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	<title>Comments on: Feedback when killing</title>
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	<description>with Arcade Berg</description>
	<lastBuildDate>Wed, 28 Jul 2010 00:32:49 +0000</lastBuildDate>
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		<title>By: Widunder</title>
		<link>http://arcadeberg.com/causerie/feedback-when-killing/comment-page-1/#comment-3991</link>
		<dc:creator>Widunder</dc:creator>
		<pubDate>Thu, 14 Jan 2010 10:54:20 +0000</pubDate>
		<guid isPermaLink="false">http://arcadeberg.com/?p=966#comment-3991</guid>
		<description>Great post! I totally agree, feedback for hits and kills are EXTREMELY important.
My favorite feedback for hits in a shooter must be Quake 3 Arena/Quake Live. Every time you deal damage to a player you hear a subtle &quot;blip!&quot;-ish sound.
The interesting thing is that they kept this idea for Quake 4, but the sound isn&#039;t as satisfying at all. Epic also tried to &quot;steal&quot; this idea but did not succeed to do it right either. There is something with the sound in Q3 that makes it very comfortable and satisfying to hear.

Also, what you mentioned about the death animations is a huge problem imo. In a multiplayer game and/or shooter, the death animations has to be very very distinct. The player has to be able to see instantly that something new and strange is happening to the target.
Modern Warfare 2 has a nice mix I think, the death animations are very quick yet full of expression. But the player also gets feedback in the HUD, saying &quot;YOU KILLED FRAGL0RD90!&quot; and numbers pop up indicating your gained experience from that kill.</description>
		<content:encoded><![CDATA[<p>Great post! I totally agree, feedback for hits and kills are EXTREMELY important.<br />
My favorite feedback for hits in a shooter must be Quake 3 Arena/Quake Live. Every time you deal damage to a player you hear a subtle &#8220;blip!&#8221;-ish sound.<br />
The interesting thing is that they kept this idea for Quake 4, but the sound isn&#8217;t as satisfying at all. Epic also tried to &#8220;steal&#8221; this idea but did not succeed to do it right either. There is something with the sound in Q3 that makes it very comfortable and satisfying to hear.</p>
<p>Also, what you mentioned about the death animations is a huge problem imo. In a multiplayer game and/or shooter, the death animations has to be very very distinct. The player has to be able to see instantly that something new and strange is happening to the target.<br />
Modern Warfare 2 has a nice mix I think, the death animations are very quick yet full of expression. But the player also gets feedback in the HUD, saying &#8220;YOU KILLED FRAGL0RD90!&#8221; and numbers pop up indicating your gained experience from that kill.</p>
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