Verisimilitude in videogames: aesthetical aspect of “game-player” - Interaction and semiotics tools of maintaining.
The existing universally accepted game framework model “Mechanics-Dynamics-Aesthetics” (MDA) does not mention the aesthetical aspect of verisimilitude in a straight way. Therefore, even been unmarked, the aspect of verisimilitude in videogames belongs to aesthetical category which determine a level of subjective reliability of what is happening for the player within the observed gaming experience. In the same time, the verisimilitude exist as amount of visual, audial, mechanical and narrative decisions which leading to produce an effect of “possible real” in conditions of interactive media, which is a described concept of aesthetical element of MDA framework: “emotional response evoked in player”. Thus, the verisimilitude is a subjective ad hoc category – it exists in terms of listed by MDA framework aesthetics – for example, the verisimilitude is part of Sensation, Fantasy, Narrative aesthetics and others. In the same way the aspect of verisimilitude is mentioned without naming it by Huizinga in “Homo Ludens” when author depends the “play” from “reality” determine “play” as form of action, which is similar to “reality” but still differ from it. Given term paper is about the place of the aspect of verisimilitude in the “game-player” interaction, identifies and analyses the criteria of the aspect of verisimilitude, as well as iconic semiotic signs means of maintaining the impact of such criteria on the player applying the semiotic theory of Umberto Eco to the example of videogame “Star Wars: Knights of the Old Republic”.