Wednesday, September 30, 2015

The Laws of Physics in an Animation Universe

A world cannot exist without rules, and especially not a world designed by human beings. World of Warcraft is Massively Multiplayer Online Role Playing Game developed by Blizzard entertainment, set in a lush living world, filled with fantastical monsters and magic. Yet for as alive as it feels, World of Warcraft was designed, and in particular, the laws of physics within that world are specifically crafted to be different from the physical reality. This was done meticulously and thoughtfully in order to create a better gameplay experience, both in the realm of storytelling and the life of the game, but also so the that the mechanical controls of the game could function without becoming overly complex.
In order for World of Warcraft and other games to be playable and entertaining, the laws understood in the physical universe must be broken. Clearly understood gameplay mechanics and controls sit centrally to many instances of the laws of physics being broken. One of the more poignant instances of physics being broken, or in this case simplified, can be seen with character and non-player character (from this point on referred to as NPC) movement. Within World of Warcraft characters can be controlled through movement commands via keyboard input. The actual movement in the game is where the laws of physics break down. When moving, characters do not physically accelerate or decelerate in a physically accurate manner, instead they begin and end movement in a linear, constant fashion. In moving this way, the law of inertia breaks during all character movement. This concept also appears with the rideable mounts that player can acquire. These mounts, while ranging greatly in aesthetics and visuals, all serve the same mechanical function, they increase the rate that the player can move. It also illustrates the lack of inertia as some of these mounts are large elephants or dragons the size of large cars, yet require the same amount of distance to reach maximum speed, as well as stop, as an unmounted player. While this change seems unnecessary and vaguely arbitrary, it serves the important function of allowing for more control of the character at any given time, without seemingly random or overly difficult mental prediction of how far a character will move. While one could argue it removes from the immersion of the game, it allows to player to focus on their actions and adventures more than how far they will keep running if they don’t stop soon enough.
While World of Warcraft obvious breaks of the laws of physics provide an important function for playability, they also provide important cinematic and world building elements. Some of the most important creatures in the universe of World of Warcraft come in conflict with biological physics, particularly where the size of creatures is concerned. Within the game there are dragons that exceed the size of small buildings and ships, all while having the ability to fly and move with surprising agility. Where these creatures come into conflict with the physical world has to do with the square-cube law. The square-cube law is a mathematical that states as by increasing the surface area of a shape, its volume increases at a greater rate than the surface area. When applied to biomechanics, past a certain size the cubic increase to the mass of any particular creature would simply overstrain the muscle of that creature, which only experiences a squared increase of overall available muscle. The rapidly increasing volume would also overstrain the bones of those creatures on land, while flying creatures would experience an increase in wing load in order to achieve lift. Despite that, within World of Warcraft, massive creatures exist and thrive. While this could be explained in the game by magic, the design choice to ignore these physical limits allows the developers and designers to create creatures and monsters that surpass the physical limits of this world, and thus help surpass imagination. These fantastical creatures also help reinforce the world that is being built within World of Warcraft: that the world the player explores is greater and more fantastic than the physical world outside them. This adds to the immersion while not adding any unnecessary difficulty to the gameplay or mechanics.
In some cases the need to ignore or bend the laws of physics in a game encompasses both the need for better storytelling and a gameplay need. The spellcasting effects of many of the player classes showcase this idea with great detail. While the world contains fantastic enemies and creatures, the players of World of Warcraft are also capable of great feats of strength or magic, so the graphics and effects must show exactly what the player is doing, or what spell they are casting. Particularly in the instances of the spells cast by the mage and warlock classes, if the spell effects were present in the physical universe, the spellcasters would incur major damage to their own limbs, due to many spells include summon fire or lightning with their bare hands with no protection. The bending of physical laws goes a step further as once the spell is cast, as the fire that does not damage the caster damages the target of the spell. While it cannot be explained by the rules of physics, World of Warcraft bends them to its own form in order to allow players to live out fantasies of power and otherworldly adventures.

While these are not all the changes to the rules of physics, nor are they minor changes, World of Warcraft takes great care in weaving the breaking of physics into the game. The bending always takes place when there is a need for a suspension of disbelief and is done in a way that serves one or both of two main purposes, to either create storytelling and world building, or to allow for a greater range of gameplay opportunity. World of Warcraft stands as an excellent example of how one can break and bend the laws of physics with a game or film, without seeming arbitrary or meaningless. Ever instance it breaks what is known about reality, it does so with great reason, and thought. 

Wednesday, September 23, 2015

Term Paper Outline: Warcrafts Funky Physics

Introduction
A.      Video Game: World of Warcraft
B.      World of Warcraft intentionally removes or simplifies aspects of the physical world in order to make the game playable
Body
1.       Momentum get canned…or does it?
a.       Newtons first law doesn’t quite work anymore. There is no sense of inertia present  UNLESS needed for a mechanical/cinematic effect in gameplay
b.      Example include: Running /flight speed is constant with no need to decelerate, travelling on a mount as large as an elephant requires the same time and space to get up to speed/stop as your character running
c.       Counter examples: Deeprun Tram accelerating and decelerating (for cinematic reasons)
2.       Square-Cube Law, or Why aren’t animals bigger?
a.       When applied to biomechanics, the Square-Cube Law explains why certain animals cannot grow past a certain size; in World of Warcraft, animals can be well larger than what would physically be possible in our world.
b.      Examples: Dragons the size of large building. Those same dragons can fly as well as move around with great agility. As well insects of great size exist, contrasting to what can be in our reality.
3.       Too Hot to Handle
a.       Effects such as fire and lighting are easily controlled and manipulated with bare hands with no adverse effects to the player character, yet when released, damage opposing foes.
b.      Examples: Literally every fire spell from warlocks and mages, lightning spells from Shaman. Mages can freeze themselves in blocks of ice with no adverse health effects
Conclusion

A.      World of Warcraft bends the laws of the physical world in order to create a fantastical and rich environment, as well as allow for playability