realistic games. to much to ask for?

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Alex_P

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Mar 27, 2008
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Jezuz X post=9.68376.626734 said:
As a gamer, of mostly fps games but is it really to much to ask of the game industrie for a decent realistic game where the AI isint mentally handicaped, and your enemies dont take clip after clip of bullets.
I like this level of "realistic," but not the further crap that people try to add to it (like strange wound systems or elaborate Tom Clancy fantasies or making everything grey). If set up correctly, this style makes dirty tricks more fun. Stealth and ambush tactics and a bit of planning creep into the game. I much prefer it to "shoot the bad guy 20 times" gameplay.

Examples: STALKER (on "veteran") and Deus Ex 2 (on "realistic") were both close enough to "one shot, one kill" to make the tactics that I appreciate worthwhile.

-- Alex
 

Acaroid

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PLAY WORLD WAR 2 ONLINE.....good i seem to being saying this alot on this forum... but people seriously check it out... i dont play at the moment, so im not just sprouting this cause im trying to make it more popular, im sayiing this because it has alot of people keep asking for..
 

Uncompetative

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somedude98 post=9.68376.626912 said:
thing is with fps's is that realism sometimes eats fun. Think about real war with real shooting. Not fun is it? Which is why if an FPS was majorly realistic it wouldnt be fun. You would die so much more easliy (frustration) sitting in cover wouldnt heal you. And UAV (using COD4 as my example here) would go down the drain. Rather than searching for realistic FPS's i try to find ones with the right ratio of fun/realism. I sometimes think destroyable terrain would be fun on games such as cod4 before the part of my brain that actually thinks slaps me and says "people would level the map cover would be useless youd be blown to bits" the thing is with Fps as well is that both sides are made to be fair by the game designer. this DOESNT happen in real life. if it was "realistic" youd have a stick and the enemy would have a tank. Which sometimes (not literally) would happen in real life. This of course wouldnt be fun. I personally think graphics and physics are the things games should excell on in the FPS market as this is an area wher the gameplay isnt ruined if they make it insanly realistic.

I think you really mean fun to realism ratio rather than pure realism
The problem is that the original 'shooters' had a running score - e.g. Commando, or Space Invaders - with the notion that your success was solely measured in terms of your high score. This should have been recognized as artificial in entertainment software that seeks realism.

Realism in the FPS genre can only come from rewarding the player for keeping their character alive, following orders and securing objectives. This implies scenarios of well-orchestrated retreat, where the 'game' objective is to withdraw forces from a hopeless conflict with minimal casualties, with bonus points for leaving a 'balance of power' between the warring native factions - if not actual peace. It opens up questions that should seem obvious when asked: Why, when there are so many army games are there no Hurricane Katrina aftermath, or Japanese Earthquake ones? Why are there no games where you are not continually challenged to fight (and I don't mean stealth)?

It is easy for developers to give the player a gun.

Instant empowerment. Quick, hackneyed, drama. Well understood, receptive, markets.

To really answer this, a developer must face the problem of player boredom that comes from close-to-genuine realistic simulation. Avatars (the characters the player controls in the simulation) can be distributed anywhere on the map and aren't all necessarily in close-combat in some hot-zone or along some frontline. Some may be back at the base, or on leave... it depends how big the map is. Will it be interesting to 'play' your infantryman as he is allowed home to see his sweetheart - this is more RPG territory. Having a large map with belligerent, but diplomatically restrained, nation states, periodically erupting into wars (some of which aren't called wars until they are won) is realistic, yet is more RTS territory. Giving the avatar interesting things to do may involve semi-structured quests, which is more Adventure territory. What about Sport games? Do they have a role in this reality? Could you play the game as the President of the United States and discuss (via chat) prospective military involvement in a foreign land with your Joint Chiefs over a leisurely game of Golf?

What about the Geneva convention? Should a player be penalized if discovered to be flouting it? If a player surrenders and is captured then does that mean they are stuck in a Prisoner of War camp until the end of hostilities? Do they try to escape? Crucially, what incentive is there for the player to stick with all the restrictions of this scenario? How do you encourage them not to use Quicksave?

My suggestion is to allow players to own multiple avatars so they can start the simulation and see a menu summarizing the choice of roles and responsibilities open to them and pick the one that suits their mood (then if things get dull, pause the simulation and jump into a different 'pair of shoes'). You might also need to support multiple parallel realities - all independently generated whether you were playing them or not (i.e. the President would be a Non-Player Character following a set of adaptive AI scripts, but you could take direct control of them for a period of time).

It would be more likely that you would play against more NPCs than real people and that the people would be total strangers as it would be hard to organize your friends into a 'Band of Brothers' given that at any point it became a "waiting game", or a "siege" your friends would drift away from the party.

If this all sounds like a massive endeavor for the developer, then that should explain why we haven't seen this kind of game yet. It is more likely to come from a small developer that makes no attempt to do simulate the appearance of reality with detailed 3D models with high resolution textures created by an enormous art department (what was Assassin's Creed? A thousand man-years of effort?), but one that deliberately goes for a retro vector 'look' like Introversion and it is only the complex AI and the procedurally generated, "3D" sound effects and "honour-system" (that does not penalize an authorized retreat) that qualify it as realistic.
 

CriMs0nC0bra

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Games are already about as real as they can get without spoiling the fun.
You have to remember.. Games are supposed to be an escape from the real. And while it's good to get it as realistic as you can.. Too much and it's like you're not playing a game anymore.
Real life isn't fun remember?
 

Jezuz X

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Aug 13, 2008
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Some of you are takeing what i said alittle to wrong.. maybe its the way i said it but i didint mean grab your regular old shooter and change it so the ai is smarter and make bullets more damage.. that would be horrible and unterlly unfun, but some of you got ahole of the concept that i was trying to get across. A game where the objective is to be stealthy as possible (like a splinter cell game but with soliders not Mr. IM awsome sam fisher) im not saying that splinter cell games are bad, they are good for what they are a very sneaky infiltration like game where contact with the enemy is kept a minimal. I talking about creating a new type of shooter where the player actually has to double check corners, check behind him at all times and just be on his feet for whats around the next corner. this concept could be applied to several types of games like a war combat or even range to fighting your ass out of your home town filled with zombies. And when i said make the AI more reaslistc i didnt mean make them smart i meant to give the litteraly a realistic feel where the Ai is allso allmost scared to pop out around the next corner and DONT allways know where you are.
 

Uncompetative

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Jezuz X post=9.68376.626779 said:
I didint mean hyper realistic as in the blood and guts to such an exstreme it makes you puke your own blood. But i meant more of a very intense feeling where your allways on your toes instead of not really caring if you die, cuz you spawn in 10 seconds
What about each side having squads of NPCs that you can direct. Also when you die you get to choose which NPC to "possess", meaning that the game can end by gradual depletion of your forces. There may be reinforcement waves of NPCs, but to make it more interesting, your side won't send these until you have secured some game-objective and they will take some time to 'arrive'. However, if you can hold out for the reinforcements they will turn up with more weapons, ammunition and, perhaps, medical relief - as well as vehicles, tanks, etc. The kind of reinforcements you receive may vary depending upon which objective you secure first, how many men you have left, etc. So, paratroopers may suit one scenario and a column of tanks another. You may even be ordered to retreat and wait for a helicopter airlift, losing that battle as far as you are concerned, but for a player of the game as 'military-diplomatic-RTS' it may constitute an important morale 'win' as far as the war is concerned - as you shouldn't just abandon your injured men, or let them be taken as hostages.

Battlefield 1942 is close to this idea of attrition, with its notion of finite respawn-tickets. However, I am suggesting that ALL the men you would ever need are in the game at the start, but only a few are directly controlled by players. This is far less ambitious, a bit less real, but more likely to be what we could 'realistically' expect from a next-generation multiplayer game.
 

zirnitra

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Jezuz X post=9.68376.628140 said:
Some of you are takeing what i said alittle to wrong.. maybe its the way i said it but i didint mean grab your regular old shooter and change it so the ai is smarter and make bullets more damage.. that would be horrible and unterlly unfun, but some of you got ahole of the concept that i was trying to get across. A game where the objective is to be stealthy as possible (like a splinter cell game but with soliders not Mr. IM awsome sam fisher) im not saying that splinter cell games are bad, they are good for what they are a very sneaky infiltration like game where contact with the enemy is kept a minimal. I talking about creating a new type of shooter where the player actually has to double check corners, check behind him at all times and just be on his feet for whats around the next corner. this concept could be applied to several types of games like a war combat or even range to fighting your ass out of your home town filled with zombies. And when i said make the AI more reaslistc i didnt mean make them smart i meant to give the litteraly a realistic feel where the Ai is allso allmost scared to pop out around the next corner and DONT allways know where you are.
...you mean metal gear solid being played in a more direct contact way.
 

massuh

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Aug 14, 2008
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Well the most realistic fps that I have played was OP flashpoint and I thinks that is a sequel coming soon, so maybe that will work for you. ( yes you receive 2 shots ( 1 if it's from a big caliber weapon, or it hits you in a vital point ) and die. you can save only one time per mission and yes if you run like Rambo throw a open meadow you die.
I highly recommend you to play it. It's a little old so don't expect to see a lot of graphics realism.
 

RemSaverem

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AI is an insanely tricky thing to program. People do PhD studies in AI programming. Take a couple programming classes and then come back and tell us again how you know everything and the developers are all stupid.
Not saying that current AI is wonderful, perfect, etc., just giving you the view from the other side of the fence and pointing out that the developers are working on it and with each game they're getting better and better.
You don't have perfect AI in games for the same reason that you don't have a robot servant at home - the required programming is incredibly complex, and our technology has not yet reached that level. Advances are made every single day.
 

domicius

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OP Flashpoint was great for getting a feeling of how war sucks. Are you in an open field? Is the enemy shooting at you? Guess what, most of the time, you're dead. It was great, too, how you could cower behind a wall and your mates would do most of the fighting. And it was quite realistic how most often you were shooting at small dots on the horizon because, guess what? The engagement distance of an automatic rifle is several hundred metres.

It wasn't, however, a good game. In fact, reality makes for a pretty bad game most of the time because life isn't really balanced for having fun. Unless you provide the balance yourself, of course. This is a philosophical point....
 

beddo

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If games were realistic they would be boring. The AI in games is created with a specific purpose and is actually rather intelligent.

Imagine if the AI was amazing and the enemies had the same skills as you, rather than being able to run through scores of enemies you'd struggle against one and the game would be incredibly short. Often the AI is dumbed down and enemies power reduced to make the game more fun for the user.


Visual realism is obviously limited. When you play games you are playing through a tv or monitor probably with a aspect ratio of, at best 16:9. This is far from the human eye's field of view and reduces realism. To increase the visual realism you could get a three screen set up which would help but it's still only a 2d projection. Alternatively, you could get a 2D/3D stereoscopic monitor.


AI in games is actually very smart when it doesn't bug out. Normally what you see is AI written specifically for a given game.
 

Gapperjack

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Jezuz X post=9.68376.626786 said:
Ive played CS i can stand the gameplay but every player is a kid with ADD that forgot to take his ritalin
Wow, that's quite a generalisation there, chief. Check out a WWII mod for Half Life called Day of Defeat, and a group of players who call themselves The Self Preservation Society. There all decent lads, and you'll be guaranteed a decent game without idiots.

As they say: We're here to have fun, not to be the plonker police.
 

romitelli

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Jan 2, 2008
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It's common to think that a step towards realism is necessarily a step forward in gaming. That was true, I believe, 10 years ago, when the cartoonish graphics often got in the way of the message that some games were trying to deliver.
 

Bretty

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I dont have an Xbox and have been playing CS for over 8 years now (or there abouts). I am 25 and dont need ridilin. I play on a sever where the moderation is so tight those kids are removed from play in minutes.

I played Flashpoint back in the day, very well made game and very realistic. I also played Apache Longbow which I think is the most realistic flight sim I had ever played before.

I too seek an ultra realistic game (thats right I think it WOULD be fun) punishing people for stupidity by sending them back to the start. A game equal to that of chess but with a world and environment where skill is not easily acheived by rash commando esque bravado.

Just because you say it isnt fun doesnt make it impossible. Flashpoint is proof there is a market for this. Or even the Total War series, to a point.

Of course with robotics taking up more and more slack in military operations I believe soon we will be offered a lot more opportunities 8)

I still want a modern mech game with a similar style to the Mercenary edition. Make that more realistic and make it a MMO where you actually lose your gear for failing! Awesome!
 

Scolar Visari

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Jan 8, 2008
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TOGSolid post=9.68376.626772 said:
Well good sir, may I introduce you to the wonderful world of Ghost Recon 1 (don't even bother with GWAR 1/2, those were arcade style travesties upon the Ghost Recon name), Operation Flashpoint, ARMA: Armed Assault, and the upcoming Operation Flashpoint 2 (which is is definitely shaping up to be the greatest combat simulator ever made).

I'm definitely finding myself drawn more and more to these slower paced, but infinitely more intense combat simulators. All the 'arcade FPSs' just can't hold my attention anymore because they're feeling more and more like a cheap carnival game.
This thread pretty much should have ended there as those are about as realistic a war game as civies can buy. To all the people who say that a super realistic war game can't be fun or succeed just look at Operation Flashpoint and Arma. People have to remember that just because they don't find a certain kind of game play fun other people won't.
_________________________
Sorry Bretty, I didn't see your post and kinda repeated what you said.
 

The Iron Ninja

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Aug 13, 2008
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I'd agree with anyone who suggested Operation flashpoint (under it's various guises) as a good example of how realistic games can be good. I've heard alot of people say that it is boring since you spent so much time moving around and less time fighting. Dying in one hit before doing anything yourself is also a drawback. But no game is going to appeal to everyone and OFP certainly had many good points going for it.
 

derpa

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Apr 4, 2008
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Saevus post=9.68376.628249 said:
derpa post=9.68376.626922 said:
Play some DoD realism then.
What is your name and unit?
My unit fell apart recently, so currently in {H.A.T.} for 1.3 and nothing for source.

Play under Ogre on 1.3 and Epicsmooth on Source.
 

derpa

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Gapperjack post=9.68376.628383 said:
Jezuz X post=9.68376.626786 said:
Ive played CS i can stand the gameplay but every player is a kid with ADD that forgot to take his ritalin
Wow, that's quite a generalisation there, chief. Check out a WWII mod for Half Life called Day of Defeat, and a group of players who call themselves The Self Preservation Society. There all decent lads, and you'll be guaranteed a decent game without idiots.

As they say: We're here to have fun, not to be the plonker police.
DoD has some of the smallest amount of retards I have run into on a HL mod.