Improving Gaming Through Biometrics 34
PreacherTom writes "Programmers have long used the feedback of gamers to determine how to improve what they put on the market. British company Bunnyfoot aims to take things to the next level. Their assessments take pains to record the heart rate, respirations, facial tension, and eye patterns of the test audience in order to fine-tune the games. If only their motives were completely altruistic: one of the primary goals of their project is to maximize the efficiency of embedded advertising." From the article: "What Bunnyfoot specializes in has implications for gaming that reach far beyond in-game ads. Being able to analyze the way a person reacts to a visual is thoroughly useful for gameplay as well. Their technology works as sort of a 'super focus group' allowing them to collect feedback on not only what the person mentions afterwards, but also how they react during the game."
Let's Have Fun With Numbers! (Score:1)
This does lend itself to some interesting new development paradigms -- "Hey, Tom, we really need to raise the average pulse rate of the player by about 2.5 bpms. Get right on that."
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Probably would be easy to raise the heart-rate if one of the bio 'sensors' looked more like a bayonet [wikipedia.org] pointed straight at it. Ought to do the trick.
use your ears, not your instruments (Score:2)
how many companies spend millions on research but don't listen?
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Research > "listening". If you listen to people they'll tell you "Opposites attract" and then 5 minutes later tell you "Birds of a feather...". What people say is full of inconsistencies and errors, thats why we do research.
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If they really listened, they'd know we:
. don't want to have to put in a CD to play a game.
. don't want to pay $50 for a 50 cent CD and a cardboard box.
. don't want copy protection.
. don't want subscription fees.
. do want the ability to mod and create content and t
This is great! (Score:3, Funny)
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Guns: Check
Soda Machines: Check
Stores: Check
Signs: Check
Billboards: Check
Radio: Check
Outrage at the Needless Violence and Gratuitous Sexual Overtones: Check
Brands: Negative
You can have a game with things that could potentially be branded without real brands. A lot of games, GTA for instance, take these objects as an opportunity for parody and satire. While advertising in games has been done for a while in cases where it would appear in real life (sports games dating back before the PS1 even), the
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It is true that no advertisements force us to buy anything, so obviously our aggression towards them can not be that watching those millions of car commercials on TV forces us to buy cars. What then offends those of us who are disturbed by advertisements in our video games?
The problem is not that advertisments can not fit in a game. As noted many times, certain genres of g
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The advertisements don't have to stop the game to detract from it. They don't have to force me to view them to have their impact on the game world.
If there's a billboard on a road in GTA, I'm willing to wager I'll see it a lot. Unless they hid the billboard down some alley I'll never visit, I'm going to encounter said billboard. When I encounter said billboard, I am going to see it and whatever message it contains is going not going to interrupt the game itself, but it will interfer
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However, you still have failed to address most of my points, especially as regards to games that are not attempting realism.
Were you to see Budweiser cans strewn about Orgrimmar after the orcs had an exceptionally long party at the death of the false warchief, would you think that it detracts from the game?
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I don't play those, so I can't even begin to have an opinion on that.
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An interesting idea (Score:2)
And it is a heck of alot cheaper, and you get a more natural response. People will not activly notice when they are being videotaped (assuming the camera is unobtrusive), but when you start cliping things onto their bodies, they tend to
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Or you could use the popular vague term "We will be monitoring your reactions"
So... (Score:3, Funny)
Think of the children! (Score:2)
Seriously. This should be required so that boring, stupid games don't even get published. So they'll KNOW beforehand how horrid their games are.
This is for marketting, not for YOU (Score:3, Insightful)
Remember that this is done for the marketters, not for _you_. It may seem like they only want the best games too, but sometimes their interests and yours may diverge slightly. Think of having to choose between the following two games:
A. "The gameplay was fast-paced, interesting and with hardly any time-sinks. The players were busy and having fun at every step, and n
Blood elves (Score:2)
Ridiculous (Score:1)
Here's the three points a fun game should hit:
Easy to learn, difficult to master - Anyone should be able to intuatively figure out how to play within a few minutes, but the gameplay should have enough depth to show a differance between a beginner and an avid fan.
Sense of power - Your character/car/robot/whatever should
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While this is to some extent true, you cannot replace competence with "just being a gamer", for instance art has nothing to do with "being a gamer" for instance and yet it's a huge part of the gaming experience. Although I'm sure it can help if you are a very competent artist. But how many games suffer from bad art or poor artistic direction? Lots.
While I agree that FUN is the main goal, you can make a fun, easy to get into, hardcore gam
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The best way to make a successful game involves being a gamer. That is important but not the be all and end all, as evidenced by your own follow up. If all there was to making a good game was being a gamer making a game, we wouldn't see half the crap we do that pours onto shelves, then into bargain bins.
It's not that simple, young padawan ;) (Score:2)
It's not that simple. Those three points are not necessarily enough by themselves, and actually implementing them is a lot harder than being able to name them. E.g.,
This is a good principle, no doubt, but fine-tweaking it to actually work is anothe
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I've been playing nethack for years and never even gotten to the Quest, with games that take a week to play able to be wiped out in a single bad move. Experts can routinely ascend an arbitrary character in a few hours.
And here are a few more points (Score:2)
1. Balance -- it's not just for Blizzard any more.
1.a. Not all classes should do the same, of course, but all should have a fair chance of completing the tasks ahead of them. A rogue may backstab, and a hunter may use their pet to avoid taking damage, and a paladin might win it by attrition, but all should have a fairly equal chance against an equal level opponent.
1.b. All classes should bring _somethi
Interesting.. (Score:1)
Advertising within a game has been a great money-maker for gaming publishers for a while now, and I can understand why they would want to have this data. If they are going to spend money on the ad, they want to make sure it generates revenue. But I like the development of Bunnyfoot in another way: It ultimately gives the power to the gamers to decide where and when the ads will show up.
Imagine if the gaming community had collectively decided to ignore the ads throughout the games, which was then recorde
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1) Not all games are in a setting condusive to ads (See WoW, Final Fantasy, Supreme Commander). A lot of gamers are afraid companies will start shoehorning ads into games like these.
2) Even games that work very well as a platform for these ads can benefit from not having them. I always enjoyed parody ads in games myself.
I don't begrudge the idea of soda cans on a desk in an office as I'm hunting down terro
duh (Score:2)
- replayability
- focussed attention
- increased heart rate and breathing?
Sounds like the next game they produce is going to be essentially just masturbation. more nude chixx0rs in games! w00t!
On the brighter side, it's got some seriously interesting MMOG opportunities.