Wednesday, October 20, 2010

The Laws of Physics in an Animation Universe



Super Smash Brothers Brawl is the 3rd installment in the series for the Nintendo Wii entertainment system. It is a brilliant and unrivaled fighting game that goes against all odds. It uses game characters from the Nintendo franchise and puts them in an arena for an all out battle to the finish. Relying on skills of the players and the extent of how far each player will go to put up against their foes lays out the underlying principles of the game. The battles revolve around 2-4 players skirmishing while executing a number of different combination of moves as they attempt to smash, thump, bop, tap, slam, blow, stomp, whack, crack, or even bash others off the playing field. If a player gets booted off stage he/she can make the indispensable effort to jump back on because what lies below will cost you more than a bash to the stomach. Each character effectively have the ability to also jump, run, climb, grab, punch and kick like a normal person do with exception to the fact that while in the game you may also employ a countless unique set of attacks that may or may not combine with the ability to soar through the sky, distort one’s shape and size, attain special powers from unimaginable substances and items, and/or release out a fireball that essentially covers half the screen as it overpowers every character that comes in contact with it, while still holding a perfectly inert stance. While the Super Smash Brothers Brawl game is amusing and compelling with its exaggerated depiction of a fighting arena, we can see that the universe that exists within smash brothers is far from that of reality. Comprised of a physics engine that is significantly bent to follow this twisted path of mayhem, the creators of the game wanted to observe the extent of what they can do when it comes down to the squash and stretch animation; as well as the law of inertia that is appropriately represented at times with the swaying of the facial hair on a character’s face but distorted when it comes to the unrealistic ability of a character to jump while in midair; as well as the implementation of gravity and action and reaction principle. The game takes place on a planet that initially appears relatively similar to our own with exceptions to the unfamiliar scenic backgrounds behind each battle arena. Round after round, one may see that the game violates the properties of physics constantly within our world and its own to intensify the action for the players and generate a visually gratifying experience.



As we dive into the game one can notice something very abnormal about the world that is exhibited. It is quite evident that the stage itself is basically a floating platform which clearly defies the laws of gravity.



According to Newton’s theory of gravitation, in everyday life, gravitation is well-known as the agent that gives weight to objects with mass and causes them to fall to the ground when dropped. The sheer fact that there is no sort of support to maintain the platform’s static position in the air, the creator’s intentions were merely for amusement or artistic reasoning. It would be quite understandable if this idea was consistent in this world, however it is not. Conversely, the characters are quite familiar with the notion of gravity and plunges toward the surface of the platform when there is no object or matter that will keep them suspended in the air.



The innovation and application of Newton's law of gravity accounts for the in depth information we have about planets and its gravitational properties. This planet in which this game takes place on explicably encompasses the concept of gravity through its characters and any tangible item that exists in the world—minus a few exceptions including the stage platform as well as the Final Smash Ball which well…is obviously not doing physics justice as it floats in the air and moves back and forth across the screen until someone breaks it and stops it in its tracks.



It may be justified that perhaps the floating platform’s inimitable reason for existence is to permit the player to hop onto them to get to their opponent. After all, you can't fly. Oh wait…never mind, apparently there are exceptions to certain characters like Kirby and Jigglypuff who have the unrealistic ability to float in the air for moments at a time by puffing up into a balloon like figure.



Floating platforms aren't just unreceptive to gravity, but to all laws of physics. Despite what happens to them-- e.g. explosion from a bomb--they'll either just stay stationary or motionless or keep moving in their preordained pattern, overlooking the basic concept of inertia, which is defined as the resistance of any physical object to a change in its state of motion or rest. Some stages try to rationalize this, often by putting some sort of propulsion or driving force below the floating platforms, or by changing the platforms into clouds—although that would ironically raise another argument and one may question how the clouds would be solid enough to sustain the weight of the character.



Another example of when the law of inertia is broken includes the fundamental combat attack system that comprises of the character to jump, then crouching in the air, and then briskly hammering or diving directly into the ground (called ground pound). It is quite a feat to be able to control your character’s direction of motion with such energy and force when you have predefined forces (the jump) already acting on your character in the opposite direction while you’re in the air.



Double jump is also another example of an impossible act of movement that defies both the law of gravity and inertia. It is the ability to jump while you're still above ground from your initial jump, hence gaining extra altitude. Precisely how this is supposed to work is uncertain but a concept which been widely accepted for a while now because it helps progress the story along by aiding the character while making the game play much easier.



Another law of physics that this game unfailingly break that I believe is worth mentioning would be the concept of Squash and Stretch. Apparently certain characters, more specifically Kirby have the mysterious ability to swallow and spit any other character in the game regardless of their size. The purpose is so that he can obtain a skill or ability of the character he engulfed. Kirby’s innate ability to do this is quite interesting since it practically implies that his body is so elastic that it can stretch even 3 or 4 times his normal size.


Jigglypuff have the strange ability to enlarge herself to almost half screen size when she acquires the Smash ball. In real life, if she were to expand in size like this, she would more than likely explode. This notion of exponential growth in size over a course of a few seconds is unimaginable unless her body is ridiculously elastic and even then, it is a very unlikely predicament.


Finally last but not least I would like to touch up on is the notion of the action-reaction principle which states that for every action that is applied there will always be an opposite and equal reaction. One idea which is quite often done is the baffling design where characters can run through each other upon contact without damage or consequence. In actuality the characters would more than likely bump/rebound one another and even bounce back upon impact. Despite this impossibility that occurs in the game, the action flows together naturally and does not noticeably bring the spectators out of immersion since it allows the player to engage in battle with much ease than having to think about the extra mechanics that could be involved that may merely interfere with the style of gameplay.



Another example of a misusage of the action-reaction principle is when a character grabs a final smash ball and gain extraordinary powers--e.g Mario would attain an ability to shoot a large fireball or Samus will shoot out a gigantic laser beam—while refraining from experiencing recoil after execution of attack. In reality the characters themselves who discharged such powerful attacks would receive a reaction that is as significant; more than likely sending them flying backwards off the screen in the opposite direction. The only way they may resist this rebound is if the characters themselves have a much larger mass than compared to the force that is behind the wave of blast released.



The designers of the game twisted the laws to give the game more texture and quality. The designers altered the gravity and motion so there is more to do when it comes to the movement of the character and how it interacts with it environment. The odd squash and stretch element is incorporated to add a comedic and amusing aspect to the gameplay; and lastly the action and reaction principles were defied to make the game exaggerated so there is more control, intensity, and appeal to the gameplay. We see that in a video game universe, all forms of laws can and should be broken to help alleviate game play and accentuate the extremities of the game so it is a lot more interesting. Not only do bending these concepts and laws help bring about a better game playing experience, but by maneuvering around the rules that regulate a universe, the designers introduce to the players something beyond the ground rules of reality.

It appears that the laws of physics from the “real world” setting are broken quite frequently in every manner conceivable in the game of Super Smash Brothers Brawl and in many cases not kept consistent in the world of the game itself. The outlandish physics engine was established for exaggerated humor and compelling/dynamic effect and was also created with intention to make the game more immersive and engaging.








The word count is a little greater than 1500 words because I felt there was a lot to discuss about in the world of gaming when it came to concepts in physics. I revised and cut out essentially everything that I felt could go and left only the nitty gritty. All the information I have kept I feel is very important to my paper.

[Here is a revised version of my Outline below since I deviated quite a bit from its original order and format]


The Laws of Physics in an Animation Universe OUTLINE

The Physics Engine in "Super Smash Brothers" video game franchise

I. Introduction of the game
B. Introduce thesis & Hypothesis

II. Body

A. Unrealistic exploitation of the laws of Inertia & Gravity: Motion & its relation to characters

1) A weird example of video game Jump Physics, the Double Jump is the ability to jump while you're still airborne from your first jump, thus gaining additional height or distance. Exactly how this is supposed to work is unclear; games that justify it through rocket boots, etc. are the rare exception.
• Justified in several cases due to wings, psychic power etc.
• All characters in Super Smash Bros. Some, like Jigglypuff and Pit, have even more
jumps.

2) In certain circumstances when referring to items, the characters have a different response depending on item which interrupts the flow of a character’s movement in a manner where it is not plausible
• Example includes the homerun bat, where upon contact, the character is momentarily in a fixed position—stationary and inactive before being launched off the screen

B. Notion of Squash and Stretch

1) Certain characters can squash to the point where they are barely perceptible.
• Example includes when Kirby is ducking—his body practically morphs into a blob of
elastic clay

2) Certain items allow characters to change shape, form, and size
• For example, after Jigglypuff obtains the Smash ball and commences his special attack,his body increases in size exponentially essentially covering half the screen blasting away anyone who comes in contact with him.

C. Action & No-Reaction: Forces are not balanced or sensible

1) Two characters can walk right through each other and not be affected by one another

2) When a player/NPC grabs the Smash Ball in SSBB, the character gains a special power that goes against all odds and potentially sends every player that comes in contact with the special move/attack, off the screen without matched recoil
• Mario gains the power to hurl an enormous reign of fireball that covers the entire
screen but stays in place after the wave of blast
• The same goes for Samus and her blaster gun

III. Conclusion
A. Summarize my Points
C. Reiterate my thesis
• The laws of physics from the “real world” perspective is broken constantly in every manner but kept consistent in the world of the game itself.
• The improbable and unfeasible physics engine established for exaggerated humor and
compelling and dynamic effect

1 comment:

  1. I'm glad that you did some re-editing but it could have been even a little bit tighter. But it's still a very nice paper with well-chosen observations, nicely illustrated and described.

    Intro and Conclusions 20 of 20 points
    Main Body 20 of 20 point
    Organization 15 of 20 point
    Style 15 of 20 point
    Mechanics 20 of 20 point
    Total: 90 of 100 points

    ReplyDelete