"It is what has emerged from a survey conducted by the expert group on technology EmSense."
According to a survey conducted by EmSense (official website), the key to the success of first-person shooter concerns the fighting close. The study was conducted through the biosensor, which are applied to players through headphones while practicing sessions with the game Half-Life 2, Halo 2, Gears of War, Battlefield 2142, Ghost Recon Advanced Warfighter 2, Call of Duty 3 and FEAR
According to charts provided in support of the report, the values are higher precisely when the fighting body to body. For example, Gears of War players are more involved when they are forced to bring out the locusts with chainsaws. The visceral nature of these moments increases contentment.
"The players of Gears of War are more satisfied when they see the blood gush out from locusts after acting with chainsaws," says Tim Hong of EmSense. "In this respect we can refer to Half-Life 2 and crowbars, which is the only weapon available to players for long stretches."
Another demonstration that supports this theory regards the meetings in which we act with a fixed location, such as a machine gun attached to the ground. The comparison is between Resistance and Halo 2: The first of the two shooters seem more effective because the threat made by enemy soldiers is physically closer to the player, while in Halo 2 opponents are too distant to engage properly.
Another interesting theory regards the peak of tension. According EmSense often occur after these times of relative calm. Emotional sequences but without fighting, it would often be a prelude sequences very intense and engaging supports them. "The breaks are preliminary to the more intense moments, making the final battles very engaging," stresses Hong.
The study looks at other aspects of first-person shooter like sequences intermezzo and tutorial. The entire study was published by Gamasutra.
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