En effet, dans le miens c'est pas seulement une question d'une manette seulement. C'est comme de viser, de faire attention s'il y a un gars qui s'amene derriere toi pour te descendre, les acrobaties a faire, la vitesse de l'avion même, la capacité de puissance du moteur, donner les ordres aux autres avions de type IA ( intelligence artificielle ), avec les canons anti-aériens qui essayent de te descendre, l'altitude dont le fonctionement de ton avion dépend, les nuages, faire attention aux collisions avec d'autre monde.
En tk, ca veut pas dire une seule manette dans mon cas, ca veut aussi dire la souris, le clavier et le joystick tout ca combiné, c'est pas toujours évident de jouer comme ca.
En attendant, j'avais trouvé une p'tite explication pour ceux qui peuvent lire en Anglais, le gars qui s'appelle Deathsight sur ce forum la, c'est moi en fait.
http://allaircraftarcade.com/forum/view ... hp?t=24409
Caldrail sur All Aircraft Arcade.com disait
It's part of the gameplay experience and the psychology of human beings. In real lif we experience all sorts of subliminal sensations concerning light and movement that we kind of take for granted. That doesn't mean real life isn't boring - as any combat pilot will tell you, flying in the second world war was two hours of mind numbing tedium followed by ten minutes of terror.
With computer games our entire attention is focused on a small screen and any peripheral sensations such as the noise through the speakers or headphones. For all the supposed reality of computer games, there just isn't anay. We all know there's no actual risk, and although we sometimes get a fright from something sudden and unexpected, there's nothing to inhibit a player (other than the risk of losing the game) to take absurd risks.
This brings the arguement to the nub of the matter. It's excitement we crave in computer games. It's an arena to challenge our abilities without actual harm. Human beings are designed as creatures to survive in benign enviroments in the wild, and the need to feel the benefits of adrenalin is one instinct that pushes us on, makes us competitive, makes us a success, and our social organisation (in animalistic terms) is what generates organised conflict between tribes.
The problem is however that computer games, as good as they are in the modern day, are too predictable. We human beings are designed to recognise patterns, so we can learn who is safe, who is dangerous, and what constitutes something to eat etc etc. After the first few attempts of a game the visual attraction will tend to die off. We've seen it. Instead, we want that thrill factor, some element of belief that we can compete for control of skies (in our case) which is a reflection of our instinct for dominance and mating rights.
Of course we also enjoy testing our skills. We feel good if we shoot the other guy down, regardless of what the reality of the situation would have been. It's often said that pilots of the second world war enjoyed the gladiatorial aspect of it - its something lurking deep in our psyche - the need to rut and win.
So in this need for speed you have a situation where the normal pace is becoming ordinary, dull, and you have effectively adjusted to it. By increasing speed of play, it's all new, fresh, exciting again. You are once again on the cutting edge of your ability to react. And we human beings really do love that. You find some drivers of fast cars push their vehicles beyond a safe speed simply to get that sense that they're not entirely in control, that everything is on a knife edge, and they get a high from it.
Of course in that situation the risk of injury and death is increased - that's why they do it - but notice that the better warrior is the one who stays calm, disciplined, reacting without concious thought. These people have mastered their art. They're used to it, and more importantly, refuse the temptation of the need for speed, and avoid pushing that boundary further because they understand the risk involved is unnecessary to achieve their objective. Thats the benefit of a cool head.
The old adage is relevant here. There are old pilots and bold pilots. There are no old, bold pilots.
PS - I should add that the improvement in reactions in our gameplay is unlikely to benefit our species in evolutionary terms, the reason being that gameplayers are honing the ability they were born with and there's no natural selection to weed out the less capable players and thus the same mix of reaction capability get passed on to the next generation. Of course if we spend all our time playing games and honing our reactions we don't discover girlfriends thus all our improved ability doesn't get passed on to our kids anyway So far computer game companies haven't produced a game that kills off their customer base if they can't handle the skill level
Mais serait il possible que ca ait plus d'impact sur le stress et éventuellement conduire a une crise d'épilepsie ?? J'ai cru entendre dire que beaucoup de TED sont également épileptiques, dans mon cas c'est surtout a cause du stress, quand j'en fais trop, c'est la que ca arrive, mais souvent c'est plus des crises atypiques. Cependant, j'en viens a me demander si ca voudrait dire que la vitesse des jeux vidéos augmente de plus en plus, ou du moins, donnent l'impression au joueur que ca va plus vite et le joueur aurait besoin de meilleurs réflexes. Ou si ca aurait un impact sur le corps humain entier. Donc un tel truc pourrait-il nous rendre un peu comme accro a une dose plus élevée d'adrénaline ??