Professional Documents
Culture Documents
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
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
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.
REFERENCES