I've marked targets at a range - you know you're under cover, but your're sure as hell not going to stick your head up. Some joker put a round into the damn pointer I was holding up one time (fine piece of shooting), but it certainly makes the heart rate pick up.
On the physical effects: theory goes that the adrenalin surge will accelerate everything in the body momentarily and this makes time appear to "slow down". Theory also goes that the brain itself will pick up to operating at full capacity, with the same effect. Tunnel vision effect as the brain focuses all the ocular processing power in the core focus area and temporarily ignores peripheral information. The reactions all allowing the body to focus absolutely on the life-threat - and to make the fight-or-flight decision. And it takes training, experience - and the will - to make that a "fight" decision instead of diving for the nearest hole in the ground.
But in game, we can't force players to feel fear. Yes, you'll hear the slap, crack and whiz of the rounds - but that doesn't force you to take cover. The ultimate price is being forced to spend a few seconds respawning - not being dead. So, we have to think of what effects fear has and try and put those into the game. Your breathing accelerates, nerves operate faster, all serving to make you a touch shakier. In time, with experience, you can control the reaction better. The de-saturation is really just trying to get it into the player's skull that "you are in danger"!
On the physical effects: theory goes that the adrenalin surge will accelerate everything in the body momentarily and this makes time appear to "slow down". Theory also goes that the brain itself will pick up to operating at full capacity, with the same effect. Tunnel vision effect as the brain focuses all the ocular processing power in the core focus area and temporarily ignores peripheral information. The reactions all allowing the body to focus absolutely on the life-threat - and to make the fight-or-flight decision. And it takes training, experience - and the will - to make that a "fight" decision instead of diving for the nearest hole in the ground.
But in game, we can't force players to feel fear. Yes, you'll hear the slap, crack and whiz of the rounds - but that doesn't force you to take cover. The ultimate price is being forced to spend a few seconds respawning - not being dead. So, we have to think of what effects fear has and try and put those into the game. Your breathing accelerates, nerves operate faster, all serving to make you a touch shakier. In time, with experience, you can control the reaction better. The de-saturation is really just trying to get it into the player's skull that "you are in danger"!
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