Trigger Happy
Fig. 18. Resident Evil: a shocking moment ( 1997 Capcom)
built up—they also have temporal resolution, which describes the fluidity or otherwise of the image’s movement through time. Now if a videogame suffers from “jerky” animation, in that there are too few frames to the second, the player’s absorption into the temporally based semiotic conversation will be injured; it is analogous to having a conversation with a friend who pauses briefly after every word he utters. Even worse, in a high-speed driving or flying game, a low temporal resolution is just not giving the player enough information to make apt decisions. If you only
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