Measuring Engagement In Games 72
Gamasutra is running an article written by Tim Hong of EmSense in which he describes the research his company did into the physiological reactions various games engender in players. In addition to outward cues like breathing and movement, EmSense also scans brainwaves and heart activity to provide a more complete picture of how a gamer is responding to what he sees and does. They collected hundreds of hours worth of data and made comparisons among a variety of shooters, such as Gears of War 2, F.E.A.R, and Half-Life 2. They found some interesting information on how pacing, tutorials, and cutscenes can affect a player's level of engagement with the games.
Re:COD : Modern Warfare (Score:5, Interesting)
*When individuals having no established relationships are brought together to interact in group activities with common goals, they produce a group structure with hierarchical statuses and roles within it.*
What does this system or type of learning sound like to you? It sounds like the tried and true money/work system which everyone I know is so fond of. LOL
I don't think the findings are that surprising. It seems to me that younger age groups should probably start out with low level engagement or reward type games and then build up to the higher end engagement levels. Games with violence are obviously not for younger age groups, which is why there are age limits to certain violent or mature games.
As an adult, you have your own fail safes and mechanisms built in to determine your level of engagement in the game. I am more interested in the article and the findings, but I can't really give a coherent opinion on first person shooter games. I don't play them.
A little biased. (Score:3, Interesting)
With all the comments like "Predictably, Gears of War seems to get it right.", it seems to be more of a GoW praise article stating that this game has no flaws, but all the others do.
Also, the summary has a small error, article talks of games from 2007, namely GoW, not GoW2.
Re:COD : Modern Warfare (Score:4, Interesting)
Re:That's just storytelling (Score:2, Interesting)
Again, another article talking about the matter of game-play vs storytelling...
The fact is, is that if you get the basic game-play right for the game and audience your aiming for, then you'll do well - and if you tell the story well, then you'll do even better. This, though, shouldn't be news to ANYONE here...
The thing they seem to be aiming for here - (though I'm not quite sure how well they've hit this target) - is to try and find out just what sort of emotional impact both can have upon certain types of gamers.
The market has already shown, however, that if you get the basic game-play right for most types of game, regardless of the plot or story, then you'll do ok. If you get the story right and the basic game-play wrong, however, then you probably won't...
Someone in a post above talked about Oblivion - this to me is a game where, for the market it was aimed at, it got it's priorities right - (plot/story with particular game-play) which is why it was successful.
Unfortunately for me, I'm more interested in the game-play than I am in the story, which generally puts me at odds with most of the market, especially considering I like RPG's... (The reason I like RPG's however, is the opportunity they have for scope and depth of game-play and game-play DEVELOPMENT over most other types of game. Unfortunately for me, the games which use this feature well are very few and far between :( ).