pulse2 said:
I love games, but theres a thin line between realism I find makes the game more immersive and realism that makes the game boring.
Take GTA4 as a popular example, it was fun, don't get me wrong, but at times, I couldn't help but feel it was treading along that 'too realistic' line at times and forgetting what made the game popular to begin with, sheer chaos and humour.
For other games, it seems that sticking in a zombie mode is there way of taking away the realism issue.
So, at what point is realistic 'too realistic' for you?
Eg: I can't stand simulators, they bore me to tears, I don't want to think about how to get the plane flying, I just want to press one button and it flies.
Well sims are not bad it really comes down to mechanics and what I call the gameplay narrative.
Lets take 4 examples DOOM 1-2 and DOOM 3, Quake 2 and Quake 4.
DOOM 1-2 the mechanics are see it shoot it and hope you don't run out of ammo, you get to carry all your weapons and ammo. Damages and what not are balanced somewhat but what makes the game is you are tested against each level each maze before you not only do you have to find a way out but you are given the extra benefit of hind sight to see if you collected everything and explored everywhere. Now one could claim it filler because they had little else they could do mechanics but I say its polish adding to the over all qaulity of the title.
Now we move to DOOM 3 were its foundation is not the labyrinth to test you but small and fast paced encounters in cramped settings, one can call this a modern way of doing a shooter its realistic(yet unimaginative) and keeps you moving(speeding you closer and closer to premature erectile dysfunction IE game over is that it WHAT!!WHAT!!!? wheres multiplayer... WTF is this sht?!?! Q3 demo is better than this!!!!). Now we have a realistic setting with a more modern "upbeat" or demanding(and lacking) pace. This plus Carmack's attempts at "cinergy" leave you shooting in the dark in annoyingly small ad unimaginative places with overtly realistic themed weapons(but for the lights and night vision and such which would have ruined babies cenimatic masterpiece.....*PUKE*).
ahem...
Moving on to the next set of examples Quake 2 had a hub'd labyrinth system, similar to Wolfenstein (08) but once you can not cross hubs most of the time. Anyway semi open levels, an item belt you can use with tiems you found laying around, cartoonish but dark weapons leaning to realistic but having their own artistic merit as functional art (ok prob leaning a bit more to quake 1 with that statement). The AI was ok for the time perhaps Unreal was a bit better but both were good solid fun games that did not conform to the norms of the corridor shooter.
And then Raven made Quake 4 and I lost all faith in them, a typical corridor shooter, using modern realistic themes to drive home the hopelessness in trying to jump over blossoming knee high walls.. as cover systems have not been in heavy use by that time, and whats even more sad is they hint at the fabo0lous level designs they could have done and hinted at what they could have done with his Strogg form...but it never leaves the safe well worn and soiled in 4 colors blanket of mendacity, sure you get upgrades to the weapons every few levels and that was nice but it didn't help, it could not have a strong alt fire for each weapon type of mechanic because that is to fantastical for today placid and boring shooters.... wait...wait I am raging......... let me stop and move on
.. God I fail at grammar what I am trying to get across is that when you use the er... real world realism that films often use it more often than not just fails when it is applied to gaming, that with a snobish level of this is what I think is a great balancing mechanic(not allowing you to pick up more ammo than X/Y or Z or not allowing you to carry more than 1 type of the same weaopn when you are cluster fcked with silly weaopn/ammo,ect restrictions).
We need more options we need more features being adopted and standardized.
Something as simple as a slider that re balances what you can carry ammo wise, or just turn the balance option off(and thus achievements gained while in "imbalanced" mode) not to mention basic sliders for AI sensitivity, how much damage you do to AI head, normal damage done to AI, damage done to you. AI/player speed/jump height.
These things would help make dreary SP or CO OP games alot better and can be used as a measuring stick as to what modes will be adopted into MP as well(IE they see it dose well its blaanced enough and people like it thus they make it a MP).
PS: Ah gaming the more you move forward the more I see you falling back....
/rant