This paper reviews the conceptual model devised for a previous project, where Max/MSP was used to modify the game Quake to create a more psychedelic experience for the player. In this original proof of concept, various available game parameters were animated in order to imitate perceptual distortions of the type produced by hallucinogenic drugs. A MIDI mixing console was used to ‘remix’ these perceptual distortions in real-time, and devise pre-defined sequences of hallucination. The control parameters were also used to manipulate a corresponding soundtrack, which was intended to reflect the hallucinatory game experience through electroacoustic sound. This paper outlines the existing proof-of-concept, and considers the development of this model to create a more sophisticated system for use in game engines such as Unity. Through the use of Hobson’s ‘Activation, Input, Modulation’ (AIM) model of consciousness, I will propose a cohesive system for creating ASC simulations in video games.
|Title of host publication||Proceedings of the Fifth International Conference on Internet Technologies and Applications (ITA 13)|
|Editors||Rich Picking, Stuart Cunningham, Nigel Houlden, Denise Oram, Vic Grout, Julie Mayers|
|Publisher||North East Wales Institute|
|Number of pages||7|
|Publication status||Published - 2013|
|Event||Fifth International Conference on Internet Technologies & Applications - Wrexham, United Kingdom|
Duration: 10 Sep 2013 → 13 Sep 2013
Conference number: 5
|Conference||Fifth International Conference on Internet Technologies & Applications|
|Period||10/09/13 → 13/09/13|
Weinel, J. (2013). Quake Delirium Revisited: System for Video Game ASC Simulations. In R. Picking, S. Cunningham, N. Houlden, D. Oram, V. Grout, & J. Mayers (Eds.), Proceedings of the Fifth International Conference on Internet Technologies and Applications (ITA 13) North East Wales Institute .