
A 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... Read more