RE: [GD-Design] Speed kills
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From: Jacob T. \(C. D. Ltd\) <Ja...@Co...> - 2004-01-05 09:13:54
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One thing that might be of relevance is for military training = simulations researchers discovered that is was better to train pilots on = faster than real time simulations i.e. +20% time speed up. Then when = the pilots came to do the same thing in real time in the real world they = found it so much easier because everything seemed so slow. But also of = interest I think the researchers discovered that the super speed = training had to be repeated more often because the brain adjusted to the = slower real time events quickly. I had just had the same experience with Mario Kart. After doing a lot = 150cc racing, I then went back to 50cc racing and it just seemed so = slow. I would guess about half the perceived speed but it isn't half = the speed in reality ! Jake -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Brian Hook Sent: 24 December 2003 22:06 To: gam...@li... Subject: [GD-Design] Speed kills After talking to some friends about different games and their=20 respective designs, I realized something that is obvious in hindsight=20 -- game speed controls difficulty almost exclusively, at least in=20 action games. This means fighting games, shooters, platformers, you=20 name it. The slower the game is, the easier it is. In fact, this is so obvious that several games have used slow-mo as a=20 power up -- Max Payne 1/2, PoP, and Viewtiful Joe. And yet games today still insist on using the most idiotic variables=20 to control difficulty. From the immensely stupid "number of saves" of=20 Hitman 2, to the standard fare like "enemy damage", "hitpoints",=20 "health and ammo availability", they never just adjust the speed of=20 the game to match the response/reaction capabilities of a typical=20 player. And that's really what separates great action players from mediocre=20 ones, their recognition, decision making and response. The one game that could be improved the most with this is Madden 2004.=20 Instead of just affecting the speed of the game by, say, -40%, -25%=20 and 0%, and keeping everything else constant, they tweak a bunch of=20 variables that make it tough for a Rookie player to advance to=20 All-Pro, because the crutches they had on Rookie disappear. In fact, in the NFL it's even an adage that the difference between an=20 experienced player and a rookie is that "the game slows down" for the=20 experienced player. This is also true of full contact sparring --=20 experienced fighters "see" the fight at a much slower rate than=20 someone who isn't used to fighting. Would Soul Calibur be more approachable if there was a novice setting=20 that simply moved 25% slower? I would argue "hell yes". Obviously there are "fun factor" issues to consider, like obviously=20 don't make it slow ALL the time, but the general notion is there. -Hook ------------------------------------------------------- This SF.net email is sponsored by: IBM Linux Tutorials. Become an expert in LINUX or just sharpen your skills. Sign up for = IBM's Free Linux Tutorials. Learn everything from the bash shell to sys = admin. Click now! http://ads.osdn.com/?ad_id=1278&alloc_id371&op=3Dick _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU6 |