Silent_Buddha
Legend
Yes, and many interviews (such as the Edge one previously posted) mention this. Basically, it comes down exaggerating the feedback visuals/audio significantly.
What's interesting to me is how a lot of companies are becoming very scientific about human behavior and responses in these games.
Pretty much all the interviews in edge mentioned this to varying levels.
I'm still not sure why that's such a big deal. Then again playing on PC for the majority of my gaming there is only visual and audio feedback for virtuall ALL games.
When I hop on console, I notice there's rumble, but it's something that to me is equally positive and negative. And in the end, it's overall a rather neutral experience.
I don't find the lack of "physical feedback" to be a lack on PC for example. In fact, it could be argued that Kinect will feature more physical feedback in a properly designed game than a controller with rumble.
Which is a more realistic feedback loop? Pressing a button to jump and feeling your controller rumble when you land or jumping and actually feeling the physical force as you land? Pushing an analog stick to run and feeling nothing or doing running motions and feeling the increased heartrate, raised temperature, etc. of cardio?
On the other hand, you obviously wouldn't be able to present feedback for something like being shot or punched. But that only points out the physical feedback will be different rather than non-existant as detractors like to point out.
And again, I have no physical feedback to being shot or punched on PC either, and yet the games are just as enjoyable if not more so due to...the control method. Halo 1 and 2 with keyboard and mouse pretty much represented a far superior experience versus Halo 1 and 2 with rumble on a controll pad for me.
Regards,
SB