Would you play a game like this?

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MASTACHIEFPWN

Will fight you and lose
Mar 27, 2010
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Alright, so me and some friends were just thinking of some game ideas for fun while working on our own game, and the topic came up that people don't really like realistic games, So I came here wondering, would you play a game like the one i'm about to describe.

And I don't mean what realism has fallen into these days with games, I mean like all out realism.

Alright, So the health concept goes like this.
You have 2 bars of health, one you want to be empty, and one you want to be full.
One mesures pain, the higher it is, the quicker you become fatigued from running or sprinting, the more your character stops in combat to grab the inflicted areas, and so on.
And your actual health.
Now, think of pain as more short term, it doesn't kill you, but makes you easier to kill. On the other hand, your actual health, you might not die from a few assault rifle bullets, you slowly bleed out from them, and the longer your wounds go untreated, the faster your health falls.
Now there would be healing, but you'd have to use the proper medical supplies, as well as slow the bleeding, kill the pain, eat, drink fresh water, rest, ect.
There would be bullet proof vest you could buy (If there was a currency system) but work like real ones, A mark 1 can only fully protect you from a single 9mm round to the chest, and after that slowly degrades. ect.

Weapons,
I know a lot of people complain about weapon limitations in newer shooters, so I thought of something like this-
You can have 2 larger weapons (Assault rifles, Battle rifles, Snipers, larger SMGS, Machine Guns, Granade launchers, shotguns)
2 secondary weapons- (Smaller SMGS, smaller shotguns, compact rifles)(SMGs can be dual wealded)
and 2 pistols (Can be dual wealded in any combonation, but several things will have to be taken into account)
But here's the catch- Ammo. You can have 4 spare primary clips, 6 spare secondary (And that's pushing it), and 8 spare pistol clips (Still pushing it)
As well as have a vast array of supplies
1-4 Instant medical injections (This is unrealistic, but this would be a close to real life represintation, a truely real game wouldn't be very fun.)
A Med Pack (Long term healing)
2 days worth of survival supplies (food, water)
3 granades
1 explosive charge
1 disposable compact rocket launcher (Because enemies will have armor at some points in the game, theoretically)
A map (Not guided)
A GPS (guided, but has batteries)
and a radio (You wouldn't be alone, if help isn't far, they can come to rescue you, or asist you)

Another thing, weapons deteriate, (Speed dependant on the weapon) So you'd constantly need to switch them with your defeated foe's, and weapons jam.

So would you play a game like this, giving realism an advantage over fun?
 

johnd03

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Nov 20, 2010
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I think that this sounds pretty cool, a nice mix of the past and the future.
+1 for me
 

TheRussian

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May 8, 2011
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Honestly, I don't think I would. Games need to be simple to grasp.
If you overwhelm people with realism and complicated mechanics,
they will give up faster rather than perfecting their performance.

Captcha:
 

MASTACHIEFPWN

Will fight you and lose
Mar 27, 2010
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TheRussian said:
Honestly, I don't think I would. Games need to be simple to grasp.
If you overwhelm people with realism and complicated mechanics,
they will give up faster rather than perfecting their performance.

Captcha:
On paper, ideas sometimes come off more difficult than they really are, but I understand where you're coming from.
You wouldn't need the goddamned New England Journal of Medicine to guide your way through the healing process, you'd just need a basic understanding of how healing in the game works, and some common sense.
Your character would automatically take care of most sever to least, with a simple command from the medcit (A small Hud Overhead, like the original nanosuit from the first Crysis would come up), having the option to wrap wounds, inject pain killers ect would come up.

But note, this game wouldn't be too immediatly pick up and casually play, which would be a downside to a realistic shooter, and would requier some ammount of dedication.

But none the less, I understand where you're coming from.
 

MASTACHIEFPWN

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Mar 27, 2010
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richd213 said:
Reminds me a lot of the STALKER games, you should check them out.
I love those games use of realism, but this would go even more in depth, including thirst, sleep deprevision, and pain, as well as a limb system like fallout, but in a much more sever tone.
 

Anaklusmos

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Jun 1, 2010
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Sounds pretty complicated for a game. Also you boast realism in terms of health and stamina and how you heal, yet you can carry six weapons constantly? Sounds like it is inconsistent.

MASTACHIEFPWN said:
richd213 said:
Reminds me a lot of the STALKER games, you should check them out.
I love those games use of realism, but this would go even more in depth, including thirst, sleep deprevision, and pain, as well as a limb system like fallout, but in a much more sever tone.
Fallout: New Vegas has you needing to sleep drink and eat at specified times in order to survive.

EDIT: Oh sorry, to answer the title, I wouldn't be enticed to play a game like this, a certain amount of realism is good in a game for me, but sometimes there can just be too much, into which case it's a deal breaker.
 

Ronmartin

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Jun 1, 2011
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There is no way this game would hope to work with the engine of the popular shooters of today, ie, where you're constantly fighting foes off from every conceivable angle, a la Call of Duty and the other one. However, it sounds like it would work for a game system of yesteryear, like one in which you only fight enemies in certain areas, and then have an opportunity to loot and fix yourself up once the area is clear. You could even up the tension by giving long areas with no enemies when supplies are low, all while the player sits on the edge of his seat in dread, wondering if he'll be prepared in the event of an ambush but uncertain of when it will come or from where. At the start of writing this sentence, I was thinking something like Resident Evil 4, but working your formula into a RE4-esque world would create a formula of it's own. You could possibly even add in a section where the character catches some local disease, which puts his pain at a permanent 50% full until he can find a cure. Man. Now just add in an epic story (hint: don't bother with WWII or nukes, they've been done) and you've got something I would totally buy.
 

Owen Robertson

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Jul 26, 2011
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I use games as an escapism. I hate it when guns fucking jam, so they should be kept in good condition. The player character clearly isn't trained to use these weapons because an army grunt can and will disassemble, clean, and reassemble their firearm in the field at any possible moment.
 

Squilookle

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Nov 6, 2008
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I wouldn't buy it just off that, I'd need to hear more about the story, the setting, the characters. I don't buy games just for their health bars.

Also you should never, ever, EVER have weapon deterioration in a game unless you give the player the ability to clean/mend the guns themselves, so they are not forced to switch them up all the time. There's nothing wrong with growing fond of a particular gun, and games should foster that.
 

MASTACHIEFPWN

Will fight you and lose
Mar 27, 2010
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Anaklusmos said:
Sounds pretty complicated for a game. Also you boast realism in terms of health and stamina and how you heal, yet you can carry six weapons constantly? Sounds like it is inconsistent.

MASTACHIEFPWN said:
richd213 said:
Reminds me a lot of the STALKER games, you should check them out.
I love those games use of realism, but this would go even more in depth, including thirst, sleep deprevision, and pain, as well as a limb system like fallout, but in a much more sever tone.
Fallout: New Vegas has you needing to sleep drink and eat at specified times in order to survive.
As for weapons, that is realistic.
2 on your back,
2 on your side
1 or 2 on your leg
1 on a pistol holster on a military vest.
and as for space, you have to share 4 clips for primary weapons, 6 for secondary, and 8 for pistols, if you look at modern equipment today, this is all possible, but would be slightly encumbersome.

As for new vegas- this would be a lot more in depth, not just trickling away points from your SPECIAL, but from everything. If your character is getting tired, expect the game to become darker, and alertness to fall to the floor, hungry, sprinting and running times decreased, as well as the ability to resist recoil on weapons. Thirsty, sprinting/running times decreased, healing decreased, speed decreased, ect.
I know all of this happens in New Vegas, but it's much more tailered to situation. And plus, New Vegas' hardcore mode is basically STALKER set in america.
 

MASTACHIEFPWN

Will fight you and lose
Mar 27, 2010
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Ronmartin said:
There is no way this game would hope to work with the engine of the popular shooters of today, ie, where you're constantly fighting foes off from every conceivable angle, a la Call of Duty and the other one. However, it sounds like it would work for a game system of yesteryear, like one in which you only fight enemies in certain areas, and then have an opportunity to loot and fix yourself up once the area is clear. You could even up the tension by giving long areas with no enemies when supplies are low, all while the player sits on the edge of his seat in dread, wondering if he'll be prepared in the event of an ambush but uncertain of when it will come or from where. At the start of writing this sentence, I was thinking something like Resident Evil 4, but working your formula into a RE4-esque world would create a formula of it's own. You could possibly even add in a section where the character catches some local disease, which puts his pain at a permanent 50% full until he can find a cure. Man. Now just add in an epic story (hint: don't bother with WWII or nukes, they've been done) and you've got something I would totally buy.
Well, Have you ever played FarCry2?
Think of it's setting like that, Africa, wartorn country, but put into a much diffirent aspect.
As for the desiese, we disscused what infections and malaria would be like, but we decided the game was already complicated enough.
Lots of engines could preform the tasks needed, with some mass tweaking.
 

MASTACHIEFPWN

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Mar 27, 2010
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Owen Robertson said:
I use games as an escapism. I hate it when guns fucking jam, so they should be kept in good condition. The player character clearly isn't trained to use these weapons because an army grunt can and will disassemble, clean, and reassemble their firearm in the field at any possible moment.
Guns jam all the time in real life, it doesn't take that much to unjam them, but it still takes some effort. And if you are the only man in the heat of combat, taking your gun apart in the middle of a heavy firefight isn't a smart idea. You're not a commando, and no, you are not formally militariatically trained with firearms, which is why repairing guns takes time.
 

darkcalling

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Sep 29, 2011
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Sounds interesting but Realism isn't a big seller for me. Still I could imagine something like this becoming at least a bit of a cult hit. There is a market for realism after all.
 

redisforever

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Oct 5, 2009
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MASTACHIEFPWN said:
richd213 said:
Reminds me a lot of the STALKER games, you should check them out.
I love those games use of realism, but this would go even more in depth, including thirst, sleep deprevision, and pain, as well as a limb system like fallout, but in a much more sever tone.
So, essentially a combination of Stalker, the hardcore mode from FO3: New Vegas, wounds from Far Cry 2, and the bits where you have to charge up weapons and things in Metro 2033, along with the gas mask gauge thing? That sounds AWESOME. Steep learning curve, but still, sounds great.

EDIT: Though of something as I hit post, wounds should look disgusting. That way, when you work on them, and see them, you should want to not get hit. It should look really horrifying, and the character should act like it hurts.

Also, been playing Cortex Command recently, and in it, if you tackle someone, or shoot them in the hand area, their gun flies out of their hand, if you lose an arm, no more weapons, if you are a light character, and you fire a heavy gun, you will either fly back, or just disintegrate. Lose a leg, you have to hop, blood loss will make you lose health slowly, but stop at some point, probably as the bleeding stops, and if you get shot in the head...well...no amount of armour there will help.
 

MASTACHIEFPWN

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Mar 27, 2010
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redisforever said:
MASTACHIEFPWN said:
richd213 said:
Reminds me a lot of the STALKER games, you should check them out.
I love those games use of realism, but this would go even more in depth, including thirst, sleep deprevision, and pain, as well as a limb system like fallout, but in a much more sever tone.
So, essentially a combination of Stalker, the hardcore mode from FO3: New Vegas, wounds from Far Cry 2, and the bits where you have to charge up weapons and things in Metro 2033, along with the gas mask gauge thing? That sounds AWESOME. Steep learning curve, but still, sounds great.

EDIT: Though of something as I hit post, wounds should look disgusting. That way, when you work on them, and see them, you should want to not get hit. It should look really horrifying, and the character should act like it hurts.

Also, been playing Cortex Command recently, and in it, if you tackle someone, or shoot them in the hand area, their gun flies out of their hand, if you lose an arm, no more weapons, if you are a light character, and you fire a heavy gun, you will either fly back, or just disintegrate. Lose a leg, you have to hop, blood loss will make you lose health slowly, but stop at some point, probably as the bleeding stops, and if you get shot in the head...well...no amount of armour there will help.
I don't really like the comparisin to new vegas, because I feel the SPECIAL system is very limited, and hardcore mode wasn't that excruciating.
The gas mask seems like an alright for an occasional experience, having a filter that only works for 15 minuites or so.
As for wounds, no thanks, while they might be bloody, I want realism to remain in tact. Your character is human too, and doesn't necisaraly want to look at the mutilated arm they have to sow back on (Not that you can actual loose a limb, that'd be stupid) I already had the bleeding concept in, but it rarely heals itself, and the longer it's untreated, the worse off it gets. Break an arm, your accuracy with guns goes out the window, with the occasional drop gun grab arm and suffer, break a leg, you limp, Heavy weapons you cannot run very fast with, and encumber you to the highest regard. (So a granade launcher+Machine gun, you've given up all speed advantage)
 

TheYellowCellPhone

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Sep 26, 2009
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I just can't help but think that the UI will be too cluttered and too complex. Inventory will be flowbreaking and hard to manage, and the ammo idea, while a pretty neat idea, again just sounds hard to maintain.

Hey, I'd play it, I'm just skeptical if it would play well.

richd213 said:
Reminds me a lot of the STALKER games, you should check them out.
That's what I thought of the second the health system was explained.
 

MASTACHIEFPWN

Will fight you and lose
Mar 27, 2010
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Squilookle said:
I wouldn't buy it just off that, I'd need to hear more about the story, the setting, the characters. I don't buy games just for their health bars.

Also you should never, ever, EVER have weapon deterioration in a game unless you give the player the ability to clean/mend the guns themselves, so they are not forced to switch them up all the time. There's nothing wrong with growing fond of a particular gun, and games should foster that.
Well, that's how the game keeps you on your toes, you're gun will break on you, no matter what, and players who like using the rare, more modern weapons will have more trouble than the quick adapting "Begars can't be choosers" characters, who stick to the starting assault rifle. Now, most likely if you have a gun, you got it from an enemy, and finding a replacement to a broken one wont be to hard, there would also be an armory system, where every few days, if you put a gun into the armory, and then used that gun, a new one of that rifle will fill it's spot.

Note that the rarer weapons deterate slowly, like a 500 clip cycle, whilst older , more common weapons have about 150 clips to burn through.
(And note, reliable guns like a Glock would have a turtle deteration speed compaired to a rather unreliable gun)