mai said:
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? =)
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Okay, I just read up on the sanity meter, and have some questions. So, basically the way to combat it is to calm down? So, the game introduces some creepy things and you are expected to calm yourself? Why not just make the game creepy in the first place?
Secondly, why would you want your audience to lower their heart rate? Think about it? Do you really want your gamers to be playing your game apathetically in order to avoid enemies? The whole point about most horror games is that they are exciting, which gives you a nice rush. You start avoiding that rush, and the game isn't fun anymore.
I have to disagree with your secon paragraph. I think the balance board is probably just as significant as motion. However, whereas the BB allows for an endless number of creative aspects, the VS is most likely only going to be for fitness.









