the average aesthetic preference for a fractal complexity level in the
participants role in diegetic space. As the history of art has always range of 1.3 to 1.5 [16][17][18]. The repeated findings of Deborah
challenged our perception of environment by questioning our Aks, Julien Sprott, Branka Spehar , Ben Newell and Richard
relationship of re-presented space; so does the game, by placing Taylor, along with many more served as a foundation to the
the participant in that environment. The games of the adventure determination of aesthetic preference of the two dimensional
puzzle genre not only exhibit the capacity to immerse us in a rich image.
and captivating pictorial space, but those same spaces possess the This particular study, and the papers referred to, have utilised
capacity to be playable. The scene/ environment/ pictorial space various forms of box counting methods to determine the fractal
can also operate as extra diegetic space which can be interacted dimension of an image. The fractal dimension is identified using
with. software that seeks structures, shapes, lines and edges at varying
E H Gombrich spoke of the divide between pictographic and scales. The software used for this study includes Image J and Frac
photographic space [8], whilst Boyd Davis writes of the Lac [19][20].
enmeshing of configurational and pictorial space. Games in Within the two dimensional plane there exists a range of possible
general can simultaneously exhibit the characteristics of both levels of fractal complexity. For example the 2D fractal dimension
configurational and pictorial space, whilst the adventure puzzle (D value) ranges anywhere between 1.0 and 2.0. A pattern or
game in particular seeks to challenge the passivity of pictorial image that fills the plane in very simplistic terms (a low order of
space by opening the potential for interactivity with the scene roughness/irregularity) has a D value close to 1, and a pattern that
itself.
fills the plane with detailed and intricate structure will have a D
value close to 2. The algorithm is called, the "box counting"
method. In the simplest terms, the routine counts the number of
boxes of a given size needed to cover a one pixel wide, binary
(black on white) border. The procedure is repeated for boxes that
are 2 to 64 pixels wide. The output consists of two columns
labeled "size" and "count". A plot is generated with the log of size
on the x-axis and the log of count on the y-axis and the data is
fitted with a straight line. The slope (S) of the line is the negative
of the fractal dimension, i.e. D=-S [21].

Figure 3 No Mans Sky; Outline, 1.3793D


One of the first series of images to be analysed were from the long
awaited, No Mans Sky [22]. This game was chosen as it
demonstrates a high use of procedurally generated content and as
such the fractal algorithms underpinning the game itself were
presumed to be revealed in fractal analysis.
The standard box counting method did show a reasonable fractal
dimension as the above image analysed at a dimensional value of
Figure 1. Log Log Plot ( No Mans Sky) 1.3793. This points to an image of this nature presenting a fractal
dimension that sits within a preference range of 1.3 to 1.5D.
However, using the FracLac plug in and analyzing the original
The analysis of game images for this study used a variety of image converted to greyscale we are surprised to see a much
techniques for calculating fractal dimension inclusive of; standard higher dimensional value of 1.5336. The grayscale analysis
box counts using 9 scaled sizes of boxes, average sampling of method was used on quite a few images when it became necessary
dimensional value, change of grid size, creation of one pixel width to ascertain what constituted a potential shift in degree of
outline, image sharpening and finally a differential grey box complexity. Recent Games were mostly chosen for the analysis as
count. The variations in technique sought to account for it was assumed that the degree of procedural generation is quite
stylistically differing production and rendering techniques from high and the screen resolution, high dynamic range and processing
game to game. Some games were rendered with softer edges power afforded to contemporary games allow for environments
which changed the d value to a certain extent whilst some games and rendered images to show a high degree of complexity.
were rendered with a smaller tonal grade than others. The
differing techniques of analysis sought to examine shifts obtained
in dimensional value and why.
The study began with the assumption that a variance in
complexity within game environments or pictorial space may
account for variations in preference in respect to the participant’s
response. Initially it was assumed that an extended immersive
experience could have some correlation to a fractal dimension as
perceived to be aesthetically pleasing. The initial analysis of game
images followed the protocols recommended by developers and
by users particularly within the scientific community. In Game
screen shots were processed as bitmap images and then the
contours were extracted for analysis.
Figure 4 No Mans Sky; Differential Grey, 1.5336D

It became an imperative of this study to look at some historical


exemplars that demonstrate early efforts at procedural generation.
Again it was assumed that a scene or pictorial interface created
with fractal algorithms should score fairly well in respect to
analysis. Loren Carpenter’s landmark short film Vol Libre
produced in 1980 [23]. Carpenter outlined the procedure in his
paper presented at SIGGRAPH in that year [24]. Interestingly and
presumably because of the complete level of procedural
generation the standard box count of outline for screenshots from
the film show a remarkably high dimensional value. The image
shown in figure 5 analysed at 1.9867D. It is this procedural terrain
Figure 2 No Mans Sky; Bitmap
the Loren Carpenter developed that is now prevalent in games
such as No Mans Sky and many more.

Figure 5 Vol Libre; Outline, 1.9867D Figure 7 Myst Exile; Outline, 1.9957D
In order to ascertain what could constitute difference in fractal In contrast to the fractal dimension measured from the Myst Exile
analysis of games environments, early exemplars were chosen for image, low measures, by comparison were evidenced from images
analysis and expected to produce low dimensional values. The taken from the last game in the Myst series, End of Ages [27].
classic arcade Space Invaders [25], was one of those games The fractal dimension measured from a set of images averaged at
analysed. Because of the limited screen resolution available at the 1.5271D. And measured lower again on a differential grey
time of space invaders release, little detail and nuance had the analysis which gave a result of 1.4759D.
potential to be included. Surprisingly the analysis of screenshots
of space invaders was not as low as was expected. Even though It seems that the attention to detail in environments textures and
space invaders used minimal information with minimal tonal overall aesthetic appeal lowered as the Myst series wound to a
value in a diagrammatic space, the image shown in figure 6 conclusion in Myst 5 End of Ages. The game Uru [28], which was
exhibited a fractal dimension of 1.2378D. also a difficult chapter in the Myst franchise attempted to do
much, in being as immersive as a game could possibly be at the
A careful unraveling of the structures and shapes within space time. In defense of the game developers, Uru continued the same
invaders however reveal that there is a good measure of scaling desired narrative structures as were built in previous games and
and self-similar structure, the basic tenet of fractality. At 1.2378D utilised a good balance it seemed, of configurational and pictorial
the space invaders image analysed falls just below the expected organization. Unfortunately games like Uru and End of Ages
preference range for images, but nevertheless shows some degree lacked the degree of compositional richness which perhaps
of complexity. evidenced the success of prior series chapters. This is an entirely
subjective conclusion however and in no way should be construed
as potential markers of success or failure.
Rand and Robyn Miller of Cyan Worlds may well have paid heed
to past mistakes, because the latest game offering may just
showcase a high level of complexity in its pictorial space. The
newly developed game, Obduction [29] may well be successful in
its level of immersive and transportive capacity if the fractal
analysis is a measure of that. Differential Greyscale analysis of
screenshots released to media show a fractal dimension ranging
from 1.6266D to 17499D. This study does not propose that a
certain measure of complexity be relied upon as a measure of
commercial success, however a certain dimensional range may
well signal a participant’s preference for extended engagement
Figure 6 Space Invaders; Outline, 1.2378D with the game. There is no rule for what degree of fractal
dimension is preferable to all, particularly within the game
environment but fractal analysis may offer clues as to the capacity
The highest score for fractal dimension analysed for this study is for engagement, the degree of experience whether pleasurable or
for the quite iconic environment from the game Myst Exile [26]. uncomfortable and alongside many other interactive and aesthetic
The Myst series was crucial to this study as the series represented principles the potential discoveries surrounding the concept of
a significant milestone in games design, procedural generation presence.
and general advancement and experimentation with immersive
principles. The Myst Exile screen shot analysed for outline box
count scored 1.9957 for fractal dimension.
Perhaps a role playing game such as World of Warcraft requires a
change in dimensional value from passive to active states. If the
level of complexity is always high for example, the game may just
become too tiring and player focus will wander.

Conclusions

Fractal analysis offers a great toolset for the interaction designer,


games developer, landscape artist and much more. It potentially
can be an effective early stage development tool as well as offer
methods to critique completed works.

Figure 8 Obduction; Differential Grey, 1.7499D It is not proposed that fractal analysis is the one tool to measure
all it simply is just another technique to test aesthetic intent,
Different game genres offer differing experiences for the
technical development and refinement that may impact on
participant. It was stated that this study looked largely at the
phenomenal experience.
adventure puzzle genre, but in order to gauge another game type,
MMORPG’s offer an instructive way to view fractal analysis for From the time that Coleridge wrote of the willing suspension of
different purpose. It is presumed that the environments within disbelief, countless studies have attempted to unravel the secrets
MMORPG’s are of lesser consequence than game play. However of human experience and interaction with story. Coleridge’s quote
as role playing games offer extended immersion for the however is often cut short as he reveals his role as author is ‘to
participant, the pictorial space or game environment could for transfer from our inward nature a human interest and a semblance
instance be carefully constructed so as to offer repose. Eight of truth sufficient to procure for these shadows of imagination that
images from the World of Warcraft [30] series were analysed for willing suspension of disbelief for the moment, which constitutes
this study from version 1 to version 6. The findings are firstly that poetic faith [31]’.
over the series there was a sustained but slow increase in fractal
dimension, that is the environments showed an average degree of The study of immersive environments requires the dialogue of
change in fractal complexity from 1.3241D to 1.3954D as poetics as well as the formalism of narrative structure, especially
measured by the standard box count within ImageJ using outlines. when two dimensional games will soon be three dimensional vr
An increase of fractal dimension was however measured in experiences where the sensorial interplay is crucial to participant
screenshots showing game information, i.e. the extra-diegetic experience. Box counting tools and their resultant analysis of
space. Analysis of these images revealed fractal dimensional fractal dimension can be seen to assist in formalising what is a
values of up to 1.4968D. difficult, complex and interrelated set of interactions.
The findings of this study point to the necessity of adopting new
methodologies of interpretation, analysis and critique as newly
emerging mediated technologies pose new problems in terms of
understanding a virtually mediated phenomenal experience.

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