The Hunt for Collaborative War Gaming - CASE: Battlefield 1942 (20 Oct 2005)
The movements of body parts are relatively well supported visually. Although the players do not have direct control of the individual body parts, there are a number of variations that are based on the action combinations initiated by the player. For example, aiming and shooting with a weapon executes slightly different animations depending on the basic posture. The perceivable primary action is, thus, context-dependent. Furthermore, the changes in posture, during various actions, convey the act of a player to others within the vicinity. For example, standing, crouching or lying down can be executed in order to affect the performance and abilities of the player. This, in turn, can be perceived by other players who can, or are forced to, adapt their own actions accordingly. Figure 6 portrays the actions of taking a grenade out of a pocket and reloading a pistol.
Article URL: http://gamestudies.org/0501/manninen_kujanpaa/
Read 37 more articles from Game Studies sorted by
Next Article: The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design