Monday, May 3, 2010
Welcome-Orientation
-Brian Shafer
Sunday, May 2, 2010
Color Associations Examination 2
Monster Hunter 2 is a portable game played on a small PSP screen. Color is important in games such as these because due to portable gaming platforms being less capable of big details, color serves as an immediate indicator of things; color is used to associate the player with familiar objects, such as food for example.
Green and Yellow are used in this case by the game developers to indicate the presence of healthy, natural, earth grown foods. These colors are used in the game to mark gardens, select shrubs, and similar spots of edible vegetation.
Red and Orange are used in the game to indicate meats and other fleshy foods (depicted in the image above).

Blue and violet are used in MH2 to attract players to edible fungi such as mushroom and other quaint delectables.
Sound: The loudness of a color, as stated before, depends on its chroma.
Tactility: Monster Hunter 2 has a myriad of landscapes and an assortment of varied tactile surroundings.
In the image above, the low chroma rocks may seemed solid but the vibrant high chroma red, orange, and yellow colors of the lava flow speak otherwise. Unstable, melting hot to the touch, and bubbling, the environment that the video game developers created is not a place that you might want to bathe in.

Playing it safe with earthen colors, Monster Hunter 2 uses green for grass in most landscapes and for textures of growth. Blue and violet are used to depict cold, crunchy snowbanks and brittle environments, with blue being used again for crisp, airy skies.
Symbolic Color cont. 3

Lastly, the main character Jeanne D'Arc and the colors chosen for her appearance is symbolic as well. Yellow is spiritual color, this color helms the character's head due to it being used for her hair. Her eyes are also used as a symbolism of religion. Blue is heavenly and a symbol of faith; intentional or not, the game game developers created the perfect color scheme symbolically when creating their version of their god's messenger.
Symbolic Color cont. 2

Of important note is the game's power/magic hierarchy system. What appears to be a simple triangle of color/symbols is, on the contrary, a very complex and highly symbolic representation of religion. The image above is not only the games magic system but rather is also an order and depiction of spiritual rank. At the bottom left of the shown pyramid is a green star. The natural, earthen green reinforces the symbolism of the star shown. The green star is symbolically Earth. Above Earth, (determined by following the arrow to right of the green star) is a blue moon. The color blue symbolically reinforces the astral and celestial placement of the moon. The blue moon is symbolically Heaven. Following the arrow higher than Heaven, the yellow sun is reached at the head of the hierarchy pyramid. Yellow is spiritual, the color of truth, and the color is a reinforcement of the radiant sun. The yellow sun is God.
Symbolic Color cont. 1

Orange is loud, boisterous, and symbolically courageous. The game uses orange symbolically for the personality of the lion warrior La Hire. Orange is pinned between the color red, the color of fire, and yellow, the color of the sun; for La Hire it retains much of both symbolic attributes as it meshes power in with radiance.
Symbolic Color cont.
The game repeats these symbolic spoilers. Enter Gilles De Rais. Before the player learns anything about this character his hair color and attire alone imply what social rank he is of; (See image above) violet is the symbolic color of royalty and the game developers waste no time in silently conveying that their creation is nobility indeed.
However, there are other symbolic uses for violet than as a simple social status/hierarchy marker.
There should be no surprise based off of the past analysis of the game developer's use of violet as a symbol of royalty that the pale fellow in the image above is also nobility. The Duke of Bedford in the game Jeanne D'Arc does stretch the symbolism of violet a bit further however. Violet is a color of mystery, secrets, and the occult. The duke above is the game's main villain, one who uses witchcraft as his main mode of assault.
This stretch away from violet as a symbolism for nobility is extremely short lived. The game is heavily reliant on this indicator. There is even a violet frog in the game, which eventually at the end of the story, it is revealed that the frog is actually the "real" Henry VI, true royalty, who was turned into the squat amphibian by the violet clad Duke of Bedford.
Symbolic Color


Color Associations - Landscape-Tactility

The image above uses blue and green, two cold colors to convey a frozen landscape. Blue is used tactily for water/ice, and green is used for an organic/gaseous texture. The video game developers push the visual association of a cold environment by using visually cold colors.
These cold colors affect tactility in interesting ways. Blue is a color that is visually associated with water, the sky, and ice; a liquid, a gas, and a solid. To this extent, cold colors such as blue can be used accordingly to manipulate the environment to the game developer's needs. (The image above uses blue to convey a fragile solid.)

Naturally, warm environments imply warm colors. Red, orange, and yellow are utilized in Soul Caliber IV to emulate fiery lava and molten rock. These blazing colors, when visually read together, affect tactility. They bleed into one another creating a liquid, melting effect which can be used in video games to suggest instability in the surrounding environment.
Color Associations - Sound

Conceptual Dimension of Color cont. 4

Conceptual Dimension of Color cont. 3

Yellow- Yellow is a warm, exuberant, and cozy color. Conceptually it can be linked to many comforting things: sunlight, flowers, gold/wealth, and fire. The emotions that these things dredge up in one's consciousness can be extended to video games and conceptually used in their settings. In the image above, a cold, secluded, night-time environment is depicted, conceptually barren and sparse. Countering this isolated cool space, game developers chose to place a lamp above an open, welcoming tavern (circled in white), a lamp which radiates a warm yellow glow. The placement of the conceptually placed color guides the players off the dark street and toward the populated area, the tavern, lead by the conceptual warmth and comfort or the color yellow.
Conceptual Dimension of Color cont. 2

Orange- Orange is a bright, vibrant, warm color which can be conceptually linked to being emotionally jubilant, flamboyant, and lively. In the image above, game developers chose to use orange as a stimulus to offset the cold stone walls of a castle within the game. Although the long halls are mostly dark and solely lit by few fire basins, developers chose to use the warm sun-like color to stretch the luminance of the small fire.
Conceptual Dimension of Color cont. 1


In the image above, the game uses violet for a priceless (using in-game currency) mystical device, linking its conceptual use to witchcraft and the occult. The sorcerer who it belongs to, just so happens, by the game developer's conceptual whim, to be clad in mystical, mysterious violet as well.
Conceptual Dimension of Color cont.


Conceptual Dimension of Color



Further reinforcement to the conceptual use of red for power and royalty, in another country in the game world, red is also used in a royal setting; for the royal table of that kingdom's castle and also cushions the head of the table, the seat of power.
Physiological Color Cont. 4


Physiological Color Cont. 3

Please Note: The closest white oval (blue and violet) marks the visual contrast of the further back white oval (red).
Blue and Violet: Blue and violet are intellectually stimulating colors. They are soft and not as abrasively active as red or yellow. In the game that was examined, the presence of blue and violet is rare, and when they are present, they are usually together, as beacon that glows softly above an in-game reward such as gold, jewels, or similar treasure. Blue and violet in the game examined are used as concentration devices, appearing only after a player has defeated an enemy or surmounted a difficult task. The color serves as a rejuvenating mental reward that subconsciously is meant to Guinea pig the player into pressing through the next level, fighting the next hoard of grisly enemies, picking up red flashing ammo and constantly green health, so that maybe, just maybe, some blue and violet illuminated treasure may be waiting at the end of the run. Which of course it will, since, in this case, the developers are using it for such a motivation. At some moments the game just gives you a reward when you reach the end of the level; it'll be there waiting for you in a prestine glowing blue and violet box, conveniently right before the game asks you if you wish to proceed to the next level. In this game these two colors serve as a concentration ploy and a means of mental manipulation.
Physiological Color Cont. 2

Physiological Color Cont.

Physiological Aspect of Color
Note: The game examined for all of the Physiological Aspect of Color posts will be Resident Evil 5 (XBox 360 version).
Color in video games can be used to affect a people physiologically; in this regard color can elicit a physical response from people, one that is produced by its mere presence, use, and intensity. In the following examination of color, images from games will be brought up and examined in terms of the physiological effects that may have been intended by the game developers to produce a stimulating and interacting game experience for the targeted players.

(The image above has suffered a loss of chroma, the red in the image was originally quite high in chroma)
Red- Red is a vibrant color which can be startling and intense. The color is visible throughout daily life constantly, from stop signs to sports cars, red is an attention getter. Red can be used in video games for this exact purpose; to grab one's attention. Red can physiologically effect a player in terms of quickening their heartbeat and raising blood pressure. The color is meant to put a player on edge and single out their attention. In the image above, the color red is used as a vertical pulsing beacon for a box of ammunition. On the scale of other objects present or actions occurring within the game, although the box may be small and easy to miss amidst game play, the pulsing red is visible from afar, even if the object emitting the beacon is not. Red is what you see far before you know what you are seeing. It stops you, creates a physiological change, and redirects your attention.
Of further note, the area in the image above (indicated by white arrows) reinforces the use of red as an attention grabber as well as a cause for physiological response. The character in the image above has been shot, and as a result the circle of his health/life (indicated by the top arrow) rapidly changes from green to red. Once red, it starts brightly flashing, an indication the character is close to death. If this is the player's main character, the color can elicit a panicked response, rapid heartbeat, and heightened blood pressure as they attempt to avoid another wound. Note that there is no warning flashing across the screen saying "Careful! You are about to die!" The color red alone conveys that message and creates a response.
Thesis
-Brian Shafer