Poll: Realism vs. Flexibility?

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shadow skill

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Oct 12, 2007
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Are not the two things the same? Realistically one has some degree of flexibility over how to tackle a problem inside a game. It is the lack of realism that leads to unnecessary rigidity in games.
 

Yuriatayde

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Sep 10, 2008
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Going to focus on FPS's for a moment here... Lets take a look at the ones that try to be "realistic". I'm looking at you, every army based shooter game ever made, especially all of the WW2 ones, but more importantly the team based online ones without the HP bars.

"Pinning down" as has been previously mentioned CAN be done! It's a defensive tactic that I use alot, where you simply shoot bullets in logical locations where you think enemies are. I've had this used against me too, and it's frightening when you're really into the game, because you don't know where it's safe to poke your head out without getting it shot... So you wait for somebody to flank them, or look for an escape. That's pinning down. UNFORTUNATELY, there are two problems with "realistic" shooter games, these being the unpredictability of players whom know they can just respawn when killed (way too many suicide charges) and the unrealistic degree of accuracy obtained by having a crosshair on the screen, that can turn ME (a coward with shakey hands) into a sniper with regular rifles with very little practice.

But of course, they'll never be convincingly realistic until my pistol can kill a dude in less then 5 shots. Yes I know it's a dinky little pistol, but it still shoots bullets! I'm really sick of every FPS ever made only rewarding people for overcompensating (if you catch my drift) >=/

TF2 on the other hand, is my favorate FPS at the moment. Why? Because I hate wetting myself every time anybody shoots at me with anything bigger then a pistol! I have HP, I can take a round or two, and if things go bad I can retreat for healing, and chances are the time taken to heal will not be wasted as I'm 1-hit-KOd by my next encounter! (which also ruins realistic gaming, by further removing any reason to care about your own mortality) And also, I like how I can actually kill people with MY pistol, without any noticeable loss of efficiency vs the bigger weapons.

Flexible games ftw.
 

ObnoxiousTwat

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Sep 28, 2008
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"But of course, they'll never be convincingly realistic until my pistol can kill a dude in less then 5 shots. Yes I know it's a dinky little pistol, but it still shoots bullets! I'm really sick of every FPS ever made only rewarding people for overcompensating (if you catch my drift) >=/

TF2 on the other hand, is my favorate FPS at the moment. Why? Because I hate wetting myself every time anybody shoots at me with anything bigger then a pistol! I have HP, I can take a round or two, and if things go bad I can retreat for healing, and chances are the time taken to heal will not be wasted as I'm 1-hit-KOd by my next encounter! (which also ruins realistic gaming, by further removing any reason to care about your own mortality) And also, I like how I can actually kill people with MY pistol, without any noticeable loss of efficiency vs the bigger weapons."




I feel your pain. (sorry for quote apperance, new to posting)
 

crazy-j

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Sep 15, 2008
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Johnn Johnston post=9.72630.766907 said:
I prefer a balance between the two. Keep it real, in the sense that the physics are real, the graphics are good and the features realistic (i.e. having to hotwire in GTAIV). But don't make it too realistic. Have a bit of artistic license - add some pinatas, blow things up. Make the game realistic, but not the expense of the enjoyment factor.
congrats you are correct u just won a million dollars
 

Limos

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Jun 15, 2008
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I think the only thing that needs to be realistic is the Physics. Then you can add in some kind of game mechanism like the Gravity Gun or Telikinesis and have fun with physics based mayhem. Because as a recent article noted, Flinging dudes is never NOT fun.
 

Limos

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Jun 15, 2008
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I really think what I want is for someone to work up a game engine that can assign physics to the game environment. Most importantly to give different material ratings for destructibility. So while you can only ding the steel wall with your wrench you can make a big dent with a rocket laucher. Or give a realistic wood material. Make it so everything is made of inherently smaller parts. So when you destroy something it's little bits stick around. No more indestructible fences you can only knock over or chip.

Then we need a range of tools, some of which wouldn't be constrained by reality. Such as the telikinesis. Maybe some manner of force lance. Just concentrate real hard on that wall until you drill through to the other side.

That's how I want reality to be mixed with games. Realistic physics and environments. Unrealistic tools and abilities.