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How best to portray track and field events?

Started by July 18, 2002 08:51 PM
-1 comments, last by RTF 22 years, 5 months ago
We''ve probably all played one game or another of this genre at some time or another. In every one, though, what it degenerates into is "how fast do you push the button(s), or push one set of buttons and then another for timing" in almost every event from sprints to weightlifting. So what I''m interested in is some new thoughts on how a game might portray a "video Olympics" best. You can come up with any control method you want for any event you like, from variations on joystick and buttons to motion sensors like those of the recent arcade games "Police 911" and "Mo-Cap Boxing." Some of my own ideas: -Focus more on timing with variations on the "power meter" concept. Going faster, jumping higher or lifting more entails hitting the target more precisely every time. -Combine strap-on ankle sensors with a treadmill for an almost perfect running/jumping event simulation. Only problem is - I don''t think the technology is good enough or cheap enough yet, and measuring jumps would be troublesome(and with no mat or sand pit to soften the fall....) -Turn the event into something completely non-obvious. I remember this one little game, I believe it was at the Lawrence Hall of Science, where you controlled a stick-figure marathon runner''s breathing, heart rate, etc., and tried to balance everything out so that he could finish the race. I never won that one. Of course, the question of how "real" you want to make the game also comes up. If playing involved the actual movements, people who are unathletic would do badly, while those who work out regularly would find it easy. Making the world furry one post at a time

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