^LARPers, what a bunch of nerds…^
I found this chapter pretty subversive of my expectations. At the present time, I didn’t really think motion controls to be refined enough to provide a good experience. Sure there are Wii Sports and such, but nothing majorly ground breaking. I actually miss the light-gun days of Time Crisis I and II. Games which can only be played in arcades, now that most next consoles and televisions don’t support proper light-guns. Another game that added to this genre was “Police 911.” There was a game that took your foot placement and body movement into account, as opposed to a lone action-pedal, when trading volleys of gunfire.
Just like absence of making a decision is still a decision, the absence of movement is still physically straining. Heart disease is the leading cause of death in America, and adults with sedentary jobs are at higher risk. Most of the obvious successful motion capturing video games are the health-centric ones. I do also know people who lament quitting their Dance Dance Revolution days, citing how well they were in shape.
I do know people who LARP, but they expressively advised against me joining, because I would break my [mostly their] character. Staying in character in a game like that is important for the flow and rules. If either are broken, then a majority of the fun is lost. I asked a whole lot of questions to some of the “Marshalls” outside of the game, but the rules seemed to be limited to a lone guidebook. It didn’t leave much room for creativity. As for my current group of friends, we exercise for general group cosplays (costume play at media conventions). We often find that, not only accurate costume, but accurate personality of characters add to the entertainment of people at conventions.
There can be like 20 “Narutos” at “CPAC,” but maybe one will be acting, like a frenetic child, for the purpose of a photo shoot or video. When shooting cosplayers, photographers, often go for the more dynamic poses, rather than having their models sit like lumps (unless that’s part of the character). This can be true for almost all advertising. Commercials of the next ‘Triple A game’ will be of buddies playing on a couch holding controllers and overly animated to the reality. Seeing that emotion from the commercials makes the consumers gauge the value of entertainment higher, as with studies mentioned in this chapter.
P.S. I highly recommend the comedic videos of “Loading Ready Run;” they are the group behind the “Desert Bus for Hope” charity marathon mentioned on page 84. They add their sketch comedy talent in order to keep the game entertaining beyond it being just another “Let’s Play.”