- Ghost (video games)
In
video game s, a ghost is a feature included intime attack ortime trial modes allowing the player to review their previous rounds. Inracing game s, for example, a ghost car follows the path a player took around the track. Infighting game s, the ghost is an opponent that the computer AI player can train against outside of normalplayer versus player or story mode.Ghosts in racing games
Ghost cars in racing games generally appear as
translucent or flashing versions of the player'svehicle . Based on previously-recorded lap times, they serve only to represent the fastestlap time and do not interact dynamically with other competitors. A skilled player will use the ghost to improve his time, matching the ghost'sracing line as it travels the course. Many racing games, including Gran Turismo, F-Zero, andMario Kart , offer a ghost function. Some also show ghosts set by staff members and developers, often showing perfect routes and lap times.Ghosts in Rhythm Games
On Elite Beat Agents and Osu! Tatakae! Oundan! games multiplayer mode, you can choose to use your saved replay data instead of playing the game yourself
Academic criticism
Philip Sandifer, in a conference paper, looks at the phenomenon of ghost data as an example of the demo in video games. He argues that the demo, generally speaking, represents a "pure act of play" that creates a pseduo-player Sandifer calls Player ε — the null player. This allows a hypothetical dynamic of play, as opposed to one that is bound up in an actual physical contact between a real player and a real video game controller.
In the case of ghost data, Sandifer argues that the game uses ghost data to create a Player є who exists at the exact threshold of the actual player's ability and the theoretical "ideal player" that all video gaming fantasizes about being. When the ghost character is finally overtaken, Sandifer claims that it gives "the feeling of breaking through the constraints of a particular and flawed performance of the implied player into a sense, albeit a false one, of perfect harmony with the game. This perfect harmony is then, at the end of the race, literally encoded into the game as the next Player ε when the player’s run becomes the new ghost data." [Sandifer, Philip. "Player ε: Demoing a New Hermeneutic for Games." Presented at the 2nd Annual Game Studies Conference, April 6, 2006 at the
University of Florida . Transcript available from [http://www.gameology.org/alien_other gameology.org] .]References
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