Hello Giantbomb community,
I'm a long time reader, but rarely post, so please accept my apologies from coming to the board for basically the first time in a long time immediately asking for help :P
That said, I would love the help of the community, if any of you have time.
Background: I am a graduate student at a University in Canada who has decided (read. somehow managed to convince my supervisor) to pursue a thesis looking into the effects on performance that forcing people to use a normal or inverted control schemes for first person games/simluations has regardless of preference,.
As you all are probably quite aware, there are countless arguments online as to which is best or which is the correct scheme. While these opinions and arguments are often fun, they will not be the basis for a lot of my thesis (sadly). I've also found very little in the academic literature actually testing it (save an article or two)
What I am currently working on is developing a way to determine a novice's preference for y-axis inversion in a way that doesn't require exposing them to both schemes.
In the same way that a novice snowboarder's forward facing leg can be determined with a push from behind, I'd like to determine a way to best way to figure out if people prefer inverted or normal quickly and accurately (controlling for previous experience, where possible.)
I've become interested in the way that games like Halo have become well known for their in-game checks for preference disguised as calibration of a suit or something (Giantbomb Wiki Concept: Tutorials Disguised as Diagnostics).
What I'd like to know relates specifically to how the games handle those particular sequences.
In Halo, you are asked to walk over to "optical diagnostic station" (lol), and then look at a cross of lights. Then, as far as I can tell from video I've watched, they force you go to inverted, and look at the lights again, then decide if you want inverted or not.
In Halo 2, however, while the same basic thing happens there is a difference I want to explore. In the video I've found of the first level, when you wake up, you are asked to look up and then look down, (then up, then down...) then, it branches. In the video it shows the npc saying its looks ok, and you move on- no option to change to inverted is forced or suggested. BUT from what I have gathered from a level transcript, there is a situation where he says, "Tracking looks sketchy, I'm gonna run you through the full diagnostic," which seems to followed by a forced switch and then option to change back or not, similar to Halo.
My question, that I'm hoping someone can research for me, is what triggers that? Is it a timing thing, if you take to long, they assume you're having difficulty? Is it an error thing, if you look at the wrong target they figure you want inverted? I'd really like to know. And I'd prefer learning what it is on the original version of the game... on an Xbox.
Moreoever, I can't seem to find out if Halo 3 does the same thing? They have a sequence at the start, looking up and down, but in all the videos I've watched, they aren't offered a change, and I can't find a transcript mentioning it.
I've discovered that Halo: ODST straight up asks you if you want to be trained or not, and Halo: Reach hides it by looking at some waypoints while the ship is landing, and then asking if it feels ok. These seem to be less creative, to me, and I'm more insterested in the first ones. Halo 4 really seems to hide it by making you only look up to see the lever to open the stasis pod... again, not sure what happens if you take to long or get it wrong. Halo 5 seems to finally skip going through the charade all together...?
In addition, I am also interested if for the games Halo 3 and onwards, if/how the game takes into account the pre-loaded settings that you can set in the Xbox 360 OS- game preferences like y-axis invert, and in-car/outside car for racing games. Presumably, if you have it set to preferred inverted, it will start you with that scheme... but does that effect the sequence otherwise?
If anyone has any incite into this, or have some examples from other games, I would super appreciate your help/thoughts.
Thanks, in advance, team!
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