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SuperCharged! can be modeled with most commercially available 3D gaming engines. The primary challenge will be adapting the game engine so that the particles behave in accordance to the properties of charged particles. Because giving players an intuitive feel for the behavior of charged particles is the primary goal of the game, it is essential that the engine be created to render the behaviors of charged particles realistically. Dr. John Belcher has the equations for these models, but we would need to integrate them into the game engine. Fortunately, these laws are all known relationships that have already been quantified, so coding them shall be relatively easy. A second technical challenge will be in deciding what level of fidelity to portray the visualizations. Dr. Belchers visualizations are computationally intensive, and we will need to make trade-offs in fidelity and playability. We feel that its important to provide multiple visualization schemes for the concepts presented in the game; the ability to separate the essential data presented in a problem from its representation is a vital one that video games seem uniquely poised to take advantage of. From a graphical standpoint, then, the game will fall somewhere between the psychedelic abstractions of Rez, the view-switching power of a 3D modeling program, and the freedom-of-movement of Descent. Rendering-wise, little new technology is called for; the innovation will come in the area of interface and interactivity. Sound
as Information Conduit From this
principle we can move to other aural metaphors; in one level of our game,
a darkened space might require the player to navigate entirely by sound,
with a 3D audio system representing the relative strengths of point charges
by their pitches or timbre (there are already plenty of musical precedents
for mapping the width of vibrato, for instance, to the intensity of a
note or passage). From an educational standpoint, mapping a concept onto
multiple representational schemes makes sense; for experienced gamers
accustomed to entirely ancillary sound effects, this offers an attractive
gee whiz factor. And the uniqueness of a sonic-navigation challenge will
hopefully inspire greater engagement on the part of all players.
Though we envision SuperCharged! primarily as a single-player game, it maps readily to a multiplayer experience. The attraction of a multiplayer game would be different from that of the single-player version, of course; increased tempo combined with the deliberately constrained style of gameplay would, we think, produce a compelling experience quite different from a more scattershot model such as Quake. Real-time strategy games show that multiplayer games can keep up a brisk pace while still engaging players at both the tactical and strategic levels; the notion of turning on physical laws over time (moving from the concept of an electric field to EM waves, for instance, or enabling the concept of induced magnetic fields as an additional gameplay wrinkle) could make for a multifaceted single-player and multiplayer experience, given how closely the players game-state (closeness to victory) and the characteristics of the gameworld are tied.
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