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Tony Manninen, PhD, Professor, LudoCraft Game Design and Research Unit, University of Oulu. Tony is a computer games designer, researcher and teacher. His areas of research include design, analysis and production of multiplayer games and their diverse applications. In his PhD research he studied the issues related to interaction forms and their manifestations in multiplayer games. He has designed several experimental games and has published game related papers in academic forums, as well as, game reviews and game related articles in popular media. He is the leader of LudoCraft, which studies games and applies the theoretical knowledge into game design.
Tomi Kujanpää (M.Sc.) works as an Assistant Professor and researcher in the game design and research unit, LudoCraft, in the Department of Information Processing Science at the University of Oulu. His current research interests include networked multi-player games, game characters, and 3D models in computer games. The working title of his PhD research is "Characters as Game Design Elements". In the research he is studying issues related to game character design in the context of multi-player role-playing games.
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The
Hunt for Collaborative War Gaming - CASE: Battlefield 1942
by Tony Manninen and Tomi Kujanpää
Abstract
This paper analyses the interaction forms of a contemporary
multiplayer game in order to offer implications for multiplayer game
design. The motivation for the research originates from the fact that
the lack of intuitive and perceivable interaction cues is one of the
distinctive features separating networked game settings from
face-to-face encounters. The analysis of the interaction forms in
multiplayer game sessions indicates that the players can use various
forms of non-verbal communication and perceivable actions to reduce
communication difficulties. However, players still tend to
communicate outside the game system and they try to overcome the
limitations of the systems by inventing various imaginative ways to
communicate, co-ordinate and co-operate. The findings of this study
support the earlier research conducted within the field. However, the
improvements in game technologies have been able to slightly reduce
the problems of net gaming. Nevertheless, game designers need to take
versatile interaction form support into account when designing and
developing multiplayer games. It is mainly perceivable and holistic
manifestations of interaction that enable players to fully
collaborate and cooperate in networked game settings.
Introduction
Multiplayer games involve communication,
co-operation and co-ordination between players. The difficulties in
computer-mediated communication and collaboration support, however,
are evident everywhere. The lack of face-to-face interaction limits
the participants of networked game sessions to interact by the rules
and mechanics of the game systems, and therefore, reduces the quality
of interaction between players. In order to make the possibilities of
enhanced interaction support visible, this paper describes and
analyses the interaction forms that exist in a contemporary
multiplayer 3D game. Interaction forms are perceivable in-game
actions that act as manifestations of the player-to-player and
player-to-environment interaction. These forms are used to convey the
actions of the player to oneself and to others. They enable awareness
of actions by offering mutually perceivable visualisations and
auralisations within the virtual environment of game world.
In order to shed some light on the aforementioned
problems, this study analyses and discusses the interaction forms of
Battlefield 1942 (2002), a contemporary multiplayer war game
from Digital Illusions CE, published by Electronic Arts.
The game itself consists of 3D virtual battlefields where multiple
players can participate in a collaborative war game. The participants
control their avatars (e.g., soldiers and vehicles) by using
first-person or third-person views. The game represents a genre of
multiplayer games in which the need for inter-player co-operation is
evident. In these games the different soldier profiles (i.e., player
character skills) and various war machines (e.g., land, sea and air
operations) are best used in tactically integrated way. The game also
supports a maximum of 64 simultaneous players, which in turn
increases the possibilities and variety of interaction.
The research approach follows the guidelines set
by Manninen (2002) who describes a similar study conducted for the
multiplayer game, Counter Strike. Furthermore, the elaboration
of the interaction form concept model and the corresponding
scientific framework presented by Manninen (2003) is adopted for this
analysis.
Game-related phenomena have been studied and
approached from a number of viewpoints. Researchers have tackled the
subject in various disciplines (Aarseth, 2001). Still, the anatomy
and design of games has mainly been left to the practitioners in the
games industry (cf. Crawford, 1982; Rouse, 2000; Rollings &
Morris, 2001). This paper aims at contributing to the increasing body
of literature related to theories and practices of game design.
The concept of interaction form, in this paper,
covers the perceivable manifestations or instances of in-game actions
that can be used for interaction. These forms are instantiated via
audiovisual content represented within a game environment. The
emphasis is on perceivability – if an interaction form can be
perceived it can contribute to the level of interactivity. The focus
of this paper is on the game world and its corresponding elements.
User interface devices and occurrences outside the computer are not
directly discussed.
Multiplayer Game
as A Form of Groupware
Interaction has been studied in several fields and under several
names. The modes and types of interaction have been presented, for
example, in the areas of embodied actions (Robertson, 1997) and
autonomous agents (Badler and Allbeck, 2000). The non-verbal
communication aspects of collaborative virtual environments (CVEs)
have been studied, for example, in the context of user embodiment
(Benford et al., 1997; Fraser et al., 1999), communicative behaviours
and conversational interface agents (Cassell, 2000), and
realistically expressing avatars (Thalmann, 2001).
Contemporary multiplayer computer games are
similar to CVEs developed for other application domains (e.g.,
research, military, and training). CVEs - like games - provide
another means of simulating real or imaginary world places and
activities. They convey information about real world places
effectively because they tend to preserve the spatio-temporal aspects
and natural modes of the interaction characteristic of real world
environments. They are used to create a computer-generated simulated
space with which an individual interacts (Witmer et al., 1996).
While the early games suffered from both user
interface and communication limitations, they still were able to
provide meaningful interaction. Improved visuals and technology
reduce the effort required to approach other players in the game
world for interaction. Further exploitation of auditory features
(speech and interaction cues), could greatly reduce confusion and
improve usability. Still, limitations that prevent the full
expression of interaction prevail. For example, if avatars are not
unique to each user, it is difficult to distinguish between strangers
and familiar users (Damer et al., 1996).
The main emphasis in games is to provide
entertainment and challenges for the players. Games do not generally
aim at supporting existing work settings. Instead, they emphasise
compelling content, fast pace of action and aspects of fun that
mainly occur within the virtual environment itself. Therefore, the
coupling to the physical world processes and procedures is not the
key issue as it is in workplace studies where the application of
purely virtual environments is not usually successful (Büscher
et al., 2001). The whole purpose and context of action is the system
itself. Although playing can include competitive or collaborative
activities conducted by geographically distributed players, the sole
characteristic of computer games makes it a very specific case of
CVE. The game not only attempts to support players' activities - it
is the activity.
According to McGrath and Prinz (2001),
technologically mediated communication is characterised by its
digital nature - there is either constant communication or none at
all. However, multiplayer games can contain a number of simultaneous
communication channels, all with varying magnitudes within the
continuum of communication. This means that, strictly speaking, the
traditional turn-taking problem of groupware applications does not
apply. The players simply do not care to wait for their turn. They
continue to act and interact by using various channels. If talking is
not feasible, they may choose to jump up and down, shoot a couple of
rounds, or do some other non-verbal actions instead.
Interaction Form
Model as A Framework for Analysis
This research adopts the framework for interaction
form analysis originally proposed by Manninen (2000). With this
approach in mind, the perceivable interaction forms occurring in a
contemporary multiplayer computer game have been analysed. The
interaction form model draws on theoretical knowledge (e.g.,
communication theories) and empirical material (video recordings,
interviews, and observations) collected from networked games and game
playing sessions (Manninen, 2003)
The conceptual model is a structuring tool during
the analysis, and thus, the aim of this work is to explicitly
illustrate the occurrences of individual interaction forms in
relation to the model. Figure 1 represents the first layers of the
concept model illustrating the main interaction forms that can be
found within current multiplayer games and CVEs. The basis for the
model is the categorisation of various interaction forms in terms of
communication channel, context, and acting entities (e.g., body
parts, environment, participants, etc.). The forms have been
categorised into 12 classes, each consisting of a number of
sub-concepts. The categories will be further explained during the
empirical analysis.

Figure 1. Concept model of interaction forms
(Manninen, 2002).
The material gathered during the participatory
observation sessions consists of screen shots automatically collected
during the game sessions at 1 to 10 second intervals. In addition to
this, self and group reflection was conducted, based on the diaries
written by the players, in order to fill in the details of individual
actions and action sequences.
Participatory observation, in this case, means
that the authors were playing the game together with other players.
The total amount of playing hours varied from 150 to 250 hours per
person. In order to reduce the impact of potential biases, the focus
of the study is on perceivable interaction forms (i.e., visible or
audible). These forms are illustrated and their role in supporting
communication, collaboration and co-ordination is brought forward.
The following sections aim at providing game
designers and developers an insight into the interaction forms that
can enhance and improve multiplayer games. The theoretical background
is strongly linked with the practice through descriptions and
illustrations of perceivable interaction forms.
Interaction Form
Examples
This section describes some of the sample findings
in relation to perceivable interaction forms during the observed
gaming sessions. Some of the examples are selected directly from the
events evident in the screen shots, while others have been formulated
during reflection discussions. The cases have been selected from the
material based on their significance, importance, and level of
interest in terms of game design. The descriptions are categorised
according to the components of the interaction model.
The examples are illustrated in order to
illustrate the practical use of interaction forms and how they can
create and enhance different game situations. The implications for
design emerge partially from these descriptions. The data, however,
does not cover interaction forms exhaustively and, therefore, some
design implications are offered based merely on the limitations of
support of a particular interaction form category.
Some of the categories are discussed in more
detail due to the evidence indicating the significance, or sheer
volume, of the occurrence of corresponding interaction forms. The
olfactics category is not analysed because the game does not
have any support, or a simulated model, for the sense of smell.
Avatar Appearance
Avatar Appearance has at least two main
forms in the game. First, it provides visual team information to
other players. For example, Russian soldiers wear distinctively
realistic clothes and gear and are, thus, easily recognised. The
helmet shape, length of coat, colour and pattern of camouflage, and
features of equipment all follow the historically accurate
prototypes. Second, the appearance allows the players to identify
different roles in the game. That is, a medic has the Red Cross
insignia and corresponding equipment, an engineer carries tools, an
anti-tank soldier is portrayed with a bazooka in his hand and a scout
carries a radio in addition to his rifle. Figure 2 illustrates the
five different roles. From left to right: assault, medic, engineer,
anti-tank (top) and scout (bottom).

Figure 2. Representations and visual characteristics of various roles
available for players.
The physique of the avatar is, however, limited in
terms of size and body structure. Furthermore, team members with same
roles have similar type of clothes. This means that when
encountering, for example, several anti-tank soldiers, they all look
alike. The only way to directly identify players is to check the name
tag, which is portrayed on top of the avatar.
The active weapon and equipment are visible to
others, and thus it is possible to estimate the range, speed of fire,
and other characteristics of the fellow team members and opponents.
However, as in many other games of this genre, the effectiveness of
this visual information seems to be rather low due to the average
firing distances. If the player sees an opposing team member, there
is either a very short time to react, or the opponent is too far to
be observed in detail (except with binoculars, or a telescope, which
is available for certain weapons).
Apart from the active weapon and other visible
equipment, the appearance of avatars is relatively static and mainly
offers support for team and role identification. However, the level
of perceived details is not always adequate to enable accurate
identification. The avatars are generally too far away to be clearly
recognised. This phenomenon changes with the increase of graphics
resolution. With the high-end displays, it is possible to set the
level of resolution high enough to visually perceive more detailed
information.
The drawback, or at least weakness, of the
realism-orientation in appearance is the restriction to use only
appearance forms, which are realistic enough. This leaves a huge
amount of improvement responsibility for the hardware and software
(e.g., resolutions, speed, etc.). Nevertheless, as a form of
self-expression, the avatar appearance is not adequately supported
within the game. While identification is possible because of name
tags, the visual character seems to have a lesser role. The feeling
of comradeship comes mainly from the actions and experiences, not
from the visual appearance of a fellow squad member.
Facial Expressions and Occulesics
The basic facial features of an avatar, with a
specific role, consist of a photo-realistic face with slight dynamic
changes in expressions. Most of the changes, such as blinking of eyes
and subtle expressions, are not directly controllable by the players
and, thus, only add to the liveliness of the avatars. However, some
perceivable expressions are combined with specific actions, such as
getting injured or killed (e.g., grins) and when initiating certain
pre-defined radio messages (e.g., when shouting "Go Go" the
mouth is almost lip-synched). Sample facial expressions from the game
are illustrated in Figure 3.

Figure 3. Different facial expressions (neutral, grin, squint, and
“lip-synch”).
Eye movement and direction, or occulesics,
are not specifically coupled with subtle changes in the direction of
the player's gaze. Instead, the eyes mainly stay fixed in the general
direction of the face. However, there are certain non-controllable
dynamics involved as avatars move their eyes constantly in quick
glances. Furthermore, the eyes blink frequently which, in turn, makes
the avatars seem amazingly real.

Figure 4. Slight changes in the perceived gaze direction produce the
glancing effect.
The level of facial details and dynamics is
somewhat surprising because the fast action nature of the game does
not leave much room for the players to observe each other's
expressions. The fast pace of the game may render the effectiveness
of facial expressions useless, as there may not be enough time for
the players to perceive these relatively small-scale cues in any
case. The importance of facial expressions is definitely stronger in
more socially oriented games, such as role-playing.
Strong and dynamic facial expressions could,
however, enhance close-proximity encounters quite dramatically. Since
the face is a very important carrier of interaction forms in the real
world, it could have an effective role in game environments as well.
The designers should, perhaps, take this into account and harness
facial expressions for a variety of purposes. Basic expressions are
just one area of support. The face could be used for more versatile
and subtle expressions as well. Furthermore, as with the appearance,
facial expressions do not need to be bounded with the limitations of
realism. Caricatures and exaggerations could possible enhance the
perceivably from a distance (i.e., as in comparison between theatre
and TV performances).
Kinesics
The animations of avatars, in Battlefield 1942,
are not just additions to the overall atmosphere as in many visually
compelling computer games. Although the pace of the game does not
leave much extra time to observe these non-verbal cues, they convey
an abundance of information about the activities of players. Most of
the actions that players can execute are visualised in the form of
kinesics. For example, firing, changing the weapon, reloading it, or
throwing a grenade, involve specific animations that are visible to
all. Figure 5 illustrates a firing posture change.

Figure 5. Example of a posture change during firing action.
The movements of body parts are relatively well
supported visually. Although the players do not have direct control
of the individual body parts, there are a number of variations that
are based on the action combinations initiated by the player. For
example, aiming and shooting with a weapon executes slightly
different animations depending on the basic posture. The perceivable
primary action is, thus, context-dependent. Furthermore, the changes
in posture, during various actions, convey the act of a player to
others within the vicinity. For example, standing, crouching or lying
down can be executed in order to affect the performance and abilities
of the player. This, in turn, can be perceived by other players who
can, or are forced to, adapt their own actions accordingly. Figure 6
portrays the actions of taking a grenade out of a pocket and
reloading a pistol.

Figure 6. Avatar in the process of taking a
grenade (left) and reloading a pistol (right).
Gestures are not well supported by the game. The
few indications of system supported gestures are the thumbs-up sign,
and two types of hand waves. All of these have been integrated with
pre-defined radio messages. Figure 7 (left) illustrates an example of
a hand gesture which is portrayed when a player shouts “Hold
this position”. Due to the tactical nature of the game, the
players would like to have more possibilities of signalling various
messages directly with their avatars. Currently, the game system does
not support these types of actions adequately, so the players have
invented their own workarounds to overcome the communication barrier.
One obvious example of gesturing is pointing in a certain direction
with a weapon. This action can be used, for example, to tell a fellow
team member to divert and check the location within the pointed
region.


Figure 7. Basic hand gesture (left), dying animation (right) and
after death posture (below).
Kinesics affect the performance and efficiency of
players. For example, the accuracy of own fire is highly enhanced
when standing still, kneeling, or lying down while aiming. This is
especially important for long-range weapons, such as a sniper rifle.
Furthermore, crouching or crawling offers a smaller area of target
for the opponent to hit, although the negative aspect is the reduced
speed of movement. Versatile support for kinesics can, therefore,
manifest the actions and intentions of a player while offering a
rationale for adapted game parameters. The designers should analyse
the potential of kinesics in enhancing communication, collaboration
and cooperation possibilities. If the action of a player is shown to
others, they have a chance to react accordingly.
Autonomous and Automatic Actions
Autonomous actions play an important role in terms
of game-controlled features that offer interaction cues not directly
controllable by the participants. The reactive actions that are
stimulated by some other actions can be considered as subconscious or
involuntary actions. These actions cannot generally be interrupted.
For example, when the avatar is hit, the impact launches the recoil
animation. After the amount of injuries has exceeded the critical
level, the avatar falls down and the player is transferred into the
spawn point selection mode and is, thus, out of the game for a while.
Figure 7 (centre and right) provides an example of autonomous action
which is executed when an avatar is critically hit. During the course
of this action, the player loses his or her ability to control the
game and the avatar loses all the equipment and eventually falls
down.
Another common form of autonomous action is the
procedure which is initiated by specific hot spots, or objects, in
the game world. Reloading, medical aid, mechanical aid and base
capturing are all examples of actions that do not require specific
control from the player. It is enough to navigate near or adjacent to
the specific hot spot and the rest is automatically done by the
system. In this sense, autonomous actions offer a way to ease the
players’ burden, while automating some mundane actions.
However, when this is done, the game should illustrate the cause of
actions clearly. If it fails to do so, the actions may go totally
unnoticed – especially by the opposing team members.
Perhaps the most significant interaction form of
this category is the idle animation of avatars. When the player is
not controlling his or her avatar, it runs through specific action
sequences that seem to be quite random. Blinking of the eyes,
breathing movements, quick side glances, and other subtle movements
are all executed without direct control from the player. Although the
significance of these actions for the outcome of the game is minimal,
they increase the sense of awareness. Other avatars do seem to be
"alive" - whether controlled by a player or not. Based on
the data, the amount of autonomous cues could be enhanced.
Non-sequential and weight-factor modifiable ambient visualisations
and auralisations could both offer liveliness and information to the
players.
Non-verbal Audio
Non-verbal audio, in
Battlefield 1942, includes the sound effects of various
actions, such as shooting, running, jumping and reloading. Also,
different vehicles and weapons make
specific and often recognisable sounds. Although the footsteps of an
individual soldier are impossible to hear, an approaching tank is
clearly indicated by the roar of its engine and noise from its
tracks. Even the whistling sound of incoming artillery fire can be
perceived as a fast-action alarm, which is adapted depending on the
distance.
In relation to interaction cues that act as
alarms, one of the players reports a phenomenon which occurs when an
aircraft is damaged. A short period of silence indicates to the pilot
that the aircraft is about to explode:
"I am flying with my Spitfire over the enemy territory when I
notice the deadly anti-aircraft artillery fire. My aircraft starts
smoking and then catches fire. I struggle onwards, there is no place
to land. Suddenly, the rattle of fire ceases. It’s now or
never. I jump off and parachute down to safety."
The short period of silence in the sound of fire,
thus, triggered the player to take action before the plane exploded.
If the imminent explosion were not indicated by the game, there would
be no possibility for the pilots to escape in time. Such seemingly
small cues can, therefore, drastically enhance the players’
ability to “learn” the game. While they are often
ambiguous and too subtle to hear for novice players, an experienced
player can benefit from them.
As there is no in-game support for voice
communication, paralanguage or paraverbal communication
is modelled in terms of pre-programmed radio messages and
context-dependent utterances. Other team members can hear these
voice-acted messages and utterances wherever they are located. The
tone and pitch of the voices tend to follow the conventions of the
WWII era. An interesting feature is the voice set that follows the
characteristics of the nation the team is playing.
The utterances convey the status of the game for
the players. For example, a strong and supportive tone is used
whenever the team captures a base. In case a base is lost, a
desperate cry for action is executed. So, whatever the language used
(i.e., German, English, Japanese, Russian), the players are able to
get the feeling of the situation. Additional utterances and shouts
are used whenever a player falls, gets killed, is hit by a vehicle,
or is struggling with barbed-wire. In general, almost every action in
the game is indicated by a perceivable sound effect.
Non-verbal audio would seem to be a very important
interaction cue, especially in fast action games. Spatial audio,
distinctively realistic sounds and consistent sound effects provide
beneficial support for the visual interaction cues and, thus, enable
the players to receive more information at the same time. The
tendency to emphasise visual material over aural content is, however,
relatively evident also in this game. It would appear that the true
potential of audio sceneries and aural cues have not been harnessed.
Language-based Communication
Spoken or written communication, during the
battles of Battlefield 1942, is mainly managed with predefined
voice messages and text-based chat
channels. The cries for air support, need for backup, enemy
sightings, and status reports are the most common messages filling
the audio space of the game environment. Textual chatting is an
additional form of exchanging information, but due to the typing
effort, would seem to be used less, at least during periods of hectic
action. In reality, the chat channel would seem to be crowded with
non-contextual data, such as players taunting each other in general,
complaining about network delays, or just exchanging experiences.
Contextual messaging is mostly used to provide information not
supported by the predefined voice messages, or to add some relevant
data to these.
In order to improve verbal communication during
the game sessions, for the purposes of the research, third-party
voice-over-IP software and LAN settings were used. The game increased
to a much higher level when players could actually exchange
information and requests in real-time without additional effort.
Spoken dialogue during these experiments was almost constant. Players
were able to give general directions verbally and then provide
supportive information through the game system. An example situation
was recorded by one of the players:
"Team member Aston Blade shouted for a medic.
I responded immediately and requested him to acknowledge his position
on the map. After visual acknowledgement I was able to give him an
estimated duration of my journey…"
The acknowledgement, in this case, was conducted
by sending a pre-defined radio transmission in the game. This made
the symbol of Aston Blade flash in yellow and, thus, enabled the
medic to locate his position on the map. Figure 8 illustrates the
radio transmission menu options (top), event and chat log (left) and
an on-screen mini-map (right).

Figure 8. Radio message menu, chat and event log and on-screen
mini-map.
The importance of language cannot be overestimated
in collaborative and cooperative games. Pure language, however, is
mostly not accurate and fast enough to glue the actions of the game
together. Therefore, spoken or written dialogue needs support from
additional interaction forms (e.g., the flashing arrow in the
aforementioned example). Indicating the position of the approaching
enemy or directing one’s own troops, for example, requires both
position and direction information. Naturally, these can be given as
grid coordinates and compass directions, although runtime conversion
would seem to be difficult for the players.
Spatial Behaviour
Actions occurring in space and place involve
mainly character control within an environment. Orientation would
appear to be an important cue for others to see which direction the
player is looking, as well as a way to overcome the restrictions of
the limited field of vision. The players tend to constantly run
around with necessary side-glances to see what is going on outside
their restricted field of view.
During various actions, the avatar’s
positional changes convey the act to others within the vicinity, and
also provide the possibility to gain, for example, an advantage over
the opponent. Kneeling behind a crate, or other object within the
environment, is one typical way of seeking cover and gaining an
element of surprise.
Movements of the individual players, or the group
of team members, are usually related to various strategic actions.
The search for tactical advantages includes, for example, positioning
oneself behind the opponent by circling around him or her. Moreover,
the positioning of oneself in relation to the team members is an
important tactical tool. Supportive firing from a covered angle and
crossfire enabled by the spread-out positions of the players are
examples of team positioning. The execution of tactical manoeuvres is
supported by an on-screen map (see Figure 8), which indicates the
positions of team members (there is no specific ID, only an arrow,
vehicle, plane or ship symbol). The only way to identify a particular
player is to see his or her yellow transmission symbol.
The combination of different vehicles enables the
players to have numerous tactical manoeuvres, all involving the
effective use of space. An attacking player driving a tank may, for
example, request air support in order to get rid of a well-covered
group of anti-tank soldiers. The fast flying fighter can distract and
possibly destroy the enemy by attacking it from a different direction
and at a different height. Figure 9 illustrates the differences in
avatar orientations and spatially organised locations.

Figure 9. Avatars with different orientations (left) and a spatially
organised group (right).
It is possible to change one’s orientation
also when mounted on a vehicle. Separate directions of view enable
the crew members to cover a wider field of view than would be
possible for a single person. The tank crew in the following diary
excerpt, for example, makes full use of their two-man task force:
"He took the controls of the tank and I
followed in order to man the machine gun turret. We rushed forward
immediately, I was shouting the whereabouts of the enemy to him and
he was manoeuvring. His limited field of view would have been much
less adequate for these narrow streets. Every now and then we entered
the enemy territory with our eyes sharp – in two simultaneous
directions. Definitely a collaborative control of the situation."
The aggressive nature of the game tends to force
the players to maintain a large distance between them and the
opponent. Some examples of close encounters occur, however, due to an
element of surprise and the narrow passages and small rooms in the
environment. Still, the distances between player avatars,
particularly of opposing teams, are generally long. Figure 10
illustrates average firing distances. The opponents are pictured in
the centre of the images.

Figure 10. Average firing distances render the avatars with
relatively low level of details.
Physical Contact
Simulated physical contact is clearly an important
type of interaction in this kind of fast action fighting game. The
level of violence in general is relatively high due to the mainly
aggressive forms of interactions. Shooting, stabbing, and blowing-up
are the main actions executed to get rid of opposing team members.
Other examples of physical contact include collisions with vehicles
(usually fatal) and obtaining injuries from barbed-wire.
The injury type differentiates various body parts
from each other. A shot in the head is generally more fatal than a
shot in the arm. Furthermore, the speed and force of impact is
modelled according to the weapon-type. For example, artillery fire,
with the explosion factors, generates a much more powerful effect
than machine gun bullets, which need to gain direct impact on the
target.
There are no direct alternatives to violence,
except running away or hiding. The game system does not support any
form of blocking or otherwise defensive contact-oriented actions.
Even classical non-violent actions, such as providing medical aid,
are modelled without physical contact. It is enough to execute the
action within the proximity of the other player.
Environmental Details
Environmental interaction forms include the use,
modification and affect of the environment and the objects within.
The environment limits the playing area in the form of boundaries, it
affects the player performance (e.g., water, visibility), and it
offers protection for the players in the form of additional scenery
(e.g., colours, textures, and objects). The environment also contains
key locations (i.e., bases that can be invaded or defended) and
service areas (e.g., healing, vehicle fixing and ammunition
reloading). Figure 11 (left) represents a damaged tank approaching
the home base in order to reload ammunition. An additional
illustration of the importance of key locations is provided by one of
the participants:
"I am going through half of the map to get to
a good stalking place. The place I am trying to reach is a place from
where I can shoot my enemies without being noticed and it also has
extra ammunition to reload guns."
Creating a diversion is tactically one of the most
frequent forms of interactions. Diversion is basically created by
spatial behaviour, for example, when a major force attacks straight
on while other team members circle around to surprise the opponent
from behind. However, this type of activity is strongly related to
the layout and familiarity of the environment. If the teams are
experienced players, the element of surprise is absent as all the
advantage points within the environment are known. This may be one
reason that has led to the highly developed playing routines, such as
common tactics, specific roles of team members, and order of actions.
The playing routines become visible, for example,
within maps that contain specific strategic locations combined with a
limited number of interconnecting routes. Experienced players tend to
select the most advantageous direction for attack, which, in turn, is
generally known to the veteran defenders. Furthermore, there is
evidence of synchronised attacks that always require certain
supporting player roles in combination with the main fire team. For
instance, overcoming a strongly defended choke point was usually
performed with tanks that were constantly repaired by engineer
soldiers following in close proximity. Novice players tend to try out
various other tactics, but eventually learn the best and most
efficient way to achieve the victory.
Artefact related interaction consists mainly of
handling various weapons, ammunition, armour, vehicles, and other
equipment. The players select their basic set of equipment at the
beginning of the game. However, vehicles and additional equipment can
be freely acquired from the field, if available. The combination of
different weapons and corresponding player roles (e.g., scout, medic,
anti-tank, tank, fighters, boat) bring a sense of role-playing to the
game, and also provide more variation in terms of tactics and playing
styles. Otherwise, the interactions concentrate on possible weapon
and vehicle variations with other team members, and reloading the
weapon when needed. Tactically, the selection of weapon or vehicle,
the reloading time, and the use of grenades strongly affect
performance, so in this sense the objects and their management play
an important role in the game.
Objects, such as vehicles, aeroplanes, and ships,
have two important roles in the game. First, they act as modes of
transport and as weapons. Second, they allow players to jointly
control different features of a selected vehicle. For example, the
B-17 bomber plane can have a pilot/bombardier, and two
machine-gunners. This enables three participants to engage in
collaborative action. Figure 11 (right) illustrates a German car with
two soldiers. One of the players is driving, while the other is the
passenger. The vehicles, however, are not always used as they are
intended to be used. For example, one of the players describes his
unorthodox way of using transportation:
"The aeroplane has only one seat and we can
see that there are no other planes for a while. We need to decide
which of us will go and which will stay. Quickly we come up with an
idea that one of us could stand on the wing while the other one flies
the plane. My friend jumps into the cockpit and I onto the wing. He
starts to accelerate and I try my best to stay on the wing. I manage
to hold my balance with fast and small movements. At some point we
come over the base we were supposed to capture. I jump down close to
it and engage in battle. My friend flies the aeroplane and bombs the
base while I hold my place to get the flag."

Figure 11. A tank hurries back to base for a quick fix and ammunition
reload (left) and a vehicle (right) carrying two players (e.g.,
driver and passenger).
Dynamic environmental details, such as
construction and destruction, are generally not supported by this
game, although the vehicles and other “non-static”
objects can be destroyed. Apart from these, there seem to be no major
examples of modifiable or movable elements of the environment. For
example, the environment does not get permanently damaged by the
explosions, all the wreckage vanishes after a while, and the existing
structures cannot be modified.
Chronemics
Use and perception of time
is one interaction form generally not directly supported by the
games. However, the participants of a collaborative session
are able to see each other's behaviour as it occurs, thus, making
real-time interaction possible. This coherent and synchronous
progress of time, whether realistic or not, makes it possible for the
virtual environments and its participants to simulate the non-verbal
communication forms called chronemics.
The clearest examples of temporal interaction
forms are related to strategic and tactical elements of the game. For
example, the capturing of a base requires a certain amount of time
with no enemies in the vicinity. Furthermore, when a player is
killed, he or she has to wait for a certain period of time before
rejoining the battle. In addition to these, the locations of the
bases (i.e., long distances) can cause a player to spend a
considerable amount of time just to get into the heat of the action.
This, in turn, affects the overall game balance and can cause a
relatively strong need for coordinating the actions of the whole
team. Otherwise, the impact of the individuals may not be sufficient
for gaining the critical mass.
Other chronemic interaction cues include,
for example, waiting for the re-spawning of a vehicle (which occurs
automatically after a vehicle is destroyed), reloading of weapons,
and time periods required for healing and fixing. During the intense
battles, these time durations, although relatively short, increase
the players’ anxiety. Furthermore, time-related features of the
game force the player to plan his or her actions accordingly.
Discussion
The perceivable interaction forms illustrated in the previous section
are not, by themselves, a recipe for successful communication,
co-ordination and co-operation. However, by making the intentions,
actions, and effects visible to the players, the interaction
manifestations can improve the possibilities for collaboration. For
example, the following diary excerpt illustrates a joint effort that
encourages the participants to use their special skills and different
views:
"Aston Blade was acting as an engineer during our two-man tank
mission. While I was able to heal our wounds with my medical gear, he
was able to fix the tank. So, we kept healing and fixing all along
while constantly engaging the enemy. Attacking, defending, pursuing
and retreating. The whole incident was further supported by Lt.
Kilgore who provided sporadic air support. His sweeps over the
attacking troops kept them relatively limited in numbers."
The different roles available for the players enable them to increase
their overall performance. For example, an engineer and a medic
controlling the same vehicle (one driving and the other in the
turret) make them more efficient in their primary task. Extensive
interpersonal communication is, however, needed in order to
synchronise the healing, fixing, and firing actions. Although, most
experienced players seem to be able to act smoothly without much
verbal communication, the spoken dialogue seemed to increase the
feeling and sense of togetherness.
Further examples of collaboration are incidents
that place participants in different locations and with different
views of the environment. This course of action can be deliberate
(tactical) or it is forced by the situation (environment, condition
of the player, spatial positions, etc.). Although Battlefield 1942
has a specific scout that can direct the artillery fire, the players
sometimes acted this out without direct support from the system:
"I parked my rocket launcher at a distance
from where I could shoot the rockets nicely. My friends were closer
to the city than what I was. I started to shoot. The first rockets
did not exactly go where they were wanted. I could not see the city
and aiming was rather hard. Therefore, my friend started to give me
instructions to correct my aim. I managed to get hold of the right
aim and kill some enemies. At some point, my aim drifted away from
the target point. Right away, my friend let me know that rockets
missed the target and that I should lift it a bit up and to the
right. I did it and hit the target point again."
There are numerous similar examples of
collaborative efforts. Often the reasons for collaboration seemed to
be purely tactical, but in many cases, social togetherness drove the
players to try out joint efforts. An example of the former type is
the combination of various weapons and positions in order to gain an
advantage over the enemy. The latter, while more difficult to
analyse, is exemplified by the numerous co-ordinated stunts the
players occasionally try out. For example, placing 25 soldiers on top
of the wing of a B-17 and then taking off can definitely not be
considered as a useful action.
Battlefield 1942 has clearly been designed
to encourage team playing, although there are solo-players who can be
almost invincible with their superior skills. The combination of
different weapons and roles, added with environments that provide
plenty of challenges for communication, co-ordination, and
co-operation, seem to create intriguing examples of team
interactions. The teams may follow some overall tactical guidelines,
but mostly the actions of an individual player are co-ordinated by
adapting to the actions of others - both friends and foes. This
raises the importance of making all actions perceivable.
The illustrated examples of interaction forms,
although somewhat limited, contain relatively high level of details.
However, an important support for in-game interaction forms is
actually constructed outside the game system (e.g., voice-over IP
speech support). The players constantly use off-game interaction to
enhance the co-operative aspects of playing. Without this channel,
collaboration would seem much harder. Questions, such as “where
are you?” and “do you have a tank?”, fill the game
session. The participants obviously realise the need for
collaboration, and also want to exercise it.
The findings and illustrations from game sessions
provided by this paper offer a descriptive glimpse into the world of
collaborative gaming. There are numerous interaction forms that can
be observed during the game sessions. However, all the actions of the
players are not represented by the game system, and a number of
interaction forms that could be modelled and implemented to increase
the collaborative potential of the game exist. For example, when a
player studies the map, this action is not indicated to the others.
The main implication of this research is twofold.
First, the game systems have evolved to a stage where fruitful
collaboration and communication is possible. Second, there still are
relatively large gaps in terms of interaction forms that have not
been included in the games. While this work considered only the
aspects of a single game application, the findings can be related to
the work described in Manninen (2002). The comparison of the results
reveals that the Battlefield 1942 supports a larger set of
interaction forms than Counter Strike. This could be one of
the reasons for improved collaboration support. However, the
technological advancements have also significant role in increasing
the possibilities of making interaction forms visible and audible.
The design suggestions originating from the study encourage the use
and application of the rich interaction framework and the
corresponding model. The results of analysis direct the
design and development to support the creation of rich interaction.
The primary emphasis is to avoid purely technologically driven
design, and to focus instead on the creative process and conceptual
understanding of rich interaction. The art assets can be designed in
a way that they truly support cooperation and collaboration.
However, the application of the rich interaction
form models to the design is not as straightforward as to implement
them to the requirement specification. The concept model cannot be
applied as a strict set of features that needs to be implemented in
order to achieve rich interaction. Instead, the design and
development has to be adapted to support the creation of rich
interaction. The delineation and descriptions of supported
interaction forms, in the case of Battlefield 1942, provide
one approach in recognising the possibilities of enriched interaction
forms. Although state-of-the-art within the game industry, the object
of study still has significant weaknesses in terms of supported
interaction forms. By making the analysis explicit, this paper has
advanced one step towards rich interaction design.
Concluding
Remarks
This paper described the concept of interaction
forms by providing examples of perceivable actions that occur in a
contemporary multi-player game. The results of the analysis indicate
that the communicative and co-operative aspects of a current
multi-player game are enabled by the relatively limited set of
interaction form variations. Still, the available features seem to be
enough to enable a satisfying level of collaboration. This level,
however, is usually achieved by overcoming the restrictions and
limitations of the system. The in-game support for communicative
interaction forms is, thus, usually too low.
The main implications for design emphasise the
balancing of the games by using artistic selectivity and principles
of game design, while encouraging team-oriented actions by making all
the interaction forms perceivable to the participants. The designers
of multiplayer games could learn from the fields of communication and
computer supported co-operative work. Interaction can be efficiently
enriched if every action and interaction is modelled and portrayed to
the players of networked game. While these representations may not be
directly functional features, they offer great potential as
communicative elements in interaction.
Furthermore, the issue of collaborative
perception, i.e., the possibilities to achieve shared situational
awareness among the team members, becomes critical within the context
of both virtual spatiality (e.g., large game worlds) and physical
isolation (e.g., players communicate only via computer mediation).
This means that the limited peripheral perception possibilities
offered by contemporary multiplayer games should be supported by
efficient communication channels and representational rendition of
player actions within the manifested context of that particular
individual.
In the case of Battlefield 1942, the lack
of in-game voice-over-IP (VOIP) support is the most critical
hindrance of communication. Moreover, the 3D audio model of the game
does not convey the spatial attributes (i.e., proximity, direction,
orientation and timbre) of sound sources well enough. The support for
more nuanced and subtle audio model would enhance the situational
awareness of players. In addition to aural improvements, the overall
visual detail and finesse needs to be improved in order to overcome
the generally long viewing distances. The pixellated silhouettes of
enemy soldiers leave much to be desired in terms of visual
interpretation.
The results of this research are significant for
game designers as they illustrate the importance and possibilities of
rich interaction forms in multiplayer game settings. It is possible
to reduce the limitations and restrictions of computer mediation by
enabling more flexible and natural interaction. Although the
naturalness and intuitiveness of face-to-face communication is hard
to achieve, virtual environments provide additional and novel ways to
enhance the weak areas of interaction. The explicit interaction form
examples illustrated in this paper offer insights into the world of
rich interaction design. By taking a holistic approach to interaction
form support, game designers can create games that fully exploit
communication, collaboration and co-ordination possibilities.
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