MrBlueSky
Smash Apprentice
Link to original post: [drupal=4352]Realisim should not be a key gameplay feature of shooting games[/drupal]
I have been seeing this too much, and seeing this post made me want to make this blog, the quote is below. PLEASE NOTE: this quote is taken OUT OF CONTEXT! Thee was actually talking about the LACK of innovation in shooting games, which I have a problem with. But the suggestions he made were what I was seeing a problem with today's shooting games. Also note that this is mostly an opinion blog. I will be writing mostly about competitiveness.
Quote:
Originally Posted by theeboredone
Of course team death match will always be the favorite multiplayer mode, but that doesn't change the way how the matches can be executed. I think the game series America's Army involves the use of medics, and if a soldier is shot, there's a good chance he can BLEED to death or slow down considerably rather than having to just run away and be 100% okay after 5 seconds.
I think it would be cool to see kills get a bit more compilicated. It's one thing to run up behind somebody and knife them, but what if he's looking at you? I'm not asking it to turn into some epic fighter with a chance for someone else to run by and shoot you both, but I think it should more than one "button" to knife someone in their face.
And how about injuries that impact your abilities? If you get shot in the arm and haven't re-spawned yet, you can't tell me you will be as good with the sniper rifle compared to having both arms.
Do not make games realistic. We use video games as a way to get away from real life. Why would we want games to be realistic? Does it make it more fun? Would Mario be more fun if you died when you jumped off a high cliff? Would you rather play Gran Turismo than F-Zero? The point Im trying to make is that games should not be limited due to real life physics. How does that play into shooting games? Well, lets look at GoldenEye Wii compared to its 64 counterpart.
GoldenEye Wii has a sprint system, that makes it so you cant run sideways/backwards and also so you cant shoot while running(though you can stop running to shoot). This is considered to be realistic. This also hinders movement, as the developers slowed down player movement to put more emphasis on this feature.
GoldenEye 64, on the other hand, is incredibly fast in movement, especially when exploiting the speed run side strafe glitch. But even without this glitch, the game is faster paced than the Wii version. And more speed makes the game more competitive, as it adds more room for error, therefore more depth.
Back to the Wii version, in this game you have "Weapon Loadouts". They allow you to pick what weapon you start out with. You can choose any weapon you want. Again, a feature to make shooting games more life-like. So lets look back on 64.
In the 64 version you have weapon pick ups. You have to run around the map to find weapons. Many players would consider the Wii versions weapon loadouts to be a massive improvement to the 64 version. Some players would even say this is more competitive as all players have access to the same weapons. Let me just lay down something that Arcade style players already know.
With weapon loadouts, there is no such thing as map/weapon control. For those who don't know what this is, its basically picking up things so that other players cant. This includes weapon, ammo, and health/armor. This is so much more depth intensive than "starting out with a weapon". For a good example of this, go look up competitive Quake matches on YouTube, try finding videos with commentary's(I might link to a good video later). This skill separates the good players from the bad.
Now what about things not in GE64? Because, you know, GE64 is pretty tame compared to Quake/Unreal Tournament. So...how about them rocket jumps? That's not realistic at all, yet it adds so much to the game. And what about Bunny hopping? How is repeatedly jumping make you move faster? Better question, why does it matter? Its another skill that separates good players from bad.
Overall I cant prove to you that unrealistic games are more fun than realistic ones, but I can **** well prove that they are more competitive, and that should count for something...
May edit this later and add stuff, but its getting late. Also namesearch finalark, I would like your opinion on this, seeing as I listed a whole bunch of old games as more competitive than today's games.
I have been seeing this too much, and seeing this post made me want to make this blog, the quote is below. PLEASE NOTE: this quote is taken OUT OF CONTEXT! Thee was actually talking about the LACK of innovation in shooting games, which I have a problem with. But the suggestions he made were what I was seeing a problem with today's shooting games. Also note that this is mostly an opinion blog. I will be writing mostly about competitiveness.
Quote:
Originally Posted by theeboredone
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Of course team death match will always be the favorite multiplayer mode, but that doesn't change the way how the matches can be executed. I think the game series America's Army involves the use of medics, and if a soldier is shot, there's a good chance he can BLEED to death or slow down considerably rather than having to just run away and be 100% okay after 5 seconds.
I think it would be cool to see kills get a bit more compilicated. It's one thing to run up behind somebody and knife them, but what if he's looking at you? I'm not asking it to turn into some epic fighter with a chance for someone else to run by and shoot you both, but I think it should more than one "button" to knife someone in their face.
And how about injuries that impact your abilities? If you get shot in the arm and haven't re-spawned yet, you can't tell me you will be as good with the sniper rifle compared to having both arms.
Do not make games realistic. We use video games as a way to get away from real life. Why would we want games to be realistic? Does it make it more fun? Would Mario be more fun if you died when you jumped off a high cliff? Would you rather play Gran Turismo than F-Zero? The point Im trying to make is that games should not be limited due to real life physics. How does that play into shooting games? Well, lets look at GoldenEye Wii compared to its 64 counterpart.
GoldenEye Wii has a sprint system, that makes it so you cant run sideways/backwards and also so you cant shoot while running(though you can stop running to shoot). This is considered to be realistic. This also hinders movement, as the developers slowed down player movement to put more emphasis on this feature.
GoldenEye 64, on the other hand, is incredibly fast in movement, especially when exploiting the speed run side strafe glitch. But even without this glitch, the game is faster paced than the Wii version. And more speed makes the game more competitive, as it adds more room for error, therefore more depth.
Back to the Wii version, in this game you have "Weapon Loadouts". They allow you to pick what weapon you start out with. You can choose any weapon you want. Again, a feature to make shooting games more life-like. So lets look back on 64.
In the 64 version you have weapon pick ups. You have to run around the map to find weapons. Many players would consider the Wii versions weapon loadouts to be a massive improvement to the 64 version. Some players would even say this is more competitive as all players have access to the same weapons. Let me just lay down something that Arcade style players already know.
With weapon loadouts, there is no such thing as map/weapon control. For those who don't know what this is, its basically picking up things so that other players cant. This includes weapon, ammo, and health/armor. This is so much more depth intensive than "starting out with a weapon". For a good example of this, go look up competitive Quake matches on YouTube, try finding videos with commentary's(I might link to a good video later). This skill separates the good players from the bad.
Now what about things not in GE64? Because, you know, GE64 is pretty tame compared to Quake/Unreal Tournament. So...how about them rocket jumps? That's not realistic at all, yet it adds so much to the game. And what about Bunny hopping? How is repeatedly jumping make you move faster? Better question, why does it matter? Its another skill that separates good players from bad.
Overall I cant prove to you that unrealistic games are more fun than realistic ones, but I can **** well prove that they are more competitive, and that should count for something...
May edit this later and add stuff, but its getting late. Also namesearch finalark, I would like your opinion on this, seeing as I listed a whole bunch of old games as more competitive than today's games.