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What's your opinion on realism in video games?

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Thread replies: 53
Thread images: 7

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What's your opinion on realism in video games?
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>>384216620
Realism is a good thing as long as it doesn't come at the expense of Gameplay. What you posted is an example of mental retardation.
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was that an April Fools thing?
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That game actually looked kind of cool up until I saw the title.
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>>384216931
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>>384216620
what game
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>>384216817
I think he posted it ironically. Anyway, I do like when a fantasy or sci-fi game has as realistic visuals as possible because it's the closest I'll ever be to seeing those cool imaginary things in real life. If only DICE wasn't a garbage one trick pony company and they made a nice fantasy RPG with their awesome visuals and sound. Ahh well.
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>>384217076
Shill Jew Warrior 3.
trust me, it's not worth it.
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>>384217134
see >>384217751
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>>384216620
>here at aperture
>what is that supposed to mea-
oh, clever girl

that aside, as armafag i can tell some degree of realism is wanted but its important not to get it get in the way
so lets say every time you was going on a new mission you would dissemble and assemble the weapon again? nooooooooope
but i do expect only the projectile to fly rather than the whole patron
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>>384217751
Yeah I played the demo of the second game. It was fucking horrible.
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>>384217403
Deus Ex reboots were fantastic for that. The design was fantastic. Very believable near-future aesthetic.
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Realism works best in games that are very tightly controlled. Most open world games that try realism fall flat because the two design philosophies inherently oppose each other.
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> 30% more bullet
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>realism

the entire round just came out of that rifle, casing and all.
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>>384216817

FPBP
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>>384218680
To be fair only the most autistic of /k/ faggots would notice that.
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Literally the cancer killing the FPS genre.

I won't speak for other genres, but realistic shooters should be a niche genre just like flight and racing sims, not the dominating gameplay philosophy. The way in which bullet physics work in reality runs counter to good game design. Random spread, bullet drop, and recoil all make shooting a clunky, unfun chore that often lowers the skill ceiling rather than raising it. Not to mention realistic guns are bland as fuck and most of them all shoot more-or-less the same. Tripwire seems like the only developer that can take inspiration from real firearms and make them satisfying and enjoyable.

Also, having bullets kill you in 1-3 hits is just retarded. It completely destroys any sense of engagement with the enemy because every encounter lasts all of 2 seconds, and the victor usually just boils down to who happened to see the other guy first. Shooters should have fun, diverse weaponry that is designed around proper game balance and having intense duels with the enemy. Basic shooting should feel smooth and effortless, while still allowing for a high skill ceiling via proper movement and having consistent aim. The only reason a game should adopt a realistic style is if it wants to be a military sim and appeal to /k/-type fags who cream themselves over weapons that they recognize.
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>>384218981
I'd wager to say anyone who has even a fundamental understanding of how a bullet operates and functions would notice that.
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>>384221586
So autistic /k/ faggots. Everyone else just knows that bullets come out of a gun and kill people.
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>>384218981
Why bother presenting it in such detail if you aren't going to put some research behind it? Mind you I said some.
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>>384218981
>exposing yourself as underage
>>
All I play are the most autistic of simulators so of course I love it

>DCS World
>BMS 4.33
>Assetto Corsa
>ARMA 3 loaded with mods such as ACE

Granted like this anon said >>384221290
It shouldn't really become a norm thing.
>>
>>384221290

You have a shitty opinion
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>>384216620
So he bought his bullets from Aperature Science. What's the big deal?
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>>384221783
t. nu-male
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>>384216620
>What's your opinion on realism in video games?
It's great for some games and bad for others.

It's really about context. Some games it's pretty much the more the better, where even the de facto standard for gameplay is possibly a secondary consideration, but for others, it's irrelevant.
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>>384217978
>so lets say every time you was going on a new mission you would dissemble and assemble the weapon again

I'm not sure you'd do that in real life anyway, you'd just be assigned a weapon and maybe clean it between ops but not necessarily right at the start of one, it'd have been done before hand.
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>>384221783
>So autistic /k/ faggots

Do you think only autistic /o/ fags would know that turn signals exist or something?

It's like gun 101 that bullets don't leave with their casings.
>>
>>384218981
>>384221783
>im a nogunz retard so everyone else is too
>>
>>384221290
>Random spread, bullet drop, and recoil all make shooting a clunky, unfun chore that often lowers the skill ceiling rather than raising it.

No, it just shifts where skill lies and how it's applied, but it still takes skill, in fact, putting a bullet at the sort of ranges that are considered extreme in ARMA take more skill than that of something like Counterstrike or Overwatch or Quake because it takes less skill to utilize hitscan weapons as opposed to a projectile with drop and windage.

It's apples and oranges, one isn't inherently more 'skilled' than the other.
>>
>>384218981
>>384221783
Why do gamers like guns so much when they don't know the first thing about them?
>>
>>384216620
>>384222728
>Aperature
>>
If the game is internally consistent, I don't care. If it sets up its own set of rules and follows them, great. When it breaks them, my suspension of disbelief crashes down.
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>>384221290
This is all true, but unfortunately there are way too many normie pseudo-/k/ fags in the US who cream themselves over weapons they recognize. That's like the number one demographic for CoD, just ask any teenage CoD fan and they will give you a breakdown of their favorite weapons as if they actually fired the things.

The market has spoken, and it wants stylized gun porn.
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>>384216620
>Gun fires entire catridge
Well, you got me
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>>384224467
It makes sense in ARMA because it's a realistic weapon sim with clumsy, realistic human movement. But with games like CoD and Battlefield, they take those realistic gun mechanics and apply them to what are essentially arcade games, it creates a really bizarre dissonance.
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>>384216620
>>
>>384221290
>Not to mention realistic guns are bland as fuck and most of them all shoot more-or-less the same.
As opposed to neon nightmare hitscan weapon number 666? Or the other 'fun' weapons that pretty much have been apeing off of Doom and Quake since the 90s?

>Tripwire seems like the only developer that can take inspiration from real firearms and make them satisfying and enjoyable.
You haven't played enough games then, or are shutting yourself out to them before giving them a chance since
Tripwire isn't particularly good about that sort of gunplay.

>Also, having bullets kill you in 1-3 hits is just retarded.
As opposed to taking 50 rockets to do the job?

>It completely destroys any sense of engagement with the enemy because every encounter lasts all of 2 seconds and the victor usually just boils down to who happened to see the other guy first.

Encounters become much more tense because they can end so rapidly and violently. There is a lot more anticipation, more is on the line, and it's a feeling you don't get with a lot of arcadey arena shooters, because you know that you can just take some hits without worry because you have 300 health and sitting on a medpack or something. It's not just who sees who first, since that can be a huge factor in things like Quake, Unreal and Overwatch, but things like positioning, cover vs concealment, team tactics, fire and maneuver, those concepts and skillsets take precedence. Just because that's a skill set you haven't developed and don't care to do so doesn't mean it's bad.
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>>384225325
>Shooters should have fun, diverse weaponry that is designed around proper game balance and having intense duels with the enemy.
Basic shooting should feel smooth and effortless, while still allowing for a high skill ceiling via proper movement and having consistent aim.

Which is something I'd say is true about ARMA, except for effortless, since what's the fun in doing something that's just so braindead easy? How can you call it a skill if it takes no effort to develop apparently?

The only reason a game should adopt a realistic style is if it wants to be a military sim and appeal to /k/-type fags who cream themselves over weapons that they recognize.

As opposed to fags who need a Jackson Pollock nightmare of colors and sounds like a 5 year old smacking action figures together mindlessly.
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>>384217131
>[noun] [noun] [noun] 3
Who thought this was a good idea?
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>>384216620

NOPE
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>>384224976
What's wrong with this?
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>>384224937
I guess some of it depends on what a person perceives it to be.

Like, there are people who look at COD and BF and they think it's the most realistically thing ever made 1:1 realism 'this is exactly what is happening over in Syria and Iraq' because they percieve it as realistic, without any sense of what realistic actually is.

The regenerating health, ballistics that are laughably off, if they don't just go right to hitscan, ect in a lot of ways puts COD, especially later CODs and even Battlefields almost as cartoonishly unrealistic that it's just a different flavor of it.

Like, what's more realistic, GI Joe or Transformers? Cod has almost as much to do with reality as Unreal Tournament does outside of the art department.
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>>384225737
count how many bullets are loaded into the gun. now look at thee bottom of the screen
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>>384224793
>The market has spoken, and it wants stylized gun porn.

Not in a world where Overwatch has some 35 million copies sold.
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>>384217076
This.

Also I thought Sniper was about, well, sniping. Why does the video show cqc with shotguns and melee?
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>>384225862
Well I guess the market from '07 to '15 wanted stylized gun porn. Now the market just wants stylized lesbian porn.
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>>384225915
Sniping is probably too boring for ADHD kiddies.
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>>384221290
Some of the most fun I've ever had in a shooter was playing single-player mods in Arma 3.
Yes the realism takes away the ability to have gun-duels and long engagements, but it opens up other elements:

Planning
Positioning
Quick decision-making
Strategy

Pulling things off when you can die so easily can feel very rewarding.
The only type of game realism doesn't work for is hallway shooters. Given enough space freedom to handle encounters, tactical shooters can be great.
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There's an important difference between aiming for realism and failing, and not trying to be realistic in the first place.
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>>384225824
you failed to notice that the rounds he was loading into the revolver were in fact just EMPTY CASINGS.
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>>384225549
Maybe ghost is an adjective and you shoot them?
Thread posts: 53
Thread images: 7


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