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Decrying the Excessive Emulation of Reality In Games

An editorial at GameSetWatch makes the case that game developers' relentless drive to make games more real has led to missed opportunities for creating unique fictional universes that are perhaps more interesting than our own. Quoting: "Remember when the norm for a video game was a blue hedgehog that ran fast and collected rings and emeralds? Or a plumber that took mushrooms to become large, and grabbed a flower to throw fireballs? In reality they do none of those things, but in the name of a game, they make sense, inspire wonder, and create a new universe. ... We’ve seen time and time again that the closer you try to emulate reality, the more the 'game' aspects begin to stick out. Invisible walls in Final Fantasy, or grenades spawning at your feet when you go the wrong way in Call of Duty: Modern Warfare 2 are examples of kicking the player out of that illusion of reality, and letting them know that yes, this is a game, and yes, the rules are designed to keep you in the space of this world, not the real world. In reality, as a soldier I could disobey my orders and go exploring around the other side. I could be cowardly and turn back to base. Games shouldn’t have to plan for every eventuality, of course, but it’s not so hard to create universes that are compelling but where the unusual, or even simple backtracking, is not so unfeasible."

187 comments

  1. yes, but by roman_mir · · Score: 5, Insightful

    Yes, but creating an alternative appealing universe experience takes imagination, ingenuity, creativity, sometimes requires radical approach to ideas and expects thinking outside of the box.

    Doing any of that increases the risk that the outcome will not be popular enough and will not succeed in terms of sales, this is serious business and money we are talking about here, what do you think this is, a game?

    1. Re:yes, but by pinkushun · · Score: 2, Interesting

      In that same vein, imagination, ingenuity and creativity builds with practice, and exposing ourselves to those venues of thought. If we don't, we become robotic consumers sucking on whatever 'the market' says is the shit, leaving all the creative niceties to those higher beings. No way, everybody can, and should be creative! Too bad the two most universal human traits are fear, and laziness.

    2. Re:yes, but by pandrijeczko · · Score: 4, Interesting

      The issue with computer gaming today is that it needs a business model that sits halfway between commercial games companies and those who contribute to game-related projects freely.

      The game companies are only interested in quick high-volumes sales within the first couple of weeks of a games launch...

      Game programmers who write mods and levels often start off with great ideas but so few mods get fully finished, due mainly to under-estimation of the free time and resource that will ultimately be needed to complete the project...

      The compromise would be for games companies to be more supportive of mod programmers and allow them to sell their mods at low cost whilst taking a cut themselves - maybe even sell third-party mods on their web sites. Hopefully, the remuneration that the games programmers would receive would be encouragement to complete more projects.

      Of course, it will never happen in the real world because greedy games companies will see this as extending the shelf-life of games and won't want gamers buying mods instead of new games...

      --
      Gentoo Linux - another day, another USE flag.
    3. Re:yes, but by Anonymous Coward · · Score: 1, Interesting

      You're confusing risk-averseness with "fear" and conservatism with "laziness".

      Go earn $50M and fund your own game, see how much you value abstract notions of "creativity" then.

    4. Re:yes, but by Anonymous Coward · · Score: 0

      counterstrike

    5. Re:yes, but by quantumpineal · · Score: 1

      'Fictional Physics' of the old retro games or games from the Atari and Amiga era are still more playable to me than allot of the newer games coming out that seem to be striving for greater realism or emphasis on more accurate guns or other things that were probably accurate enough in the last game. I loved the games that came out around the millennium, they had allot of imagination and innovation. its all a bit stale now, allot of gamers I know are saying the same. (need more and better RPG elements in games imo)

      --
      ~don't feel threatened by my pineal~
    6. Re:yes, but by Anonymous Coward · · Score: 0

      And because of this bigger risk, not enough sales, to little profit, etc... those games will eventually be written by hobbyists.

    7. Re:yes, but by biryokumaru · · Score: 2, Interesting

      need more and better RPG elements in games imo

      This is a rising trend, though. More and more games are coming out with different types of "leveling systems." Borderlands is a prime example of this misplacement of RPG elements. If you've played it, you know that what you put your points into is fairly arbitrary, and has little to no bearing on how effective your character is.

      This is the problem. We all wanted an RPG FPS like Deus Ex, but no company wanted to put the time or effort into making the RPG element meaningful. Now we have a ton of crummy games with watered down RPG junk in them, like Borderlands. Even Fallout 3 was a major let down in that arena.

      In D&D, when you gain a level, you become more specialized. By level 7 or 8, you are already set down a very specific course. WoW manages this specialization effect fairly nicely as well. This is what people want with RPG, not whatever the crap Borderlands has.

      I'm just saying, it's important to be exact in your wording. No one wants another big let down like Borderlands, or even Fallout 3. We want specialization, not just vague RPG elements thrown in.

      --
      When you're afraid to download music illegally in your own home, then the terrorists have won!
    8. Re:yes, but by Anonymous Coward · · Score: 0

      If the companies allowed and even supported anyone making a mod, how would they be able to sell their DLC?

    9. Re:yes, but by Fluffeh · · Score: 2, Insightful

      Go earn $50M and fund your own game, see how much you value abstract notions of "creativity" then.

      Well, I see the trolls are hungry tonight...

      Not every game HAS to have super high detailed 3D graphics, a physics system plucked from the altars in heaven and a big shiny display in your local games store. There are a LOT of good games created that are VERY playable, that are VERY enjoyable that are free online or played on a subscription basis.

      Why don't you look around at some of the entertainment that isn't on display at your local game store and actually try it? There are VERY few games that are made with insanely high budgets, just as there are very few films made with massive budgets - that doesn't mean that there aren't a LOT of other fantastic movies out there and it certainly doesn't mean that there aren't a lot of amazing games just waiting for you to play.

      --
      Moved to http://soylentnews.org/. You are invited to join us too!
    10. Re:yes, but by biryokumaru · · Score: 1
      --
      When you're afraid to download music illegally in your own home, then the terrorists have won!
    11. Re:yes, but by pinkushun · · Score: 4, Informative

      World of Goo is one such game, elegantly simple and more addictive than sugar candies!

    12. Re:yes, but by stonewallred · · Score: 1

      WoW? You consider WoW to have class specialization and/or RPG? Must have not played much here in the last year or so.

    13. Re:yes, but by Anonymous Coward · · Score: 1, Interesting

      The issue with computer gaming today is that it needs a business model that sits halfway between commercial games companies and those who contribute to game-related projects freely.

      The game companies are only interested in quick high-volumes sales within the first couple of weeks of a games launch...

      Game programmers who write mods and levels often start off with great ideas but so few mods get fully finished, due mainly to under-estimation of the free time and resource that will ultimately be needed to complete the project...

      The compromise would be for games companies to be more supportive of mod programmers and allow them to sell their mods at low cost whilst taking a cut themselves - maybe even sell third-party mods on their web sites. Hopefully, the remuneration that the games programmers would receive would be encouragement to complete more projects.

      Of course, it will never happen in the real world because greedy games companies will see this as extending the shelf-life of games and won't want gamers buying mods instead of new games...

      The developers of Europa Universalis III have actually allowed some moders to get access to the source-code of their previous game (Europa Universalis II) and they sell it online, splitting the profit.
      http://www.gamersgate.com/DD-FTG/for-the-glory-a-europa-universalis-game

      Although they don't have this with the latest engine/game, but they are really god at producing expansions that actually have new game-play mechanism and not just more units/scenarios as many other do.

    14. Re:yes, but by biryokumaru · · Score: 1

      I have not... I do understand that it has gone somewhat downhill of late, yes?

      --
      When you're afraid to download music illegally in your own home, then the terrorists have won!
    15. Re:yes, but by KDR_11k · · Score: 2, Interesting

      Doing what everyone else is doing isn't exactly low on risk because you're going up against very strong competition and for most companies that competition will beat them (e.g. releasing your FPS alongside a Modern Warfare game). Very few companies are capable of beating that competition and even then there's the risk that you did something in the process wrong and your big expensive (because you cannot go against that competition on a limited budget) game flops. Doing what nobody else is doing is actually less risky because there is no competition so you can afford to scale back on many expenses you needed to compete and a flop is much easier to absorb. You also don't need to get as close to perfect as you do in a competitive market because your product stands without competition, there are many more things it has that the competition doesn't and if those turn out successful you will get a gigantic sales boost, possibly eclipsing most of the competitive markets in revenue and since you did it at a much lower budget your profits will be significantly bigger.

      This is called the Blue Ocean Strategy, there are some business books on it. For a successful example you can look at the Nintendo DS, when that went up against the PSP it had weaker graphics (less expense on R&D) but it turned out to be the winner because it had a touchscreen that the PSP didn't and because that allowed it to gain system sellers that the PSP could not support (Nintendogs, Brain Training, both of which are also examples of Blue Ocean games as they went into a fairly uncontested market and dominated it despite being fairly cheaply developed). Going neck to neck with the PSP by making a Game Boy with better graphics may have turned out differently but the DS won by offering so much more than the PSP did.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    16. Re:yes, but by KDR_11k · · Score: 1

      You don't need to invest that much into a game to make it sell. Brain Age was developed with a barebones team in a few weeks and became a huge seller.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    17. Re:yes, but by smash · · Score: 1

      not a heap. my gf is living proof that soem shitty one-button game (iphone touch screen to turn/jump games) can sell just fine if they're cutsey and aimed at the non-hardcore mobile gamer market.

      Besides, if i wanted to play reality, i'd go outside.

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    18. Re:yes, but by pinkushun · · Score: 1

      If I had $50M I would pump 30% into the FOSS gaming culture and development, 30% into Linux-based education and growth in 3rd world countries (guess where I live), 30% to various charities. The rest is for living expenses so I can work full-time on those community projects. // Note: The intertubes beg to differ.

    19. Re:yes, but by Keill · · Score: 1

      To say RPG's are about specialisation, is to miss the wood for the trees.

      Character development - (which is what crpg's SHOULD be about, though I could go into more detail...) - is a means to an end, not an end in itself. Specialisation is nothing more than a side-effect of what cRPG's are actually about - what the character development is really there to achieve, and it's THIS reason, that most games using RPG elements these days don't use them to their full potential, (assuming any have ever come close to doing just that).

      There is a very good reason WHY the above is true, and I'm currently trying to write a paper on it - (and it's a lot more fundamental than you'd probably expect).

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
    20. Re:yes, but by Anonymous Coward · · Score: 0

      gary's mod

    21. Re:yes, but by PopeRatzo · · Score: 1

      If I had $50M I would pump 30% into the FOSS gaming culture and development

      If I had $50M I would buy a rocket ship and go to the moon and Mars and take a bunch of Victoria's Secret models with me.

      Hey, this is fun!

      --
      You are welcome on my lawn.
    22. Re:yes, but by bigstrat2003 · · Score: 1

      No, not really. Talents still specialize your character as much as they ever did.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    23. Re:yes, but by NickFortune · · Score: 1

      This is the problem. We all wanted an RPG FPS like Deus Ex, but no company wanted to put the time or effort into making the RPG element meaningful. Now we have a ton of crummy games with watered down RPG junk in them, like Borderlands. Even Fallout 3 was a major let down in that arena.

      So what was it that you thought made Deus Ex shine where Fallout 3 failed? I think they were both excellent games. Deus Ex is probably the better game for its time, but I'd put that down to the depth of the story and the detail in which the game explored the world of conspiracy theory. Fallout's main quest doesn't have anything like that depth of engagement, but it somewhat makes up for that by having something much closer to the truly open ended game world that Deus Ex tried for but couldn't quite manage.

      I can see that Deus Ex forced the player to make some character development choices.Two modules for every slot meant that for each power you gained, you had another you could never use. In F3 the you can get almost all the perks so you're never forced to specialize in that respect. There's also the fact that in DeusEx you never get enough xp to max out all your skills, whereas that can be done in F3, albeit with a little effort.

      Not a dig, I just don't understand what you're getting at...

      --
      Don't let THEM immanentize the Eschaton!
    24. Re:yes, but by Artifakt · · Score: 1

      If the companies really focus on a quick profit margin in the first couple of weeks, as another poster has claimed, why do they also want to sell downloadable content? It's not a realistic model to expect to maximize profits everywhere at once. Some area has to be your number one focus - the other options can't all be your primary revenue sources too.
            I know there are companies out there that get people to pay for the 'privilege' of displaying their advertising on tee-shirts, but even Coca-cola can't get customers to pay for the 'privilege' of watching their TV ads.

      --
      Who is John Cabal?
    25. Re:yes, but by SimonGhent · · Score: 3, Funny

      If I had $50M I would buy a rocket ship and go to the moon and Mars and take a bunch of Victoria's Secret models with me.

      Lord British might have something to say about that.

      --
      simon
    26. Re:yes, but by westlake · · Score: 1

      Hopefully, the remuneration that the games programmers would receive would be encouragement to complete more projects.

      You are still underestimating the time and resources needed to produce a professional quality mod:

      Story and script. Art design, Level design, Characters, props, and animation. Special effects. Music. Dialog and vocal performance...

      It won't be enough to simply re-cycle the existing game assets: putting your American officer in a Nazi uniform and calling it a day.

      Any significant departure from the main story line and setting has a very significant price.

    27. Re:yes, but by commodore64_love · · Score: 4, Interesting

      >>>Not every game HAS to have super high detailed 3D graphics, a physics system plucked from the altars

      Yes you would think that, but it's not how the average buyer (read: kid, teen, or young adult) thinks. As example I didn't know what to buy my nephews for Christmas, so I just bought a pile of new Xbox and X360 games, and let them pick the 4 games they liked best. I was surprised when they picked the X360 game "Pinata" (or whatever it's called) instead of the Xbox Splinter Cell 2 game. So I asked why they chose the kiddie party game rather than the military game (which is their favorite genre).

      "Because Xbox games have poor graphics."

      Yep. Already judging games on looks, not fun, and this is why you can't create some 2D or 2.5D game - it will be automatically judged as crap. Personally I would have picked the Splinter Cell game (since I thought the Pinata game was dull), but then I've learned to judge things based upon the personality (fun, challenge, et cetera) not the T&A (polygon or pixel counts).

      Aside -

      This is why I like Nintendo games, and get a little annoyed when I hear people say "Nintendo consoles are crap". Okay so their consoles are not impressive hardware, but Nintendo still uses their imagination to create fun games. Ditto Sega. FOR ME the less real a game is, the more I enjoy it, because it feels like I've entered another world. Simulations of reality are nice, but how many times can I watch a body blowup and splatter blood all over the place? I think I'm sick of that genre. (Plus it really isn't realistic that you can get shot a dozen times and still be moving. I'd like to see a real FPS where one shot and you're done.)

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    28. Re:yes, but by commodore64_love · · Score: 1

      I'd put the 50 million in the bank, go into semi-retirement (i.e. work because I WANT to work not because I have to), and live off the interest of the 50 million. Any excess money that I did not spend would be used to hand-out free computers and help people get online.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    29. Re:yes, but by Pharmboy · · Score: 4, Insightful

      Team Fortress Classic, Day of Defeat, and as someone pointed out, Counter Strike were originally done on the old HL engine.

      The newer Source engine was designed specifically for that, AND to produce lower cost games that might not be as polished as full titles, but worth the lower price (The Ship, Garry's Mod) as well as create interesting free games that are pure mods. Steam has been doing it, AND created a digital delivery system that has effective enough DRM that isn't as draconian as other systems. They get the majority of my gaming dollars because I can install on multiple computers (but play on one at a time), they autoinstall, they are a great value (hello, Orange Box?), and they *do* protect game makers ability to make a profit while still providing a reasonable price to the consumer.

      To me, Gabe has found a perfect balance between consumer and provider, and provides lots of free trials, lets you *give* extra games you get when you buy a package that has a game that you already own, etc. Plus I never install a CD to play, never worry about losing or scratching the CD, and they have great sales, from 10% to 75% off on a regular basis. Steam deserves to succeed, and I hope they continue to do so, because they treat the customer just as good as they do the creator of game content. It isn't perfect, but it is evolving, and doing so in a good way.

      --
      Tequila: It's not just for breakfast anymore!
    30. Re:yes, but by commodore64_love · · Score: 1

      >>>'Fictional Physics' of the old retro games or games from the Atari and Amiga era are still more playable to me than allot of the newer games coming out
      >>>

      Agreed. This is why I got my hands on an old Commodore=64. I can't do any useful work with it anymore (well except word processing), but it makes a great game console. 5000+ games and I've barely scratched the surface. The Super Nintendo and PS1 also had a lot of good 2D-based games.

      It seems lately the old "modern" games I still enjoy are RPGs (for their story) and Nintendo/Sega games that explore imaginative concepts rather than reality.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    31. Re:yes, but by commodore64_love · · Score: 1

      >>>Borderlands

      I got bored with that game after about half a day. It seemed like a cool concept but it's missing... something. Maybe I just got tired of the repetitive battles and lack of any compelling story to make me push forward.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    32. Re:yes, but by tepples · · Score: 1

      They get the majority of my gaming dollars because I can install on multiple computers (but play on one at a time)

      Limiting play to one computer at a time wouldn't be such a problem if more PC games had a mode for HTPCs. I don't want to have to buy four copies in case friends or family members visit and want to play.

      never worry about losing or scratching the CD

      True, but Steam users start to worry about hitting the 5 GB per month transfer cap that's common with satellite in USA, 3G in USA, or anything in Australia or New Zealand.

    33. Re:yes, but by tepples · · Score: 1

      Ideally, there would be a library of Free music, props, and animated models ready to be clothed and given makeup, all under a suitable Creative Commons license, and there would be a Free speech synthesizer to let people create dialog and vocal performance more quickly.

    34. Re:yes, but by Anonymous Coward · · Score: 0

      It's not a realistic model to expect to maximize profits everywhere at once.

      Since when has IP based business models ever come close to reality?

    35. Re:yes, but by Pharmboy · · Score: 1

      Lots of Steam games *are* available as disks you install manually, then you update via steam and never have to insert the CD again. Counter Strike, Orange Box, HL2, etc. all are/were available on plastic wrapped in dead tree. I just bought Bioshock (killer game, particularly for $20), which I could have bought on disk. But granted, for those with limited bandwidth, the platform may not be as advantageous. For the majority of users globally, it is.

      --
      Tequila: It's not just for breakfast anymore!
    36. Re:yes, but by GrumblyStuff · · Score: 1

      Yep, takes a while. Most don't make it. A rare few do. Might I point out T2X: Shadows of the Metal Age?

      It's a Thief 2 mod, complete with its own story, dialog, textures and models, and even movies.

      Still, it's a pretty old game. Does anyone know of a similar effort for anything more recent?

    37. Re:yes, but by drinkypoo · · Score: 1

      (Plus it really isn't realistic that you can get shot a dozen times and still be moving. I'd like to see a real FPS where one shot and you're done.)

      There have been, and still are, numerous examples. America's Army is the primary one. Many of the terrorist/counterterrorist games and mods also have one-shot kills. In TacOps, a mod for Unreal Tournament (which dates this discussion) if you had no armor and you got shot with almost anything you could die in one shot. Even a pistol hit to the head would kill you if you didn't have a helmet. Two head hits with ANYTHING would kill you even WITH a helmet.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    38. Re:yes, but by sonicmerlin · · Score: 1

      5 or 6 years ago we were still impressed with Xbox/Gamecube quality graphics. Nintendo has made a killing with Gamecube 1.5 (Wii) games. You don't need the most expensive and detailed graphics to create a visually appealing game (although you do need good artists).

      While I do want some games to continue pushing the visual standards higher, I feel like some failed game concepts would have succeeded if developers had simply dialed down the graphics department budget, settled for "good enough" visuals, and focused on gameplay.

    39. Re:yes, but by sonicmerlin · · Score: 1

      Wasn't Brain Age sponsored and advertised by Nintendo, especially in its pitches of the DS to the casual consumer? How do you put a value on that kind of backing?

    40. Re:yes, but by mcgrew · · Score: 2, Interesting

      The issue with computer gaming today is that it needs a business model

      I disagree, what it needs is a complete and utter lack of a business model. It needs people who aren't making games to sell, but making games to play. We need the gaming equivalent of a bar band, whose musicians are talented and creative but have a daytime job to pay the bills, who do it because they love music. We need people who want a game you can't buy.

      We need the equivalent of Star Wreck: In the Pirkinning. That was one funny movie! And it had no business model, just a bunch of people who wanted to make a movie.

      The commercial aspects of computer games is what got me to stop buying them.

    41. Re:yes, but by sonicmerlin · · Score: 1

      Well, Mass Effect tried to do an RPG/FPS hybrid, but they ended up with higher review scores and better sales with ME2, which stepped back on the RPG elements.

      Also I think Fallout 3 was very close to getting it right. The problem is it wasn't hard enough even at the hardest difficulty levels (difficulty that would force you to fall back on your specialties), and the control scheme was made for consoles.

      Actually now that I think about it the gameplay was dumbed down for console users. Bah.

    42. Re:yes, but by stonewallred · · Score: 1

      Eh, if jumping out of a jetliner into a hole as deep as the Marinas Trench would be considered going downhill, then yes it has. WoW lacks any RPG elements, no character customization, and despite fanbois, no real choices with talents or weapons. You can assign your talents how ever you like, but unless you are using the cookie cutter spec of the month, no raids or runs for you! And if you grab 50 80 level of 1 race, off 50 realms, the chances are that if they have helmets on 49 of them will be indistinguishable from each other by looks. Don't get me wrong, I play, 3 accounts, multiple 80s across all accounts and several servers. But other than my 2 raiding 80s for my guild, and farming with the others, I don't touch them. Am leveling alts on a PvP server on Alliance side where horde has a 30:1 advantage of numbers. Lol, more Belfs than total Alliance toons on the server. Friday nights at 8pm server time with 38 Allies on line. If anyone would (note not could) combine WoW's gameplay and graphics(yeah cartoony but nice) with UO ideas about professions, classes, character customization, player/guild housing and a few other innovations, I'd switch to that game in a heartbeat.

    43. Re:yes, but by Truth+is+life · · Score: 1

      Unfortunately, you never actually get around to saying what the purpose of those RPG elements actually is, or what the end to which character development should be put...

    44. Re:yes, but by quantumpineal · · Score: 1

      Yes I was thinking along the lines of Deus Ex or System Shock2. Bioshock was a good simple inclusion of RPG elements but didn't really affect the main game in a great way. It would require good game design and some bold moves on the part of the Game devs to move these ideas forward. it could open up an amazing genre of involvement in games imo. in system shock 2 and deus ex your choices governed the pace and way you use each map and deal with each enemy, like a slower chess like game rather than all out shooting everything

      --
      ~don't feel threatened by my pineal~
    45. Re:yes, but by ultranova · · Score: 1

      This is the problem. We all wanted an RPG FPS like Deus Ex, but no company wanted to put the time or effort into making the RPG element meaningful. Now we have a ton of crummy games with watered down RPG junk in them, like Borderlands. Even Fallout 3 was a major let down in that arena.

      Fallout 3's problems have nothing to do with the leveling system, which in turn is not inherent to RPG games. Fallout 3's problem is simply that the computer is unable to simulate social dynamics or a personality, so every action of every character - indeed, everything that can happen in the game - must be scripted by hand. The larger the game, the more superficial everything becomes; the developers simply don't have time to give characters lots of complicated interactions, and the more they try, the more buggy said interactions tend to get - and everyone else will become nothing but a faceless crowd.

      The next big thing after "physics simulation" - which in itself is still far from really good, you can't for example destroy the surroundings in most games - is artificial intelligence, both for individual characters and the communities they form. The Sims is already a pretty decent experiment there, but needs more depth and the ability to generate natural language.

      In short, computer RPGs need an artificially intelligent Dungeon Master to respond to all the myriad unexpected things people might do. Physics simulation is a step in that direction, since it allows at least parts of gameworld to react in a "natural", unscripted way; the next step would be integrating something like SimCity and/or Civilization into the game, so that The Kingdom can seize the opportunity once you've killed the leader of the Orc Hordes of Doom, rather than just sit there twiddling its thumbs (or alternatively beat a hasty retreat before the advancing orcs if you failed), and a city can grow or shrink in a natural way depending on the goings-on in the gameworld.

      In short, get rid of scripted worlds, since they can't help but be static, and embrace ones runnign on simulation engines instead, allowing the player to write his own plot rather than just follow the predetermined one.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    46. Re:yes, but by Anonymous Coward · · Score: 0

      How does that invalidate his point that game developers are risk-averse people? Okay, indie developers may not be, but still companies like EA don't like the idea of spending huge amounts of money on a beautiful flop.

    47. Re:yes, but by commodore64_love · · Score: 1

      >>>Nintendo has made a killing with Gamecube 1.5 (Wii) games.

      It also helps that a lot of Americans/Europeans still don't have greater than 480i televisions, so the difference between the Wii and PS3/X360 is not as obvious.

      Even those who have high-def TVs often can't see the difference between SD and HD (maybe they have bad eyes).

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    48. Re:yes, but by phoenix321 · · Score: 1

      Going to jail for doing a Grand Theft Auto is kind of a letdown, is it?

      In fact, you go to jail for simply driving too fast.

      There's only one thing you can do outside that's really lightyears above the its simulated or filmed equivalent. And you still need to wear a rubber, though.

    49. Re:yes, but by operagost · · Score: 1

      I used to enjoy "Instagib" on Q3A-- rail gun only.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    50. Re:yes, but by Pentium100 · · Score: 2, Interesting

      Interesting, I really liked Borderlands, liked it enough to finish it alone, then finish it with a friend in coop. Probably has something to do with guns that set enemies on fire and my characters ability to make that fire hurt more...

    51. Re:yes, but by DrXym · · Score: 1
      protect game makers ability to make a profit while still providing a reasonable price to the consumer.

      I agree with most of what you said apart from that bit.

      Prices for new games on Steam are nothing short of a scam. A game that costs the RRP/MSRP on Steam can be had from a store typically for 30% less. For example Batman Arkham Asylum Game of the Year Edition is 49.99 on Steam, and 32.49 on Play.com - 35% less. Battlefield Bad Company 2 is 49.99 on Steam and 35.49 on Play.com - 30% less.

      That's even with the added burden of stocking, middlemen, production and postage that a physical game entails. I don't accept the argument that its publishers setting the prices either. Even Valve's own games like Left 4 Dead 2 are cheaper to buy in physical form than online. Digital downloads should be cheaper not more expensive. There are occasionally good deals, especially on old titles but forget it for the new stuff.

    52. Re:yes, but by Zerth · · Score: 1

      Dwarf Fortress?

      The graphics are 70's dumb terminal, but you can destroy the world with lava and create water powered turing machines from trap doors, pumps, and pressure plates.

      Do watch out if one of your dwarves light a fire on an iceberg, you might melt down to the ocean.

    53. Re:yes, but by amplt1337 · · Score: 1

      The compromise would be for games companies to be more supportive of mod programmers and allow them to sell their mods at low cost whilst taking a cut themselves - maybe even sell third-party mods on their web sites. Hopefully, the remuneration that the games programmers would receive would be encouragement to complete more projects.

      Of course, it will never happen in the real world because greedy games companies will see this as extending the shelf-life of games and won't want gamers buying mods instead of new games...

      It really depends on the genre you're playing. Strategy games in particular (I'm thinking EU, the Civ series, & the like) have tended to be very modder-friendly. Why? Precisely because it extends the games' shelf life. It makes you love the manufacturer's products and it means a longer tail in sales, all for work that's being done for free from people who really love the game. As for centralizing mod repositories -- this is actually even in consideration for Civ V, with in-game access to Firaxis-hosted mods being one of the new selling points...

      Now, you won't find this with games in other genres, but game companies are recognizing that user-generated content lets them sell access to something they don't create, and make money for nothing.

      --
      Freedom isn't free; its price is the well-being of others.
    54. Re:yes, but by Anonymous Coward · · Score: 0

      I would speculate that Bethesda intentionally made Fallout 3's leveling idiot-proof as a reaction to the widespread complaints about Oblivion's leveling system. They went from one extreme to another; in Oblivion, you had to constantly micromanage your skill advancements, or you would be in trouble when you leveled up and the enemies scaled above you. For F03, they created a system where you could put zero effort into understanding how it works and still end up with an overpowered character.

      The game is a lot of fun if you install a mod that nerfs your stats though. If you haven't tried that, I recommend you give it another go, there are some excellent mods available at this point that make it more fun and challenging.

    55. Re:yes, but by Anonymous Coward · · Score: 0

      >Steam deserves to succeed, and I hope they continue to do so, because they treat the customer just as good as they do the creator of game content.

      I call BS. When I need to have an "always on" internet connection to play a single player game, and I get booted and LOSE PROGRESS if my router hiccups... that's not OK.

    56. Re:yes, but by Anonymous Coward · · Score: 0

      Give FO3 another go, but first install these:

      DarnUI - a UI designed for PC instead of the console.
      FWE - this is a big overhaul that makes a ton of changes, I advise configuring it to "harsh" settings.
      MMM - among other things, this adds new enemies and adds variety to existing enemies. You can also set increased enemy spawns.
      FOIP - patches to make FWE and MMM play nice together.

      The game will be a lot more difficult and fun :)

    57. Re:yes, but by h4rr4r · · Score: 1

      For kids maybe, I bought world of goo as did many adults. Kids are not the ones with money.

      Ghost recon is one shot and you are dead, on PC the console versions dumbed it down.

    58. Re:yes, but by stonewallred · · Score: 1

      I always look at character development as different than character skills/powers. My character might be uber-powerful or a lowly grunt struggling to kill a 1st level mob, but he is who he is, be it an asshole or a goody-two shoes. Hell in WoW, you can't even give your toon a last name, much less any type of back story, or reasons why he is out slaying beasties and saving the world. And with no real impact on the game world it is even harder. Implementing player built housing, stores, awarding or selling land grants and estates, titles and special honors is one way to help with a RPG setting and persistent world. Having you capped toon complete a long epic quest chain, and have him named Baron, and given a small estate not only gives the toon a place in the world, it allows further game play with such activities as bandits raiding his lands, monsters, etc. Most of the time the estate should give a certain amount of wealth, but when the drought comes followed by the hailstorm, then maybe it costs wealth to repair the serfs' houses and feed them so they can produce next season. The time I spent running the Starving Wolf Tavern in UO was some of the most fun I have had in MMORPG. Never made any money at it, but damn if me and the regulars did not have a blast hanging out and talking junk. It made the world seem more "real" when I'd leave my tavern, walk to my house and log off inside it. It gave me a sense of ownership in the game that WoW lacks.

    59. Re:yes, but by In+hydraulis · · Score: 1

      I'd like to see a real FPS where one shot and you're done.

      Red Orchestra: Ostfront 41-45

      No bunny hopping. No instant reloads. No heroes. Stark, grim and "real" as it gets.

      You may be tired of this genre, but I fully recommend you try this game.

    60. Re:yes, but by nine-times · · Score: 2, Interesting

      Steam does a lot of things right, and Valve in general. In fact, Team Fortress 2 is a very good example of how "good graphics" and "realistic graphics" aren't necessarily the same thing. I don't think I've ever felt a game has earned my money so much as Portal has, Steam is basically DRM done right (as right as DRM can be done), and now they're bringing it all to OSX. I love these guys.

      Not to go too off topic, but here's a good interview with Gabe Newell where he talks about his approach to development, steam, piracy, and some other stuff. I really like when he says, "When you look at our top ten issues on our list at any given point in time, piracy is almost never something that's on that list." He then goes on to explain his view that piracy is mostly the result of bad service. I think this man has his priorities straight.

    61. Re:yes, but by stonewallred · · Score: 1

      Freedom, Force, with no RPG aspect, does allow virtual interaction with the entire world.The sequel was even better about allowing your superhero to destroy the world using his powers, cars or anything else.

    62. Re:yes, but by McGuirk · · Score: 1

      Crayon Physics.

    63. Re:yes, but by DrEldarion · · Score: 1

      Easy - set up a marketplace and take a cut of all transactions. It's exactly what Google and Apple have done with app marketplaces.

    64. Re:yes, but by Keill · · Score: 1

      That's because:

      a) I'd have to divulge too much of what my paper is about, (and I don't want to (yet)).

      b) If someone (anyone else?) out there actually fully understands games for what they are, then the answer is really obvious...

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
    65. Re:yes, but by Nyder · · Score: 1

      If I had $50M I would buy a rocket ship and go to the moon and Mars and take a bunch of Victoria's Secret models with me.

      Lord British might have something to say about that.

      Ya, probably save me a seat on that rocket.

      --
      Be seeing you...
    66. Re:yes, but by sowth · · Score: 1

      The poster's entire point was you don't have to spend huge amounts of money to make a video game.

    67. Re:yes, but by Aklyon · · Score: 1

      Dwarf Fortress!

      --
      I reserve the right to have a physical object so I can sell it later, and recover my money.
    68. Re:yes, but by Pharmboy · · Score: 1

      And I call BS on your BS. *None* of the games I own on Steam are that way. If the last login was successful, you can play for weeks on Steam without an internet connection. I've done it. You can play without an internet connection in "offline mode" on the computer you last logged on from.

      --
      Tequila: It's not just for breakfast anymore!
    69. Re:yes, but by orngjce223 · · Score: 1

      Nobody's mentioned Desktop Tower Defense?

      --
      Note: I was 13 when I wrote most of this. Take with several grains of salt.
    70. Re:yes, but by Anonymous Coward · · Score: 0

      ... it really isn't realistic that you can get shot a dozen times and still be moving. I'd like to see a real FPS where one shot and you're done.)

      Take a look at some of the other Tom Clancy branded games like Ghost Recon or Rainbow Six. These games require careful planning if you want to win since a single shot usually kills you (sometimes though you just get wounded and become a slow moving "shoot me" target). Also since these games are a little old and are available in the 5-10 dollar range now, if you can find them.

    71. Re:yes, but by Anonymous Coward · · Score: 0

      You really think you could do that with only 50 mil?

    72. Re:yes, but by Anonymous Coward · · Score: 0

      tigsource.com

    73. Re:yes, but by Hurricane78 · · Score: 1

      Agreed. I played trough it in a single night, though...

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
  2. Play ARMA2 instead by nibbles2004 · · Score: 1

    that's why you should play ARMA2 as opposed to MW2 which is the iphone of games, i.e crap, cant wait when Bobby at Activision lose the MW IP :)

    1. Re:Play ARMA2 instead by Anonymous Coward · · Score: 0

      One of the things that bothers me most about that game is that the movement feels way too stiff (probably in the name of realism). I was stumbling around like a drunk trying to get into a small house to grab some documents and set a bomb. In MW the movement only feels like that when you're lagging.

    2. Re:Play ARMA2 instead by grumbel · · Score: 4, Insightful

      Exactly. The thing to realize is that almost no game these days tries to emulate reality, instead they all emulate what one could call movie-reality or hyper-reality or whatever, i.e. that kind of reality where cars explode when you shot a few bullets and interesting things only happen when the game designer tells them to.

      Games that actually try to emulate real reality, i.e. simulations, basically just get better for it, as a large part of emulating reality is the removal of artificial restrictions. Take flightsims for example or Operation Flashpoint/ARMA, those games don't have invisible walls, you can literally go into any direction for an hour and not see an end. What makes those games great is that all the interesting stuff that happens, happens due to the game mechanics, not duo to fake scripting events.

      That said, I don't mind the Mario64 or Katamari style game, quite the opposite, but the thing that makes those games so great isn't just that its a colorful comic world, but also that they, just like a hard core sim, lack the artificial scripting madness that has invested so many of todays games, instead the games provide you with some core gameplay mechanics and everything that follows is basically a result of those. Its the player that plays those games and not the game designer that is playing the player.

    3. Re:Play ARMA2 instead by somersault · · Score: 2, Interesting

      Yep, I hate when games restrict your environment. Operation Flashpoint possibly still ranks as my favourite game experience ever. I started playing Just Cause 2 yesterday and it's amazing too, you can go anywhere, and while you can't do all the same things you can do in say GTA: San Andreas, you have some even cooler stuff like a grappling hook and an infinite amount of paragliders, which you can use together as a very unique mode of transport.. there are a lot of realistic elements to the game, but it is combined well with unrealistic elements like that to make it more fun.

      --
      which is totally what she said
    4. Re:Play ARMA2 instead by Chrisq · · Score: 2, Funny

      Exactly. The thing to realize is that almost no game these days tries to emulate reality, instead they all emulate what one could call movie-reality or hyper-reality or whatever.

      Hey, I've just designed a new race game that does emulate reality. When you crash a 10lb lump hammer is fired at your chest from the console to emulate hitting the steering column.

    5. Re:Play ARMA2 instead by Anonymous Coward · · Score: 0

      So it seems that some people do get it after all.

      Usually when I read into a discussion about what makes a game a great game, some clueless twit invariably starts talking about Half-Life and tram rides.

      If people want to watch a movie, I'd very much prefer that they stay in their own medium and stop ruining games for those of us who actually enjoy games for the game mechanics.

    6. Re:Play ARMA2 instead by Shadow+of+Eternity · · Score: 1

      ArmA is no more realistic than Modern Warfare 2. The only difference is that where MW2 went for hollywood-reality through "cinematic" special effects ArmA went for armchair-reality through deliberate obfuscation.

      It's not any more realistic to make the player's avatar an incompetent cripple with no sense of proprioception and no representation of things you'd obviously know in reality than it is to tell them exactly how many more times they can get shot before dying and how many bullets are left in the current magazine.

      The only difference is that a lot of people assume that because one of them is more obfuscated than the other it must therefore be closer to reality.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    7. Re:Play ARMA2 instead by bigstrat2003 · · Score: 1

      Unfortunately, it's not limited to MW2. There are a ton of Smash Bros players who insist on playing with items off, on a flat stage with nothing happening. In other words, taking out all the interesting parts of the game to promote "skill". Well, you know what? True skill is the ability to win the game that actually exists, not the game you wish existed (and try to create through your arbitrary restrictions).

      I haven't played MW2 (and won't until they stop charging $60 for the PC version), but I was kind of hoping that the "omg n00b tube!!11" crowd from CoD 4 would have gone away so the rest of us could actually have fun playing the real game. I guess that was too much to hope for, eh?

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    8. Re:Play ARMA2 instead by KDR_11k · · Score: 1

      Not really my type of game, I'm too bad at spotting enemies before they shoot me and it often takes a LOOOOONG time to get back to where you died in ArmA2. I play Section 8 instead, when you die you just drop near where you're needed now and keep fighting.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    9. Re:Play ARMA2 instead by Anonymous Coward · · Score: 0

      Just how do you counter a grenade launcher? Do you deny that it's the easiest thing in the world to aim and kill with?
      I'd love to not complain about anything, if only there were nothing to complain about.

    10. Re:Play ARMA2 instead by sorak · · Score: 1

      You could include one of these with it.

  3. Desert Bus by Anonymous Coward · · Score: 2, Funny

    The perfect model of this concept is the game Desert Bus (http://en.wikipedia.org/wiki/Desert_Bus#Desert_Bus). The wikipedia article doesn't focus on it much, but my impression was that the point of this game was to illustrate how realism and fun are not always aligned.

    1. Re:Desert Bus by Anonymous Coward · · Score: 2, Funny

      Bullshit.

    2. Re:Desert Bus by Archon-X · · Score: 1

      Exactly.

    3. Re:Desert Bus by NekoIncardine · · Score: 1

      Not quite sure that "Funny" is the mod here. "Insightful", hell yes. Now, some of the replies? They get "funny."

      --
      Omeg La. Rofl Leh.
  4. From the opinion-piece-pulled-out-of-ass dept. by BenevolentP · · Score: 5, Insightful

    Uhm, what? The article summary starts with "too realistic" then suddenly turns to "not realistic enough" in terms of open-world gameplay. I dont really get the point, if there is one.

    Im pretty happy not every game is a sandbox game, which mostly try to do everything but do everything mediocre (GTA, Oblivion etc).

    BTW, nothing in doom kept me from staying cowardly in the first room of e1m1, not moving, shivering.

    All with real world consequences if i choose so (boredom and starvation).

    1. Re:From the opinion-piece-pulled-out-of-ass dept. by SharpFang · · Score: 3, Insightful

      The problem is suspension of belief in "not realistic" allows for much more liberties about player's freedom than in "too realistic". If you know falling through the bottom of the level kills you in Mario, you're okay with it. Don't cross the bottom line of the screen, fine. If you make an awesome swing on grappling hook in Nexuiz and the invisible "bottom of the world" kills you mid-swing, you get angry.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    2. Re:From the opinion-piece-pulled-out-of-ass dept. by zacronos · · Score: 4, Insightful

      I see it as a little like the idea of an uncanny valley for games. If it's fictional enough, we don't care about whether it accurately matches reality -- it's more of an abstract game with a veneer of reality over it (i.e. we don't care that a mushroom really shouldn't make someone double in height, because underneath we know the mushroom is just an arbitrary visual label for a certain abstract powerup). On the other hand, once it passes a certain threshold of realism such that the mechanics seem to be intended to resemble reality rather than being abstract and arbitrary, then the fact that it isn't totally realistic bothers us -- it's a game that resembles reality in many important ways, but which falls short of what we expect reality to allow in many other important ways.

      Being able to move forward but not back doesn't really bother us in Super Mario Brothers, but not being able to retreat in Call of Duty: Modern Warfare 2 seems like an extremely artificial restriction in the context of a (somewhat) realistic game. (Disclaimer, I've never played CoD:MW2, I'm just inferring from the summary.)

    3. Re:From the opinion-piece-pulled-out-of-ass dept. by bluesatin · · Score: 1

      Here's another related Wikipedia article that people might find interesting, suspension of disbelief.

  5. So what? by east+coast · · Score: 0, Redundant

    Everyone has their idea on what makes a game good for them and everyone has an idea on what makes a game bad for them and they're all right in their respective opinions for a single player: themselves.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  6. It's actually extremely hard. by master_p · · Score: 1

    It's actually extremely hard to create such universes. No one has ever made one, as we speak. Not only there are hardware limitations (for example, a HL2 level takes almost all of 1 GB), but there are also software limitations. In order, for example, to have a successful "return-back-to-base" scenario, the programmers should encode a yet unseen AI into the program that turns the game into a war drama, instead of a fighting game.

    1. Re:It's actually extremely hard. by Petrushka · · Score: 1

      It's actually extremely hard to create such universes. No one has ever made one, as we speak. Not only there are hardware limitations (for example, a HL2 level takes almost all of 1 GB), but there are also software limitations.

      I just came here after playing some Morrowind. That takes a lot less than 1 GB. Even heavily modded to make it look visually stunning it takes less than 1 GB.

      Now, sure, there are serious immersion-breaking AI limitations, gameplay irritations, it's got olde-style graphics, and the art design isn't to everyone's taste. But I still find it a hell of a lot more immersive than any game published since that I can think of. No invisible walls; no unopenable doors; no unkillable NPCs; lethal parts of the world are explicably lethal; major towns are major, minor out-in-the-wop-wops towns are out-in-the-wop-wops. Any artificiality that is there doesn't come from the design, but from the limitations of gaming technology in 2001. That kind of limitation is something I can forgive; invisible walls, no.

      I'm not saying it's perfect, just that what the author of TFA is asking for is not something unachievable. It has been done. It could be done even better. I look forward to that (and welcome recommendations!).

    2. Re:It's actually extremely hard. by digitig · · Score: 1

      I just came here after playing some Morrowind. That takes a lot less than 1 GB. Even heavily modded to make it look visually stunning it takes less than 1 GB.

      Good to know I'm not the only one still playing that. Sure it has its limitations -- some of them down to technology that's 10 years old, some down to design issues -- but it's still the most immersive game I know, and the benchmark that other games should be trying to beat. Unfortunately, I don't think anybody know how they did it -- at least Bethesda seem not to, because Oblivion had better graphics but worse gameplay, and if it were quality of graphics I wanted then as somebody else pointed out I could watch a movie.

      --
      Quidnam Latine loqui modo coepi?
    3. Re:It's actually extremely hard. by derinax · · Score: 1

      Hard, yes, but not impossible. STALKER achieves most of this as an open-world shooter. You are free to turn back to base at any time. Hell, you are free to give it all up and just sell vodka to mercenaries, if that floats your boat. Sure, there are still "game" limitations, but relatively few of them compared to any invisible-path or rail shooter like CoD.

      It's a difficult game for the same reasons that it's a challenging open-world game. You could be jumped by various things at any time, and you often don't have the weapons or ammunition you wished you had. But it comes awfully close to this "reality" you speak of, if your reality involves mutants, anomalies, and government coverups in the Chernobyl exclusion zone. In which case you're better off with a nice Mario game.

  7. MW2 realism is a joke... by HopefulIntern · · Score: 4, Insightful

    Personally, when I play a game like an FPS, I want realism. By that I mean good graphics, physics, sound, etc. Others argue that "graphics dont make a game good" etc. I agree that good graphics alone don't make a game good, but to me, they are an essential part. Playing Sonic the Hedgehog is different than an FPS. Nothing is meant to be real, so realism isn't an issue. But when I want realistic online warfare, I want just that, realism.

    Silly me, I actually got MW2 thinking it would be a realistic tactical shooter. I was deeply disappointed (especially since MW1 touched on it quite nicely). Dual-wielding sawn-off shotguns, firing grenades at a conflict area having only your team mates survive and the structures intact, submachineguns accurate to over a mile....It is more like a Die Hard film (where I am a bad guy..). And i got the game for PC, so I can't even trade it in.

    I love playing Bad Company 2. Although I struggle with it, I find it much more enjoyable. Graphics are decent (but not dazzling, I admit) but the sound is incredible; gunfire changes pitch/tone when heard from further away, the crack and hiss of a sniper shot that just missed your head...I actually get startled, my blood pumps, adrenaline rushes! The game is not without its faults, I have used a high powered sniper rifle and hit an opponent three times without going down (though this may be related to lag). Still, for those after realism, a much better game.

    1. Re:MW2 realism is a joke... by drinkypoo · · Score: 1

      submachineguns accurate to over a mile

      The P90's maximum effective range is 5905 ft. Modern submachine guns in "long"-barreled versions can hit a target at a mile. Now you know.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:MW2 realism is a joke... by icebrain · · Score: 1

      Good luck getting any kind of accuracy out at that range from a handgun round (even out of a long barrel). The number you quoted is more of a "randomly fired shots can still kill you this far away" than "you can hit a target this far away"--ie, why discharging firearms into the air is a bad idea.

      Stop quoting numbers from games and wikipedia. Learn about ballistics, and go to the range.

      --
      The meek may inherit the earth, but the strong shall take the stars.
    3. Re:MW2 realism is a joke... by uncledrax · · Score: 1

      You want realism and you're playing on Arcade mode servers? Switch to hardcore mode, and turn off all the HUD junk.

      The problem is everyone's opinion of 'realism' is different.. or rather, everyone's opinion of how to implement realism is.

      --
      ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
    4. Re:MW2 realism is a joke... by drinkypoo · · Score: 1

      Stop quoting numbers from games and wikipedia. Learn about ballistics, and go to the range.

      That last part is a good idea. I have about 200 rounds I can afford to put through my Peruvian Mauser.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:MW2 realism is a joke... by HopefulIntern · · Score: 1

      Good luck getting any kind of accuracy out at that range from a handgun round (even out of a long barrel). The number you quoted is more of a "randomly fired shots can still kill you this far away" than "you can hit a target this far away"--ie, why discharging firearms into the air is a bad idea.

      This is the point I was trying to make. I know it is possible to hit, as the rounds are still travelling, albeit at an increasingly slower rate, and eventually dropping in altitude. But from watching killcams I see guys using UMPs with (supposedly) .45 subsonic rounds, hitting me from across the whole map (me being a speck on the horizon) with a 3 round burst...

    6. Re:MW2 realism is a joke... by Hurricane78 · · Score: 1

      Have you tried Arma 2 or Operation Flashpoint. If you like realism, those are the perfect games for you.
      But of course, them being just as frustrating as suddenly becoming a soldier in the real world, the question is, if they are still games, or rather simulations.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
  8. exception... (closest?) by Anonymous Coward · · Score: 2, Interesting

    Deus Ex

    1. Re:exception... (closest?) by Tapewolf · · Score: 4, Interesting
      It's probably better than most, but if you've ever climbed out of the Catacombs Entrance area in Paris, you'll probably have discovered that the large tower you were airdropped onto has a trap at the bottom to make you explode, most likely to try and prevent the player surviving if they jumped off. Similarly, forget about exploring the ravine in the Vandenberg base (see also the "Vandenberg effect" on youtube).

      Frankly I tend to play medieval fantasy type games more because you have more of an excuse ("It's magic!"), but having said that I do kind of wish that DE's "Realistic" setting had gone for something more like "If you're shot, it will kill you". As opposed to... well, if you know what you're doing, you can blow yourself up just before the mission ends and start the next one as just a head with no limbs or body.

    2. Re:exception... (closest?) by Anonymous Coward · · Score: 0

      actually, one shot to the torso or head will kill the player outright in Realistic, even in "Hard"?

      there are only a few areas in DX where the developers couldn't totally cordon-off a player, even if *not* cheating like Battery Park, Liberty Island etc... only the most persistent get "rewarded" with unusual circumstances like already pointed out.

      However, most of it is pretty unrealistic anyway - throwing a grenade prior to talking with Jock in the helicopter to find all but your head blown off, or turning up alive in the detention cell even after your body became dog food courtesy of explosives or whatnot.

      That being said, sometimes the cut-scenes do take you out of game mode as you realize JC is that badass dude onscreen with a wicked coat and not you...

      I love how they resolved most barrier and fourth wall issues with clues and texts found in the game world

    3. Re:exception... (closest?) by Hurricane78 · · Score: 1

      "If you're shot, it will kill you".

      This is actually not very realistic. A experienced cop will tell you that sometimes you fire half a dozen rounds into someone, and he still walks right at you. You can easily survive a gun wound with some pain killers for the rest of the mission, and then have a medic fix you afterwards. Especially in a high-tech world with nanites and everything.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
  9. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  10. I HATE invisible walls by SharpFang · · Score: 3, Interesting

    There are few more immersion-shattering elements.

    So I plan: "This will be the right sniping spot. I will have them all right on the plate, and covered on their escape route too. The approach is covered, and the location provides decent cover behind these rocks. This should be easy then." Then - bump - invisible wall, border of the world. And I'm stuck with hopeless frontal attack which I barely survive.

    Recently, I began playing Planeshift and learned how to find the perfect spots for mining. Unfortunately some of them are just past the invisible wall, leaving only crumbles for the poor in the open area.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    1. Re:I HATE invisible walls by L4t3r4lu5 · · Score: 1

      This wouldn't be an issue if you weren't a newb camper! :D

      Real men do it with a crowbar.

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    2. Re:I HATE invisible walls by xtracto · · Score: 1

      Your comment reminded me of this hilarious "Sims Horror Movie" video:
      "There's no conceivable way to cross this gate."

      Back when I played D&D, the difference between a good and a bad dungeon master was that when playing with bad DM you would feel like you were more in a rail-quest and if you happened to do something the DM has not planned he would freak out. Great DMs accepted your choices and had a lot of resources to try to make the story flow smooth with your decisions.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    3. Re:I HATE invisible walls by baKanale · · Score: 1

      They did a good job in the original Call of Duty when they (mostly) replaced invisible walls with mine fields. It still kept the player in the bounded area, but the limitation fit the setting, so it didn't feel out of place.

    4. Re:I HATE invisible walls by QuantumG · · Score: 1

      That ok, at some point Planeshift's 1998 graphics will start to appear quaint rather than just ugly and your expectation of reality will go away ;)

      --
      How we know is more important than what we know.
  11. Old discussion by vlokje · · Score: 3, Insightful

    REALLY old discussion.. Similar comments could be read in game magazines when the Amiga was the hottest thing around (late 1980s). People new to gaming tend to prefer realism while long time gamers consider playability more important. Personally I still remember paradroid on the 64 and the amount of time I spend with it. Realism? Not really. Absorbing gameplay? Definitely.

    1. Re:Old discussion by Anonymous Coward · · Score: 0

      REALLY old discussion..

      That was pretty much my though when I read the article: great, another uncanny valley discussion.

      The harder you try the harder you fail.

      Nothing to see here, just some author who doesn't have anything new to report, so he rewrote something old.

  12. Is it my line now? by Windwraith · · Score: 2, Interesting

    As game maker, I completely agree.
    Gamisms are a good thing while reality is usually a burden. Of course it has its place in simulators, and mild levels of realism can be interesting (for example in robots, which I like to articulate in intricate forms), but videogames...they allow us to throw wild levels of nonsense and make them work. Gamisms allow our character to take a fireball to the face or defying death with credits, blessings or potions. It's convenient unless you aim to do a faithful simulation of reality.
    But I think there aren't as many "fantastic" worlds because they require more imagination at work. Structuring a realistic city and putting it into the game is easier than inventing a different sort of world. You can use your mental image of a city, and the workforce will have less trouble adapting to that idea. In 2D it was easier to do because it was all drawn and required less detail and interaction.

    The title is a reference to a game that used complete surreality as a plot device.

    1. Re:Is it my line now? by TheThiefMaster · · Score: 4, Insightful

      I don't get people sometimes.

      Take the game I worked on a little while back: "Vin Diesel: Wheelman". It wasn't a realistic game, it was a game designed like an action driving movie. Driving at impossible speed through a city, impossible jumps, impossible side-swipes, impossible cornering, cars exploding from being shot by a pistol, jumping out of a moving car, into another moving car, the works.

      And it gets points deducted in reviews for not being realistic enough. I can understand if they didn't like it, but at least complain about something it was trying to be.

    2. Re:Is it my line now? by bigstrat2003 · · Score: 1

      Yeah, TFA reminds me of a discussion I've had more than once with a friend of mine. Whenever he and I disagree on whether something is good in a game (example: CoD 4's hardcore mode), he'll usually defend it on the basis of "it's more realistic". My point to him, every time, is so what? It's not fun, and the goal isn't to be realistic, it's to be fun.

      It would be extremely realistic if the game destroyed itself the first time you died, but people would be furious. No one actually wants a realistic game, although they might say they do. What they want is a game which has realistic elements which make it more fun. But most gamers don't think this through, so they think they want realism, when they would actually hate it.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    3. Re:Is it my line now? by HopefulIntern · · Score: 1

      Whenever he and I disagree on whether something is good in a game (example: CoD 4's hardcore mode), he'll usually defend it on the basis of "it's more realistic". My point to him, every time, is so what? It's not fun, and the goal isn't to be realistic, it's to be fun.

      Is your opinion, but maybe not his. I don't mind the frustration of one-hit-kill in the beginning of a game when I am getting used to it, because as I get better at the game, I enjoy the realism. I finally threw away MW2 after hitting someone 3 times with a Barrett .50 cal and them walking away from it. That annoys me more than anything.
      Just because you don't like realism doesn't mean other people don't, it is a difference of opinion in what makes a good game.

    4. Re:Is it my line now? by bigstrat2003 · · Score: 2, Insightful

      I agree that it's a matter of opinion, my point to my friend (and I suppose, in my post above as well) is that if we consider "realism" the goal (as my friend does), we miss the mark. We need to consider "fun" the goal, and then decide how best to accomplish it, which may or may not be realism.

      Realism can indeed lead to fun for many people, but what I find is that a lot of people will confuse realism as the goal, rather than a means to the goal. When you restrict your thinking in that way, you close off whole classes of games which are fun precisely because they're unrealistic. Sure, they won't appeal to all gamers who crave realism, but they will probably appeal to many.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    5. Re:Is it my line now? by Draek · · Score: 1

      It's not just imagination, though: it also requires some degree of scientific knowledge to make your imagination believable enough.

      That's the difference, for instance, between Sid Meier's Alpha Centauri and Final Fantasy VIII in spite of both being equally fictional: once you make a few concessions the SMAC world is relatively coherent and believable, whereas few over the age of 12 can play FF8 without asking why, in a world with modern weaponry such as sniper rifles and gatling guns, your character is a moron who fights with a goddamned sword and dates a chick with an arm-mounted dog cannon.

      --
      No problem is insoluble in all conceivable circumstances.
  13. Re:I played a game once. by SharpFang · · Score: 1

    Yes, it's wxtremely immersive. I felt like I was right there.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  14. Don't see the problem by Seyren · · Score: 1

    Games with real world settings are just hot right now, that's all. It's not like nobody's been making games in fantasy settings recently either, look at dragon age, mass effect, zeno clash, god of war etc. TFA makes it sound like games not based in reality are super rare or something right now, which isn't true at all. Maybe the author was grasping at straws trying to make a deadline or something.

  15. in fact... by naz404 · · Score: 1

    In reality, as a soldier I could disobey my orders and go exploring around the other side. I could be cowardly and turn back to base.

    In fact, I can even start shooting my own teammates when they aren't looking just for fun!

  16. Two Stories... by shoemakc · · Score: 3, Informative

    ...posted two stories after the headline "Haptic Gaming Vest Simulates Punches, Shots, Stabbing". That's just funny. -Chris

    --
    --an unbreakable toy is useful for breaking other toys--
  17. Next you'll say pop culture is not culture by chichilalescu · · Score: 1

    and so on.
    what, just because you're *more* smarter than the rest of us, you think you can get us to pay for your investigation of the nature of reality?
    look, they tell me enough about math and philosophy in school, i just want a place where i can shoot/dismember people, drive really fast, and not have society tell me it's wrong. is that ok? /end sarcasm.

    I agree that computer games could be much more. But the truth is that the people who could enjoy smarter games are already doing it.
    By the way, if any of you has some time on their hands, please make a labyrinth in curved spaces (i know nothing of opengl, here's a link i found http://www.geometrygames.org/CurvedSpaces/ ). Pretty please...

    --
    new sig
  18. Abstraction and Epiphenomena by Beorytis · · Score: 2, Interesting

    ...they, just like a hard core sim, lack the artificial scripting madness that has invested so many of todays games, instead the games provide you with some core gameplay mechanics and everything that follows is basically a result of those.

    You're on to something. At risk of seeming old, I was always fond of the abstract or nearly-abstract games of the early 1980s— Qix or Tempest. Even in games like the original Centipede or Pac-man which purported to represent something vaguely physical, a lot of the excitement and interest was epiphenomenal to the game mechanics and was unknown at the time of design. Game businesses probably don't pursue such things so heavily because of the difficulty in predicting the level of interest.

  19. Kids love the lack of reality... by BlackBloq · · Score: 3, Insightful

    I was chatting with my kid and his friends (11-13) about video games. I was saying how I hated games where you have to shoot someone more than once/twice (I only play hardcore (reality mode) on Modern Warfare 2). I was specifically making fun of Halo and no skill gamers. One kid piped up "why would I want to have it all real! Real is no fun!". Kids play with a big smile and want the fantastic, myself I play with a serious scowl and try real hard to outdo my last games performance. In other words I don't play at games, I try hard at games. Real effort is better rooted in reality unless playing to addictions like gear collectors. We play to hone what we are as a species, like a kitten chasing a floating leaf to hone hunting skills. The gear collectors are driven not by fun but hours of collecting (See work!). PVP reminds me of kids because of the way it plays out in some arenas with taunting and all the silly talking however... I've seen adults freak the f out over PVP games because of how much work/hours they put into character development. To sum up, you can change where we play (in game environment) but not what we are (hunter gatherers).

    1. Re:Kids love the lack of reality... by bigstrat2003 · · Score: 3, Insightful

      The kid is exactly right. I can go outside to get reality, what I want in a game is just enough realism to help my suspension of disbelief, but no more. If I found the reality fun, I'd be doing that, so I would never want a perfect emulation of reality in my game. I refused to play hardcore mode in CoD 4, because it simply sucked all the fun out of the game when you would instantly die and have no way of knowing where you got shot from.

      Oh, and for the record, it isn't "kids" that want a lack of realism. I'm 25, so while I couldn't be called old, I'm certainly not a kid any more either. In fact, until your post, I would've guessed that it was only kids that wanted such "realism" (quote marks used because even "realistic games" usually aren't realistic, including MW1 and 2), but that apparently isn't true either. I suppose it's foolish to try to draw age boundaries, people like what they like.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    2. Re:Kids love the lack of reality... by HopefulIntern · · Score: 1

      Depends what game you are playing. But the very nature of FPS means you can't really have "the real thing". Well, you could go train to be a special forces soldier, but that kind of means you give up everything else in your life just to experience real(istic) combat. The next best thing is a decent FPS. MW2 is not one of those. A direct hit with a decent-sized bullet should knock you down, and make you bleed to death quickly, unless it hit you in a vital place whenby you would die instantly. I could go on, but you get the idea.

    3. Re:Kids love the lack of reality... by Anonymous Coward · · Score: 0

      Depends what game you are playing. But the very nature of FPS means you can't really have "the real thing". Well, you could go train to be a special forces soldier, but that kind of means you give up everything else in your life just to experience real(istic) combat. The next best thing is a decent FPS. MW2 is not one of those. A direct hit with a decent-sized bullet should knock you down, and make you bleed to death quickly, unless it hit you in a vital place whenby you would die instantly. I could go on, but you get the idea.

      IMHO, the "next best thing" to a real combat experience would be something like a real-world military war game exercise, somewhat distantly followed by an elaborate game of paint-ball or laser tag. A good FPS would only be the next best thing if those other two are unavailable, and the second is well within reach of a significant number of middle and working class US citizens (maybe not every afternoon but at least occasionally).

    4. Re:Kids love the lack of reality... by BlackBloq · · Score: 1

      You got stuck on a point because you think I was calling you a kid and that's funny! I guess you can play a game that does not train hunter gathering skills but I don't know what that would be. Really you just died that fast (in COD4) because you suck at 1st person shooters and find reality mode no fun because you can't rabbit hop like unreal tourney. So sad! Stay playing beautiful Katamari ...but thats still gathering :P

    5. Re:Kids love the lack of reality... by bigstrat2003 · · Score: 1

      So, I don't like what you like, and that's because I suck at first person shooters and should go back to $other_game. Yes, that certainly is a mature, carefully-considered response.

      And I wasn't "stuck" on a point about being a kid, I was simply trying to point out how your assumption about age is wrong, and musing that my assumption about age was wrong as well. In other words, I was trying to have a discussion.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    6. Re:Kids love the lack of reality... by Reapy · · Score: 1

      Each game trains specific skills. Your mentality playing the game has nothing to do with how fast your character can die in it. An FPS where you die quickly with one shot teaches you to play differently then a halo style game. I tend to be a fan of the ghost recon/ravenshield type games (well in the past) and even on n64 I would want to play bond on the 1 shot 1 kill mode. I liked it because I couldn't track and aim players that well.

      In those games you sneak around, are clever, keep your weapon pointed to be the first guy to shoot on target. In a halo game, you need to track your target and keep sustained fire on them. It is a different skill to put a person down in a multishot game, and I would even say it requires better aim, because headshots become even more important when the chest shots will keep people alive twice as long. In the 'realistic' game you just hit them first and you win basically, spray in the chest, maybe get a headshot, no biggie, get the drop on them.

      But people's attitudes when they play are different. Some people like to push themselves to become great, to always do better, other people just hop on and play, and some just get good enough to beat the masses and avoid the talent. It is like this in every game.

      At the end of the day we'll never have an environment immersive enough to be reality on current hardware, a mouse, keyboard, screen, and headphones are not enough. You can rotate your head without changing your body orientation and you have peripheral vision, and that nice 6th sense which puts the hairs on the back of your neck up. Moreover, in a video game it doesn't take physical fitness into account, which is probably one of the largest factors in some types of actions that games simulate.

      Anyway, you can be a competitor in any game, not just one that lets you die in one hit.

    7. Re:Kids love the lack of reality... by BlackBloq · · Score: 1

      I could go into the points you ignored or your quick twitch response and your lack of understanding of my comment but hey that would take waaay too much typing and I'm not getting paid for this! And hey you sucking at 1st person shooters ain't the point but you do if you die and don't know what happened I thought maybe you suck. Sorry for being an ass ! Next time I won't direct comments at the poster sorry!

  20. New Cap City? by Anonymous Coward · · Score: 0

    I swear it was almost like being in New Caprica. Even the death is real.

  21. A city o two minds. by Tei · · Score: 1

    The key here is why Second Life is popular for journalist. How is that? is a very minor game, played by few people, that hype his number of accounts to pretend is big, still it get frontpage news often. Why is that? Is not that journalist are stupid, is that theres a type of people where the virtual reality is much more atractive than something abstract. The abstract shotter mean *nothing* to these people. A game played by 80 millions is ignored, by one played by 120.000 becuase the first one is abstract, so It don't make sense to these people.

    I don't claim the people that play realistic shotters can't play abstract shotters. I claim that theres a bias, a preference for the realist one. The realist one has more meaning, it make sense to these people, much more than the abstract one.

    I will not say this is good or bad, but I will say is boring to see lots of similar raycasting engines. Theres very small variation *IN* the realistic shotter. The technology is not there to produce good voxel FPS's, or cartoon rendering FPS's (other than maybe Borderlands). Not all abstraction will be good, but we live in a world where most videogames look alike, and try a type of realism, variation here will be rather good :-)

    --

    -Woof woof woof!

  22. This whole argument is silly... by Anonymous Coward · · Score: 0

    The amount of realism you need should match the story and setting and playfulness of your game. Sure sonic's style works for sonic. Mw2's style works for mw2.
    It's true that games won't come even close to matching reality any time soon, despite how many wide-eyed optimists point at the past and extrapolate into the future, it just
    won't happen like that. But becoming realistic enough is important for MW2 because it's supposed to be a modern wargame based in locales that exist, with
    "real" forces like the USA and Russia. What's the point of doing the very same game but with the "unreal" forces of Chacoogaville and Wallcot's Group? It is needless work
    to make things unreal and then work on them enough to make them come to life. Sticking with real life as a base is a perfectly commendable goal, for a story that is set in real life.

    If he's arguing that video games *should* be unrealistic because they will never be /real/ then he's wasting his breath. Being close enough is good enough. But on the
    other hand if he is decrying the lack of unrealistic games, then more power to him, they're a style that does not deserve to go away.

  23. Re:I visited the Prime Minister once. by Anonymous Coward · · Score: 0

    Chez Pière's.

  24. FF13 is good in this regard by Anonymous Coward · · Score: 0

    Although it has its flaws, FF13's complete lack of realism makes for a very visceral and over-the-top experience. Anyone who has seen this game can tell the designers had a lot of fun and wore their anime influences on their sleeve. In battle, certain characters have an ability that can be used only at a certain period where an enemy is launched up in the air. Then they (and others, too) jump up after it and continue slashing away at it. While airborne, the enemy cannot do anything -- it is your chance to punish them. The game also grants the characters the ability to jump/fall quite high through a plot point. These two examples are in addition to the dragons, robots, ninjas, etc that are in all 'realistic' fantasy games it seems. :)

  25. Emulating Reality by secondhand_Buddah · · Score: 1

    Talk about emulating reality. The diamonds and emeralds are an ASCII relic, while the blue hedgehog is a CGA relic. We inherited these game artefacts because of our limitations in emulating reality. Give it time - the creativity will return, and when it does, it will probably be mind blowingly beautiful.

    --
    Participatory Governance : The only feasible option for a real democracy, where everyone really does have a say.
    1. Re:Emulating Reality by RKThoadan · · Score: 1

      The problem there is that mind-blowingly beautiful is insanely expensive, and will probably remain so for quite some time. This means that money frequently trumps creativity.

    2. Re:Emulating Reality by snuf23 · · Score: 1

      Sonic is a CGA relic? Really? Considering he was developed initially on SEGA consoles that didn't suffer from PC's CGA graphic limitations I find that hard to believe.

      --
      Sometimes my arms bend back.
    3. Re:Emulating Reality by secondhand_Buddah · · Score: 1

      As far as I remember the first color game consoles were 16 colour? - So sure, it was not CGA in the true sense, but it was the same graphics ceiling.

      --
      Participatory Governance : The only feasible option for a real democracy, where everyone really does have a say.
    4. Re:Emulating Reality by Anonymous Coward · · Score: 0

      ...no?

      CGA was a maximum of 4 colours at once from a pallette of 16. EGA on the other hand was 16 colours at once from a pallette of 64 (this pallette may have even been user-specifiable unlike CGA's - not sure offhand). I hope you were thinking of EGA, as that is what the NES at least is closer to, and I assume the Master System was as well.

      And EGA is nothing like the same graphics ceiling as CGA.

  26. Categorization fault - not 'games', FPS games by unity100 · · Score: 1

    what is the guy complaining of afflicts fpses. in other gaming genres the opposite is true. extreme representation and simplification is done. like, in strategy games, for example medieval total war, a whole country, france, can be a single 'province', and you can attack and get all of iberia as a 'province', and then build 10 ships and go sail to levant and conquer jerusalem, syria, in one move. a lot of things are represented with 'points' and percentage modifiers rather than having any mechanic for them. even in the most realistic, well made titles as in paradox's games, you still have excess representation - the whole world is divided to provinces, and the victory and subsequent peace treaty and how much land is exchanged is decided upon the number and importance of provinces a side has, and the manpower each sides have. whereas in reality, you could get entirety of hungary after a decisive single war in the field, by treaty.

    RTSes are even beyond that. you lump up whole battlecruisers as if they were small boats, a huge spaceship can hover over the city that produced it, which is much smaller than itself, tiny barracks can produce infantry units which appear 3-4 times their size on the map.

    these are all minor stuff. but, when they add up, they totally change the atmosphere.

    so, whereas there is a lot of sufferance due to realism in FPSes, there is another sufferance due to the lack of realism in other genres.

  27. One hit kill by tepples · · Score: 1

    I'd like to see a real FPS where one shot and you're done.

    I'd like to see you get through Contra without a Konami code first.

    1. Re:One hit kill by xSauronx · · Score: 1

      to be fair, some FPS mods and multiplayer mods offer 1 shot; 1 kill play...it usually just caters to a small group of players who dig that, but it can be fun. i think Red Orchestra was one to do this early on several years ago as a UT mod. I *loved* it.

      Call of Duty:World at War (maybe others?) can have the multiplayer mode set for 1 shot-1 kill, not that there are loads of servers offering that but it exists. I prefer bolt-action only servers which usually operate that way

      --
      By and large, language is a tool for concealing the truth. -- George Carlin
    2. Re:One hit kill by gauauu · · Score: 1

      I'd like to see you get through Contra without a Konami code first.

      Seriously? Contra was actually a relatively easy game, even without the cheat code. A halfway decent player should be able to beat the game without dying once, with a little bit of practice.

      The 30 lives just made everyone lazy and not careful, so people didn't tend to get good at it.

    3. Re:One hit kill by commodore64_love · · Score: 1

      >>>1 shot; 1 kill play...

      It doesn't even have to be that. It could be 1 shot and you need a medic to patch you up. That's what real war is like. There's no such thing as stumbling-around when you have a bullet in you.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    4. Re:One hit kill by YukiKotetsu · · Score: 1

      Finally, someone else who agrees with me that Contra was an easy game. Spread gun + rapid fire and you could breeze through the game.

  28. Or play Roulette by tepples · · Score: 1

    Well, you know what? True skill is the ability to win the game that actually exists

    How skilled are you at the game of Roulette? Because that's what items turn a fighting game into. When the championship is decided by whether powerful items spawn next to you or next to your opponent, you see why tournament players turn off the game-breaking items.

    1. Re:Or play Roulette by bigstrat2003 · · Score: 1

      Then play a game which doesn't have those things. Otherwise, you're having an event which supposedly tests your skill at Smash Bros, but you aren't actually playing Smash Bros.

      I also disagree that items turn Smash Bros into roulette. They're simply another factor to contend with, and you can overcome unfavorable item distribution with skillful play.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    2. Re:Or play Roulette by tepples · · Score: 1

      you can overcome unfavorable item distribution with skillful play.

      Not when the item is Smash Ball, and some characters' Final Smashes are overpowered. As "Brawl Taunts" put it, "I'm too cheap!"

      you can overcome unfavorable item distribution with skillful play.

      Beat a tournament-level player while allowing the other player to get all the items, including all the Starman and Smash Ball power-ups, and I'll believe you. It's not like Tetris, where since 2001, all players are guaranteed to get an even distribution of pieces over the short run.

    3. Re:Or play Roulette by ultranova · · Score: 1

      Poker is also a game where your hand depends on luck, yet other people manage to consistently win more than they lose, while others are those who supply those wins.

      No championship should be decided by a single game. Even if chance plays no part in the game itself, even the most skilled people sometimes make dumb mistakes; "Know you not that even the very doughtiest of the doughty may run afoul of a day most bad?"

      In other words, simply have an even and greater than one number of rounds, and the one who wins most of them wins the match. That should even out the effects of luck, and favour those who are better at taking advantage of it.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    4. Re:Or play Roulette by tepples · · Score: 1

      No championship should be decided by a single game.

      NFL football and NCAA basketball have too many entrants, and too long of a recuperation between games, to allow for a full series at each playoff level. NCAA football doesn't even have a proper playoff because it would require keeping student athletes away from school for too long; instead, it just chooses the two teams with the best regular-season records to play a single game. I've never been to a Smash Bros. tournament; could it be made five times as long without screwing things up?

  29. Bioware and Rockstar by joeszilagyi · · Score: 2, Insightful

    For all the griping about RPG elements missing from games and immersion and realism, not a single word about Bioware that I can see and only a passing reference to Rockstar's Grand Theft Auto Series. Really?

    GTA4: Liberty City is insanely big, open world, no invisible borders, and fairly realistic physics, except that you--and to a lesser degree other characters--can take a slightly higher beating than in real life and survive. This is the closest you can get to "real", until Red Dead Redemption comes out.

    Bioware, Mass Effect 1/2: gold standard for RPGs. Runner up: Dragon Age. Your actions shape the story outcome, responses, and so on. Leveling shapes the nature and tone of your character in play and combat.

    --
    Dude, where's my packet?
    1. Re:Bioware and Rockstar by Anonymous Coward · · Score: 0

      No.

    2. Re:Bioware and Rockstar by grumbel · · Score: 1

      GTA4: Liberty City is insanely big, open world, no invisible borders, ...

      Not quite, GTA4 lacks persistence. Vehicles might disappear when you look into the other direction and missions are completly inaccessible unless triggered by a cutscene. Its kind of a bummer when you shall kill some thugs, but you can't shot them from a distance, as they are not even there unless you get close enough and the script triggers inserts them into the gaming world. The GTA-kind of open world games are really just simple linear games that share the same huge level for each mission, but between missions everything is basically reset to zero. Also the ending of GTA4 sucked a lot and the lack of choice in the outcome was annoying, but thats another story.

      With Mass Effect I kind of agree, those games are amazing, but more because of the good story then RPG or choice. In Mass Effect 1 people got annoyed by the Mako driving and the inventory, in Mass Effect 2 then, instead of improving the issues, they ripped them out completly. You can't even upgrade the armor of your team mates anymore. Thus reducing the rather open RPG game world of ME1 to a rather small set of linear levels, you still can take the levels in different orders, but the levels themselves are very linear and flat in ME2. Choice in Mass Effect is also an illusion, you have basically the choice between playing a nice guy or an asshole, but you can really chose to actually do anything that will impact the story.

      In the end it really comes down to expectations, when one has played the likes of Elite, XCom, Syndicate or EF2000 well over a decade ago, I just expect more from my games in 2010. And as much as I love Mass Effect, its basically just Wing Commander with space marines instead of fighter pilots, thats not a bad thing, but neither something that goes beyond games of the past. In terms of graphics and physics games have improved a lot, but in terms of what your character is allowed to do in the game world very little has changed in a long while.

  30. "Start Over" is unrealistic by tepples · · Score: 2, Insightful

    But when I want realistic online warfare, I want just that, realism.

    Like having to learn to walk? Or being killed in one hit and never being able to play again? Or being injured and ending up in a hospital for weeks or months, also unable to play? Technically, even "Start Over" is unrealistic.

    1. Re:"Start Over" is unrealistic by HopefulIntern · · Score: 1

      Well, there is a reason we play games (or simulators, as is a more apt word) rather than do the real thing. It is for those reasons you list. I agree a game so realistic that you could only play it until you were killed would be boring and pointless.

  31. I think TFA is on the right track, but... by mindwanderer · · Score: 1

    one which will lead to the same place if developers aren't careful. Old games inspired people, took them to wholly different worlds because it left a lot to your imagination. It's curious to have come across this article today because just yesterday I was replaying half-life 2, felt intensely bored, and suddenly felt like playing the original quake. The premise is virtually identical: go in and shoot anything that moves until it stops moving. Yet in quake, in the back of my mind there were always these questions: Where am I? How old is this place? What manner of creatures have lived here? Is this on a different planet? A different galaxy? Because really, the game gives you no effing clues.

    These days I don't know if we're playing games anymore or if the games are playing us. Don't get me started on RPGs that throw lore at you like you have nothing better in your life to do than read crappy fiction.

    --
    :wq
  32. When reality gets in the way of fun by tepples · · Score: 1

    the blue hedgehog is a CGA relic

    There were odd-colored cartoon animals long before video games were invented. Sonic games wouldn't have been as fun if Sonic looked and acted like a real hedgehog

  33. what a surprise by Anonymous Coward · · Score: 0

    live off the interest

    I always figured you were a Rethuglican Jew.

    1. Re:what a surprise by commodore64_love · · Score: 1

      Anonymous Coward wrote:

      >>>>>live off the interest
      >>
      >>I always figured you were a Rethuglican Jew.
      .

      President Carter? Is that you? I love Democrats. C'mere and give me a hug you name-calling sweet-talking SOB.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
  34. Re:I visited an unrealistic Lara Croft once. by Anonymous Coward · · Score: 0

    Check hers!

  35. So you're a competitive gamer, huh? by Anonymous Coward · · Score: 0

    Why, then, are you playing a game with no dedicated server support, no real anti-cheat system, with flawed and random gameplay?

    Hate to be the one to break it to you, but you're playing a terrible game that caters to casual players who have no actual interest in being competitive and spending long hours in front of their monitors / TVs in order to get good at it. Unless you're completely new to gaming and/or really slow, there is no learning curve whatsoever and not much skill required to play it; by employing a large number of luck-based elements (spread coupled with "realistic" damage, unlocks etc.), the "skill ceiling" has been effectively lowered to the point no one can get "too good" at the game, so that any person playing it can win once in a while.

    If you really are a competitive player, do yourself a favor and try playing some of the oldschool deathmatch type games like Quake (Quake Live is free and pretty active). See how you stack up against some of the low-tier pub players after months of rigorous training in MW2. Try playing in some of the higher tiers, get totally slaughtered. Watch some demos from professional gamers recorded at large lan events, and keep in mind that any of those pros could single-handedly wipe the floor with all the players you struggled against on pub servers without even flinching. Quake, Unreal Tournament, Tribes, RTCW/ET are the games that actually require skill to play and reward you if you put some time into training etc.

    There's room for casual games like MW2/BFBC2/Halo etc. and I've got nothing against them, but saying that they require any real skill, dedication, patience etc. to be good at is just laughable.

  36. Er... by Quiet_Desperation · · Score: 1

    Remember when the norm for a video game was a blue hedgehog that ran fast and collected rings and emeralds?

    And now we have sexy blue Asari commandos quickly kicking ass and collecting names.

    Personally, I'd call that an improvement, but each to his own.

    My last five "big" games were Mass Effect 2, Assassin's Creed 2, Bioshock 2, Demon's Souls and Final Fantasy 13, so I'm not real clear on the whole "games are too realistic" concept. Dozens of alien races, 15th century Italy, a dying undersea city, a demon haunted world and cell powered Final Fantasy psychedelia- yeah, I can just walk out my door and see all that.

    Maybe I'd feel differently if I played endless FPS games day in and day out, but then then the article switches to complain that they are not real enough, so who even knows WTF they are babbling about.

    You want real? Go outside. Or join the Army. Real enough for you yet? Or just have a friend pop a cap in you when you get snipered in a game.

  37. Re:I visited an unrealistic Lara Croft once. by Captain+Splendid · · Score: 1

    Hardly knew her.

    --
    Linux, you magnificent bastard, I read the fucking manual!
  38. Acceptable breaks from reality by tepples · · Score: 2, Interesting

    So the debate isn't realism vs. non-realism; it's what falls into acceptable breaks from reality.

  39. rather have consistency not reality by fikx · · Score: 1

    I worry about games in similar ways, but not sure if "realistic" games are what I worry about. I DO think game dev's are putting out to many games based on stuff we have now. Those might be called realistic I guess. I'd rather see less games in game universes based on existing settings, but I include historical based games (WWI, WWII, Old west, medieval, etc.) as well as all the combat games that happen in settings too similar to what we have already, which to me includes all the modern warfare/battlefield/blah blah blah and I also include the futuristic and alternate future games (just like today, but a disaster happens!) that are just today's world with a theme slapped on them (pulse gun instead of pullets, but reacts the same way as bullets...).
    When people want more "realism" in games like FPS, physics based games, etc. I don't think realism, I just want the game rules to be consistent. invisible walls, oddball character behavior just to move you to the next section, plot devices that don't fit, all those things count as inconsistent to me (as well as breaking the physics engine for some scripted sequence or boss battle) are the things that tick me off in games. I don't care what weird game rules dev's come up with, as long as they don't change rules to make something more challenging mid-game or to get you in the right place for the story to go where they want it to...

    --
    AB HOC POSSUM VIDERE DOMUM TUUM
  40. Yawn... by Anonymous Coward · · Score: 0

    If I want to play crappy cell shaded cartoony looking games, I'll pull out one of my old 16b era computers, or if I wanted to play a platformer or some other type of game that he espouses I'd pull out a handheld console.

    Bottom line here, IS the HOLY GRAIL of gaming is MORE REALISTIC looking games. I looked forward for years to advances in GPUs as they improved their ability to render game in something other than some shitty cartoonish pixelized way. Sure some games ARE btter off being rendered less realistically, but bottom line here is that there just aren't many of them where it would work or is what I would want to see, e.g. TF2 of course that suffers from a whole host of crappy gameplay mechanic changes from TFC anyways, which I still play regularly along with Fortress Forever.

    I mean could you imagine Arma or many of the RPGs with crappy cartoony gfx?

  41. Take Those Old Records Off The Shelf by Anonymous Coward · · Score: 0

    Yeah, the cinema was never the same when they added sound. Going color was kicking a dead horse when it was down. Now this 3D stuff, did you see what it did to Avatar, completely ruined it, that would have been much better served in black and white with no sound but a live piano, let me tell you.

  42. How real is real enough? by Leo+Sasquatch · · Score: 1

    What constitutes 'realism' in the first place? I remember being very impressed with the guard's walk-cycle animations on GoldenEye years ago, but I also feared that when I dropped a guard with a headshot, I might go over to him and find the wallet had fallen out of his pocket, to display the photo of his wife and kids and I'd never be able to play the game again.

    Do you want to be able to get forensic on the results of a sniper shot ("Look! Sinuses!")? Does having a car's brake discs glow red under heavy braking in a race game make any appreciable difference to the game, especially if the 'realism' is thwarted somewhat by the usual drawback of 'licensed cars'='no damage modelling'? Does accurately mapping the tread pattern in GT5 actually have any effect on the car's handling?

    I don't know if I could handle genuine AI in video games. I think I have a hard enough time with Artificial Stupidity. There are already games with CPU enemies that can see your muzzle-flash from 800 yards away, and shoot you in the chin from the same range. I've just been playing Uncharted 2, and if the guards and enemies actually knew how to use cover and flanking manoeuvres, you could never actually progress past the first level. When it's you and a pistol against multiple enemies with armour, shotguns and grenade launchers, they can't be allowed to be particularly bright, or they will be as unbeatable as they would be in real life.

    What does bother me is the level of stupidity on the civilians in some sandbox games. How many times have citizens in GTA walked past 10 yards away, oblivious to the fact that I'm murdering someone in broad daylight? At least in Prototype, the citizens will react if you 'hulk out' in front of them and run away, but leave the area, go back 30 seconds later, and everybody's walking around perfectly normally, like they hadn't just seen me beat someone to death with their own spleen. And how 'realistic' were the GTA series anyway, where there was nobody under the age of 18 in the whole city, and no schools, so there was no way you could ever kill a child.

    I seem to recall that games like Theme Park etc. have little personal 'scripts' running for all the patrons of the park - how hungry they are, how bored, thirsty and the like. Would it be possible to have the same for a sandbox city, even down to your approval rating, in a superhero game? Crush one too many criminals with a squad car, and have to go rogue and vigilante, instead of being the media's latest craze.

    Realism is difficult - I appreciate this. Designing a world to give players maximum freedom is much more complex than the very tightly-controlled worlds we're currently being offered, where wood does not burn, glass does not break, and a rocket-launcher will not break through a wooden door. As long as we're willing to accept these strictures and just keep buying and playing the latest iteration of whatever 3D engine is the current hot property, there is no reason whatsoever for any games company to attempt to offer us any semblance of true realism.

    1. Re:How real is real enough? by grumbel · · Score: 1

      I don't know if I could handle genuine AI in video games.

      That wouldn't be a problem in reality, as a game that has realistic AI would be designed and balanced around having realistic AI.

      The reason why you encoder dozens and dozens of enemies today is simply because enemies are dead stupid, so they have to make up what they lack in AI by just higher numbers of enemies.

      And if all game design fails with a hyper intelligent AI enemy you could still switch around and simply make the clever AI your teammate, while the enemies are some kind of stupid zombie. So I wouldn't really worry about to much AI, especially not in times where AI still has trouble with pathfinding its way around a box. We are still far away from good AI in games.

      Realism is difficult - I appreciate this. Designing a world to give players maximum freedom is much more complex than the very tightly-controlled worlds we're currently being offered,

      To a certain degree its actually much easier to do a game with lots of freedom, as you simply do not have to care about each and every detail in the game world. You don't have to script and motion capture an enemy falling down the stairs when physics engine can do those situations automatically for you. You however of course give up tight control over the story. If you give the player maximum freedom you can't stop him from not doing what you have planed without falling back to invisible falls and other hacks, so its best to just not plan much, instead give the player a goal that he has to accomplish, but let him rather free hand in how exactly to accomplish that goal.

  43. Amen by Anonymous Coward · · Score: 0

    Amen to that! I've been gaming since Intellivision was the thing and have been growing tired of the reality based games. Tired of waiting for every other Final Fantasy, with the exception of X. Hopefully this idea will catch and developers will take notice. Enough is enough already, take the plunge, be creative, do things differently.

  44. Play more games, dummy! by Anonymous Coward · · Score: 0

    Wrong POV. You're not playing a new character, or yourself -- you are playing an avatar, aka RPG. If the character knows how to walk, there is no purpose in introducing a mechanic to learn how to walk.

    BTW, the realistic FPS shooters have done what you said for over 10 years. Injured = bleeding, disabled, eventual death, first aid for minor wounds. Killed in one shot 400 yards = this is where strategy comes in. Death = you take control over another avatar (NPC), or are forced to observe your teammates for the remainder of the match (which can be hours).

    Basically, you and the author of this article wrote from inexperience. MW2 is the Quake of yesterday. Required reading material: Tactical shooters. I suggest you start with AA, ARMA, OFP, RO, RS, and VBS2 (or VBS1).

  45. A match taking five years by tepples · · Score: 1

    weeks or months, also unable to play

    the remainder of the match (which can be hours)

    Realistic: an online shooter where each player is allowed one character for the duration of the match.
    More realistic: such a shooter where each match takes half a decade, just like World War II or the Iraq War.

    1. Re:A match taking five years by Anonymous Coward · · Score: 0

      Realistic: an online shooter where each player is allowed one character for the duration of the match.

      I don't agree with that definition of realistic. When it comes down to it, you are remotely controlling a drone through a monitor/TV screen. UAV operators switching between remote planes is the equivalent here.

      Also, this behavior (character fallback) is an option toggled by the server. OFP didn't even have this mechanic in 2000, IIRC -- it was implemented by community scripts. In ARMA/OFP/VBS, if no NPC's exist (all humans) then you are permanently out. Any time AI is involved, it immediately becomes unrealistic, so this is a good compromise IMO.

      More realistic: such a shooter where each match takes half a decade, just like World War II or the Iraq War.

      Yes, but this is being pedantic. The main assumption here is that you are taking control at the outset of a combat engagement. It's a military (shooter) simulation after all, not a human life or logistics simulation.

  46. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion