Like most games, Unreal Tournament uses more warm lighting than cool, making cooler colors like blue stand out better against the environment. If it's easier to see, it's easier to hit, and in Deathmatch, hitting is all there is to the game. Also, half the guns in Unreal Tournament 2004 shoot projectiles that explode, with most of the explosions being some shade of red. More red things dynamically moving around the environment makes it harder to track Red players.
Perhaps the researchers should apply basic logic and play the game before leaping to conclusions.
Most people here might not realize that the First Aid training in America's Army is quite a bit more than you'd expect to see in a game.
In order to qualify for certain ranks, the player must sit through a twenty or so minute lecture to provide them with some basic training on the subject. Following the lecture, a quiz is given, and in order to qualify, the player must "pass" the test. The game has multiple training "classes", with subjects including on friendly and enemy vehicles, first aid, and a few other Army-related topics I don't remember off the top of my head.
It's not like he played a Medic in the game, running around throwing first aid kits at the wounded, and that let him perform well in this real-life situation. He participated in a bit of scripted training in game, with the dialogue being written based on real-life Army training.
Some kid feigning death because he saw it work in World of Warcraft is just as silly as someone trying to break a brick wall by jumping headfirst into it. If you're kid is being "educated" by games that don't attempt to teach anything, perhaps your kids should be reading a few more books and playing a few less games?
This story is a great example of how games can be used for educational purposes, reaching an audience that might normally not care about the subject or be interested in learning.
The idea that membership will generally grow or decline in spurts is nothing new. While this subject could be grounds for an interesting analysis in the context of an MMO social organization and how it affects the community of a specific game, but when no specific examples are given with supporting data, why exactly would someone write an article, or more importantly, why would anyone want to read it?
The Escapist has long suffered from filler articles, written by people who claim to be game designers, but in reality many of the contributors have only plotted out a D&D dungeon back on graph paper. This article is no exception.
By reading the article, it's fairly clear the author is a member of this so-called "Great" organization, the Goon Fleet, and like most of the kids who bounce around in the Something Awful crowd, they seek attention without really justifying it.
Come on Escapist, get some quality control. You need to fill a set amount of pages each week, but please avoid publishing articles that don't offer an interesting subject or conclusion.
Like most games, Unreal Tournament uses more warm lighting than cool, making cooler colors like blue stand out better against the environment. If it's easier to see, it's easier to hit, and in Deathmatch, hitting is all there is to the game. Also, half the guns in Unreal Tournament 2004 shoot projectiles that explode, with most of the explosions being some shade of red. More red things dynamically moving around the environment makes it harder to track Red players.
Perhaps the researchers should apply basic logic and play the game before leaping to conclusions.
Most people here might not realize that the First Aid training in America's Army is quite a bit more than you'd expect to see in a game. In order to qualify for certain ranks, the player must sit through a twenty or so minute lecture to provide them with some basic training on the subject. Following the lecture, a quiz is given, and in order to qualify, the player must "pass" the test. The game has multiple training "classes", with subjects including on friendly and enemy vehicles, first aid, and a few other Army-related topics I don't remember off the top of my head. It's not like he played a Medic in the game, running around throwing first aid kits at the wounded, and that let him perform well in this real-life situation. He participated in a bit of scripted training in game, with the dialogue being written based on real-life Army training. Some kid feigning death because he saw it work in World of Warcraft is just as silly as someone trying to break a brick wall by jumping headfirst into it. If you're kid is being "educated" by games that don't attempt to teach anything, perhaps your kids should be reading a few more books and playing a few less games? This story is a great example of how games can be used for educational purposes, reaching an audience that might normally not care about the subject or be interested in learning.
The idea that membership will generally grow or decline in spurts is nothing new. While this subject could be grounds for an interesting analysis in the context of an MMO social organization and how it affects the community of a specific game, but when no specific examples are given with supporting data, why exactly would someone write an article, or more importantly, why would anyone want to read it? The Escapist has long suffered from filler articles, written by people who claim to be game designers, but in reality many of the contributors have only plotted out a D&D dungeon back on graph paper. This article is no exception. By reading the article, it's fairly clear the author is a member of this so-called "Great" organization, the Goon Fleet, and like most of the kids who bounce around in the Something Awful crowd, they seek attention without really justifying it. Come on Escapist, get some quality control. You need to fill a set amount of pages each week, but please avoid publishing articles that don't offer an interesting subject or conclusion.