| theprof00 said: I've heard an idea about horror games using it to up the fear factor, but then what do you do to counteract it? Calm yourself down? How is controlling your pulse, in any way shape or form, an interesting game mechanic? Additionally, it is not a very accessible feat to perform. Does have a higher rate affect accuracy? Also, the heartrate per person is wildly inconsistent at 60-100+ bpm at rest, so it doesn't make much sense to implement heart rate at all, because it is going to be innaccurate at deciding who is agitated, and who isn't. |
It could be implemented easily. Game just need to track your heart rate in calm mood (it could be done by directly asking player to relax or even without notification by showing relaxing cutscene) and compare those results with your heart rate during alarming situation. No need for absolute numbers, just compare. For gameplay examples see "sanity meter" in Eternal Darkness.
Speaking about "disruptive" force. I'm not sure it could be as influental as Wii Remote, it's more like Balance Board, i.e. game+peripheral that could keep momentum of Wii. If Nintendo will be able to sell 10M+ starting at 2010 holiday season, then they're safer. Keep in mind, since 1960s Nintendo is a toy company, and they're still a toy company to some extent rather than game developer. Remember their first big succees? =)








