Study: Close Combat Key to Successful FPS Games
by Nick Breckon, Dec 02, 2008 8:00pm PSTA new study by technology company Emsense has connected the success of FPS games with the frequency of close combat.
The study, conducted by Emsense on behalf of Gamasutra, used bio-sensory headsets to measure the engagement of gamers while playing titles such as Half-Life 2, Halo 2, Gears of War and Battlefield 2142.
"Close combat was the most reliable method of creating engagement, adrenaline, reward, and all the emotions that make shooters so much fun," wrote Emsense's Tim Hong. "Certainly, this is nothing new to the genre, but the next-gen games that excelled in this area were exceptionally strong at creating high-paced close combat frequently."
In one graph recording a player's feedback during a Gears of War close-quarters attack, the "engagement" meter spiked following the landing of a chainsaw, indicating that the visceral nature of close combat is in itself a highly rewarding act.
"Gears of War players recorded high emotional reward for the spray of enemy blood after they succeeded," said Hong. "Of course, we can't forget the ubiquitous Half-Life 2 crowbar, the only weapon players initially have for fighting."
Outside of statistics collected from each individual game (see chart above), the study also compared and contrasted similar sequences amongst competing titles. One particularly interesting examination involved turret sequences in both Resistance and Halo 2, wherein Resistance failed to adequately engage players due to a lack of close combat danger.
"The failure lies in how protected the players are," wrote Hong. "In Resistance, one of the players' experiences with turrets in the first 90 minutes is from within a huge tank. In Halo 2, players utilize small, unprotected turrets that nearly ensure that they will be harmed, if not killed, if they remain on the turret for long."
The study also reinforced the "rollercoaster" theory of game pacing, where lulls in the action enhance the combat that follows--a strategy adopted most prominently by Epic with Gears of War.
"It seems counterintuitive, but the most intense points of engagement in the titles in our study were often the result of calm moments," reads the study. "Downtime, a period of lower engagement, is not always bad. Periodic but brief lulls in action allow for more intense action sequences and stronger reactions to climactic final battles."
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Comments
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The close action is what draws the most reactions, but not always the most fun.
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Close combat is an important part of any combat game, but by no means is it the key to success.
At no point did the article explain why they believe that moments of intense 'bio-sensory feedback' were the best parts of the game. I know for a fact that my most intense moments in - for example - TF2, are attempting to backstab someone while disguised, and while it's fun, the intensity of the moment is if anything bordering on the uncomfortable due to the Spy's total inability to defend himself up close when it often goes wrong.
Intensity is not -necessarily- the equivalent of entertainment, or of memorably moments. My favourite memories in games more often centre upon co-operative multiplayer and those shining moments where unintended bits of awesome emerge from a sandbox, physics-heavy enviroment. Like my friend getting killed by a flying trash bin when a pipebomb went off nearby in L4D last night x]
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FACT.
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I'd say giving a player a sniper rifle in a business building park, vs the close quarters combat of the ground level fighting, both are going to be equally engaging in their own way. ex: cod4.
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having feedback in combat is rewarding. but if the enemy is a few pixels big, you don't see or hear the feedback. The best solution for this: make the hitsounds have an infinite sound radius and suddenly long range combat is fun.
Sometimes it might be a good idea to play a few games before writing a stupid gameplay article?
In other news: SP fps still suck because AI still is crap and besides graphics the gameplay hasn't really changed since quake or doom, which still beat a lot of current fps in the gameplay department.
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On the other hand, at least their finding that people found sprays of enemy blood rewarding are consistent with the fact that scoring a bloody headshot in Fallout 3 is perhaps more entertaining than in other games, perhaps because VATS gives you a slow-mo, cinematic, up close replay of the damage you caused.
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There is NEVER an excuse for bad FOV. If your game isn't engaging while having normal FOV then your game simply isn't that good. Yeah, this bothers me to no end.
Also, the same goes for environments, balance of open areas to give the player some freedom and kill enemies from some range with sniper rifles / explosives, and closed spaces to increase the tension/paranoia and engaging enemies up and personal. Melee combat is pretty much always done wrong.
TL;DR: Variety is the spice of FPS, you could say even the meat. Not one type of combat.
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also gears and halo are probably the worst games to use as an example. one is a slowass console fps and the other is a duck and cover third person shooter.
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I think this is excellent research, but the findings should be used wisely. Research shows that porn causes people to click through more links than anything else, but it isn't precisely a ticket to riches once everyone is doing the same derivative and offering it for free.
You have to offer it streaming, for free, for example. It's all about the innovation.
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Study: How Gamers get their Rocks Off
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Valve also follows this pacing principle religiously. Just listen to the commentary for HL2:ep2.
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