The Nexus of Art and Science
Physics
as a Game Mechanic, Games as a Physics Mechanic
Games
have been around for some time now but obviously not nearly as long as physics.
In the same way that physics is applied to and exaggerated in film and
animation it makes sense games and game worlds would eventually make use of
physics as well. What makes games unique compared to the former mediums is that
games can make use of physics simulations in real time. Physics engines and
simulations in games can be rendered in real time with dynamic results. In
terms of true production animation or cinema, real time physics would make no
sense at all. A film is generally the same film each and every time it is
observed. Games though on the other hand are usually dynamic. Even though some
experiences can be linear exact progression through a game is almost always in
the hands of the player. This is where physics in games is a big selling point.
When a game can accurately reproduce physics in its game world the sense of
realism and immersion is heightened for the player. These systems of course
have to work very precisely with a lot of processing power or else lose their
sense of immersion. In the same way a phys dev team might develop physics for a
movie whether it is a truly realistic depiction of physics or an exaggeration
the same applies to games. These game engines need to work in a lot more
situations though as they have to function dynamically in real time. Now while
certainly not the first physic engine Valve using Source implemented physics in
games in ways that were more acute than ever before. Valve and its use of
physics has what I would consider a major milestone for the implementation of
physics in videogames, not only as a background element but bringing physics to
the forefront as a gameplay element.
Valve
is a game studio that has been around for quite some time. One of their best
known and most acclaimed titles is Half Life. In the second installment of Half
Life there are a few extremely prominent uses of physics. Very early in the
game the player is presented with a straightforward physics problem, place bricks
on one side of a lever arm to raise themselves to the next area. While quaint today
this was the first time many videogame players saw physics in the form of a
puzzle take center stage in a high profile videogame ostensibly about killing
aliens. The beauty of its implementation though is that the puzzle is dynamic
and occurring in real time. If it were a scripted event placing the blocks in a
certain area would suffice but because of the fidelity of the Source engine the
puzzle is relatively true at least to Newtonian physics. The blocks must be
placed exactly on the lever arm and can be prone to falling off and so on. Later in the game a similar puzzle is
encountered this time making use of pulley arms as a weight puzzle to raise a
ramp. The puzzles react to player interaction in real time and give for lack of
a better word a sense of physics. This is important and it is truly a rea time
physics puzzle and not a scripted puzzle as stated earlier. Half Life goes on
to implement physics in other interesting ways as the puzzles can become more intricate
with the introduction of the gravity gun. Later on Valve would go on to publish
Portal, a game stripped of conventional shooter ideas and much more reliant on
being a true puzzle game. Portal makes use of ideas such as conservation of
momentum as a game mechanic. Probably one of the most widely known and
recognized portal puzzle has to do with building enough momentum from
perpetually falling to launch oneself over a large chasm. Because the physics
in these games is presented as a foreground element rather than a background
element, players get to experience at least to some degree a realistic representation
of dynamic physics they can actually play and interact with. This is not to say
physics must be at the forefront of all games. A game like Max Payne has
implemented dynamic physics to body ragdolls to create a dynamic and cinematic
experience when shooting people in the face. This use of physics is a lot more
common though in almost all games today and not nearly as compelling. Many
games have buildings that can blow up dynamically or people that can die
dynamically. However without any input from the player a building blowing up slightly
differently or a dead body slumping over slightly differently can become run of
the mill. Physics is at its best when it is well developed and at the forefront
of a gaming experience.
As
far as I know Valve has one of the best dev to fan relationships in the
industry. They constantly interact with their community in interesting productive
ways. This goes beyond games as entertainment and treats games as a learning tool
as well. One of the more interesting ways Valve has given to the community is
Teach With Portals. Teach With Portals is free version of Portal than has been
tailored to teach students physics. There are a variety of physics and even
math problems for students to encounter. Various schools have made use of Teach
With Portals as a supplement to classic physics instruction. This is all made
possible by the Source Engine which can accurately render physics such as acceleration
and weight. Portal has come full circle and is now being used to educate
people. In sense physics implementation at a time was at the behest of gaming.
Physics was a tool of game development, first as a background element and
slowly became a foreground element. Now games have become of use to physics as
a means to help people engage with how physics and our work works. Much like
how Portal is a game about well portals it is fitting Portal the game be a
portal into learning physics.
Games
have come quite a long way since their inception. Even Pong can be considered a
physics simulation in a rudimentary sense. Programs like Source Engine though
have brought physics into gaming and pushed it more into the forefront of
gaming as a whole. It takes a lot of steps along the way. A game developer might
put a lot a stock in spectacle and scripted set pieces that may make limited
use of physics if any at all. This is a practice that was incredibly overused
five years ago and now borderlines on being droll. Games like Portal and Half
Life however have proved that physics can be used to great effect at the
forefront of gaming. These are arguably two of gaming’s most iconic entries of
the 2000s. Many games have come since but these two games championed physics
mechanics in the most unique ways known to games at the time. In turn these
games have impacted the social perception of physics by shaping the experience
of all those who play them and also being used as tools to teach physics in a
more straightforward way. Not bad for games ostensibly about shooting guns at
things.
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