Game physics has its own limitations as the space where each individual character and player outside the game has their own world of concern. This is also the subjectivity of the "character" in the game as this exceeds the identity of the person as identity is trying to pin down one's characteristics, but the objects defines the player's position in the game like the example in today's lecture with or without the gun affects accessibility as without, the character in which you are playing is simply a man, but with a gun, your character is a gunman. For example, in first person shooter games such as the Call of Duty series, the aim of the first person point of view is to simulate reality, whilst with a third person view in games such as the Gears of War series, the game is to show a broader vision of the games universe and dimensions. In the first person shooters where you're put in a situation in which you have to hide behind a say, couch, you cannot see if there is anyone or anything approaching you from the other side of the said couch much like real life, giving players a better simulation of reality. But in third person shooters, if you are to hind behind a couch you can see environmental changes that are happening around you from a certain spectrum, such as grass moving in the wind, which does not affect bullet velocity or temperatures of your character. It simply does what it is programmed to do, the wind is not a force of nature, unlike real life, it is simply a gimmick to create a false dimension of reality to broaden the experience of the game
These worlds of concern very from gamer player to player player and when you think about what you actually can and can't do gets very frustrating so you have no choice but learn to adapt within the games rules.
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