Crytek Designer Talks About Guns in Games

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Capo Taco

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Nov 25, 2006
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I love Eggert and the preciseness of his communication.

He clearly understands that game rules take precedence over realism and he pays attention to the details that makes it better possible to learn some things from games and rewards those that do know more about guns.
 

Koeryn

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Archangel357 said:
Killerbunny001 said:
Weapons in games should be fun, period. If that means you have to dial back on realism most people would say go for it. If you fuck up on the weapons and they look and "feel" wrong that game has lost a ton of fans from second one. You can`t expect players to "suck it up" because in a shooter weapons are the star and they are on screen all the time.
I really don't buy into that. Sure, it's more "fun" to zoom around in a car that does 200mph in a turn and shrugs off frontal impacts than to worry about understeer, yet there is still demand for ultra-realistic racing sims where you have to take care of everything from camber to downforce to gear ratio.

The early Rainbow Six games have been mentioned here, and why not? They were fairly realistic: a big assault rifle made you look clumsy in indoor warfare, shooting a sniper rifle standing up guaranteed a miss, and two-three hits, and you were dead. Why not work on that formula?

Shooting a sniper rifle standing shouldn't be a guaranteed miss. Hell, I have zero training, and I can hit a target at 75 yards standing with a WW II bolt action. With iron sights. That's really my biggest complaint about realism in games, sniper rifles magically shoot behind you if you so much as have the audacity to STAND. I understand it's to try to balance a game, but seriously, it's bullshit.


Anyways, it'll be interesting to see if the projects CryTek's working on currently are going to be impacted by this addition to the team...

Though I totally agree with him: If you plan on putting 'realistic' guns into your game, go to a range and try 'em out.
 

Koeryn

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Archangel357 said:
Koeryn said:
Shooting a sniper rifle standing shouldn't be a guaranteed miss. Hell, I have zero training, and I can hit a target at 75 yards standing with a WW II bolt action. With iron sights. That's really my biggest complaint about realism in games, sniper rifles magically shoot behind you if you so much as have the audacity to STAND. I understand it's to try to balance a game, but seriously, it's bullshit.
Point taken. What I meant was, snap-shooting while standing up. It takes time to align a target in a telescopic sight.
Telescopic sights are easier than iron sights. Most work just like reticle most FPS games use, you put the x on the target and pull the trigger. Up close (within 50 yards), you've got a very good idea of where they are, so when you bring up your scope, you should be pretty damned close to on-target anyways. All it takes after that is just swinging your cross hair onto center of mass and pulling the trigger.

I kind of want to see a game that allows scope users to shoot with both eyes open, instead of the traditional Cyclops View...

Maybe have half the screen the normal view, but slightly blurred, since your dominant eye would be the one through the scope, have a severe blur between 'eyes' and then have the scope view over the second 'half' of the screen?

Scratch that, just looked down my scope again, lol. Scope is center of the scren, then small black circle, rest of the world blurred. Why would you want the rest of the world blurred? Simple: Since you're looking at a pretty narrow cone when you're looking through your scope, keeping your non-dominant eye open allows you too at least spot movement, which can save your life if someone's sneaking up in front of you.

In real life, it also has the bonus benefit of, if you lose your target in the scope, you just focus with your non-scoped eye down range to catch the movement to re-engage. Don't know how THAT mechanic would work in a game, but it could be interesting...