Realism of Graphics and Suspension of Disbelief
As some of you know, Im doing a masters thesis (if you can call it that given its to be done within 13 wks) on a subject related to video gaming. Im going to try to be REALLY brief in the description of the thesis but if you have a few extra cycles, Id love to hear
- would these results be at all interesting
- ideas to actually obtain interesting results
With that said, heres the topic (thanks to Jamie for inspiring this topic in the first place):
The Relationship Between Realism of Graphics and Suspension of Disbelief
We dont know what exactly makes a game immersive. What we do know is that a lack of suspension of disbelief (SoD) or willingness to forgive is likely to break immersion so we want players to maintain SoD. So we use the definition that no SoD = no immersion.
What I initially wanted to measure was how your expectation of the behaviour changes as you modify the realism of graphics. If you have more realistic graphics (e.g., Final Fantasy: the Spirit Within) do you have more demands on how the graphics behave compared to more abstract, less realistic graphics (e.g., 8-bit Nintendo Mario). But its difficult to measure expectation, and much easier to measure when expectations are broken. Enter suspension of disbelief.
Instead of looking for expected behaviour, we look for a break in SoD. Qualitatively, thats when remarks such as, that looks odd, or those eyebrows look really fake might crop up.
Challenges
The first challenge is being able to measure breaks in SoD. So far, ideas that have come up include asking participants after the test what seemed noticeable to them – assuming that breaks SoD tend to be more memorable. A virtual reality lab in my school also performed similar experiments where they asked candidates to hit a buzzer whenever something seemed out of place. The reason may not be asked until afterwards.
Related to that challenge is the modification of behaviour. What do we change aside from the graphics, if anything? The worlds physics? The lip-synching? The lighting?
Finally, how do we measure realism of graphics? We can take two extremes easily enough but beyond that, something more quantifiable would seem more useful. For example, can we use polygon count? Perhaps just have users rate the realism on a scale? Or maybe even a combination of the two as a sanity check?
Approach
Ive talked about some of the approaches Im considering. Its still early but right now, Im looking at Quake 3 Arena as an engine from which I will modify the models, textures, physics or some combination thereof (either through borrowing community products or where necessary, creating my own). Im talking very basic modifications here for the moment. Interactively speaking, Im not sure how much Ill do beyond walking through a world with timed events yet but well see.
Goals
To reiterate the questions Im trying to answer, in order of priority:
- If I have more sophisticated, realistic graphics, do I need a correspondingly more realistic behaviour model?
- If so, HOW much more realistic do I need to be to maintain SoD?
Thanks in advance and feel free to fwd to anyone you feel might be interested.

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