In successful action games, cutscenes are used to deliver information, not to entertain, according to a new Gamasutra-exclusive analysis of engagement in top action games. The analysis, which was originally conducted by San Francisco-based technology company Emsense and published in Gamasutra sister publication Game Developer magazine, used biometric feedback to measure player responses to the first 90 minutes of major FPS and action titles. According to the results, Call of Duty 3, F.E.A.R., and Gears ...
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