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Crytek Dev On Fun vs. Realism In Game Guns

An anonymous reader tips a post from Pascal Eggert, a gun enthusiast and Crytek developer, who sheds some light on how weaponry in modern shooters is designed. Quoting: "Guns in games are like guns in movies: it is all about looks, sounds and clichés. Just like in the movies, games have established a certain perception of weapons in the mind of the public and just like in movies games get almost everything wrong. ... The fact is that we are not trying to simulate reality but are creating products to provide entertainment. ... if you want to replicate the looks of something you need to at least see it, but using it is even better. You should hold a gun in your hands, fire it and reload it to understand what does what — and at that point you will realize, there is nothing on it that does not have a function — because guns are tools for professionals. Lot of weapon designers in the game industry get that wrong. They think of guns like products for consumers or magic devices that kill people at a distance when really it's just a simple and elegant mechanism that propels little pieces of metal. Unfortunately 3D artists often only get access to the photos that Google Image Search comes up with if you enter 'future assault rifle' or, even worse, pictures from other games and movies that also got it wrong. This may explain a lot of common visual mistakes in games, especially since guns are mostly photographed from the side and egoshooters show weapons from the first person view." This article is drawn from his personal experience in the game industry. The images shown are Pascal's personal work and are not related to his work at Crytek.

324 comments

  1. Maybe... by sortius_nod · · Score: 3, Insightful

    Crytek can look at making their games fun first...

    1. Re:Maybe... by Anonymous Coward · · Score: 0

      Crytek can look at making their games run fast...

      Corrected that for you.

    2. Re:Maybe... by MoFoQ · · Score: 2, Insightful

      I'd say both.....there's no point in playing a "fast tech demo"......if I wanted to do that...I'd actually play Doom 3.

    3. Re:Maybe... by RogueyWon · · Score: 5, Insightful

      I don't "get" the hate for Crysis. I've played the original Crysis through three times and Warhead twice, and have always found it highly enjoyable. Many of the levels are quite open, allowing for a number of different approaches (so different playthroughs can feel radically different). The nanosuit system is slick and allows for a lot of variation in how you fight (though I suspect a lot of people never get past just using armour-mode and playing in a very traditional fps style) and the AI is reasonable enough. Ok, it's not flawless; the plot is pretty stupid (though that goes for almost all fpses), the "float around in the alien ship" section goes on for too long and the Warhead expansion is maybe a touch on the short side (though while it lasts, it does tend to emphasise the better aspects of the first game), but despite being several years old, I'd say it holds up well against more recent fpses - while still looking better than them.

      I think what I like most about Crysis is that it's a PC game that actually feels like it's making use of the hardware. Don't get me wrong, I like my PS3 and 360, but it does frustrate me that almost anything I play on the PC has been limited for cross-platform compatibility with console hardware that's more than 4 years old. I remember in the latter days of old console cycles, such as the SNES/Genesis cycle, the PC was putting out the kind of gaming experiences and the kind of visuals that made console gamers' jaws drop in astonishment. Crysis is the only PC game I've seen that has come close to replicating that for the current generation.

    4. Re:Maybe... by Anonymous Coward · · Score: 0

      No, his post is not boring at all. Yours is.

    5. Re:Maybe... by L4t3r4lu5 · · Score: 5, Informative

      Anybody who only used the armour mode on the nanosuit needs to reinstall the game and play through again. As a different class of player.

      I love Crysis because it is at least three different FPS games rolled into one. You play in the standard armour mode, you head in, kill some bad guys, win the day. You play in stealth and pick off opponents from far away, then slip away into the shadows to attack from another position. You mix it up with speed and strength to charge in and beat the living hell out of something. I've never played a game with such dynamic alterations to gameplay without having to stop, quit, and change class. You're a HW Guy, a Sniper, and a Scout all at once.

      If you've completed it and fancy some awesome God-like carnage, edit the ini file to make suit recharging almost instant, clips hold 999 ammo, and run speed twice as fast. Super sweet.

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    6. Re:Maybe... by Ritz_Just_Ritz · · Score: 2, Informative

      Agreed. I like Crysis because of its overall polish and the flexibility allowed in terms of how problems can be solved. It doesn't hurt that the eye candy is ALSO rather stunning if your rig has the hardware to handle it. So I'm willing to accept less "realistic" gunplay for better overall realism and more engaging environment.

      If you want 100% realistic gunplay, get off your ass, give the sofa a rest, and visit a rifle range.

    7. Re:Maybe... by kangsterizer · · Score: 1

      I sure agree, Crysis is an excellent game by many standards. Most games are nowadays "Source Engine" based and acquirable via Steam, they feel all roughly the same (even if the scenario, textures, models are different) and the engine itself is not all that polished despite it's many years (it feels like Quake 1 based and mostly rewritten but keeping the same bases - because, it actually is). It doesn't mean games like half life aren't fun and good - they quite damn are, but the engine polish is not there.

      Crytek (the engine) on the other hand is extremely polished. Playing it feels like sitting in a super refined sport car. Everything works well and smooth even when you're pushing it. Movement is perfect and so on. No sound glitches. Proper aim. Even better than Quake 3/Live movement which is pretty good in my eyes.

      While the scenario isn't especially original and the game is rather short, I enjoyed playing it and re-playing it just because the engine is so damn good.

      Sure, for XBox 360 shooters fans, you probably don't actually realize what's perfect movement. It's not achievable with a game pad. Not even talking about FPS ported from console to PC with horrible game-pad feeling while using the mouse.

      The new Crysis will come out and I'm pretty sure it will be good as well engine-wise, at least on PC since the console version has to accommodate with the controllers and lower power (but I hope and suppose they didn't screw that up, some console FPS are still very decent to play it's just not in the same league control wise). Now if they could come out with an environment and scenario that is actually as awesome as the engine it would make a great game, and not just a game for enthusiasts like me.

      For example, Duke Nukem forever on Crytek would be so awesome ! oh wait, can't make those DNF jokes anymore can I...

    8. Re:Maybe... by hedwards · · Score: 1

      Doom, now there's a poster boy for realistic firearms if ever I saw one. Now excuse me as I use my BFG to hunt gophers.

    9. Re:Maybe... by Ruede · · Score: 1

      > Crytek can look at making their games run bug free....

      fiexed that for you.
      far cry slowed down after a while
      crysis had the sound loop bug (gun fire...)

    10. Re:Maybe... by jgtg32a · · Score: 1

      >I've played
      br>

      That's why you don't get the hate for it, you've actually played the game

    11. Re:Maybe... by Andy+Dodd · · Score: 5, Informative

      I loved playing through most of the game using the stealth mode... It's a bit slower but takes more finesse.

      However, the multiplayer design of Crysis was absolute shit. Anyone should've picked up from the DX9-clients-can't-mix-with-DX10-clients that Crytek violated one of the first rules of multiplayer game architecture - DO NOT TRUST THE CLIENT. In Crysis' case, apparently they offloaded world physics calculations to the client, and also trusted the client WAY too much.

      For example, if a client said, "my 9mm pistol does 9999 damage", the server would say, "OK, 9999 damage to your target. Oh look, it's instadead."

      Similarly, if a game client said, "My vehicle is immune to all forms of fire.", the server would happily say, "You got hit with a missile. Oh, you're immune to explosive damage - no damage at all!"

      I played multiplayer for two weeks, the second of which was playing with the INI files figuring out what degree of cheating would not get noticed. (Thanks to the blatant instakillpistol cheaters, there was a LOT of potential for nonobvious cheating, such as the 400HP Toyota truck with a tweaked suspension.) After that I uninstalled the game and haven't played since. Cheating was, of course, unexciting other than the technical challenges of modding the game. Playing legit was pointless because of the ease of cheating.

      --
      retrorocket.o not found, launch anyway?
    12. Re:Maybe... by NotQuiteReal · · Score: 1

      The BFG would be a poor choice for gophers... they tend to have a hole nearby.

      The BFG is generally best used on whiners.

      --
      This issue is a bit more complicated than you think.
    13. Re:Maybe... by RogueyWon · · Score: 1

      I don't recognise that from Crysis. Farcry, which is the spiritual predecessor to Crysis, suffered from this problem (and it only got worse later in the game - cf. the infamous volcano-level). However, while Crysis is tricky on a first playthrough, my impression was that they'd fixed a lot of the earlier problems relating to overly-deadly enemies. If you keep the suit in armour-mode when you're not in combat, you'll never be 1-hit killed by a sniper.

    14. Re:Maybe... by morari · · Score: 1

      You'd really want the BFG10K for gophers. Just let them try to escape from those homing laser lines!

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    15. Re:Maybe... by skids · · Score: 1

      There's a reason why UT, a game with entirely implausible weapons and a joke of a campaign mode, still has active online play while most game's online communities fizzle out. The guns are designed entirely for game balance, and decorated entirely for fun. Realism be damned. It is Unreal, after all.

      (Though I sure as hell miss the ripper in UT3, gotta say.)

    16. Re:Maybe... by hairyfeet · · Score: 1

      Well I would agree with you to a point because in certain cases the lack of realism really blows the game. For example I'm sure we have all been pissed off when we come up to a wooden door and our RPG which has been making serious death to all kinds of armored foes is as useless as a BB gun against the mighty...wooden door.Or having a lovely chain link fence that magically works like a force field keeping an M60 from getting a single round through.

      So I'd say it is less about having perfect realism as much as it is having weapons be consistent in the game world. I find it odd the game developers do all this talk about realistic physics and the like and they can't even get their games to follow basic logic. If my weapon can shred a tank a fricking door ought to be Swiss cheese, okay?

      --
      ACs don't waste your time replying, your posts are never seen by me.
    17. Re:Maybe... by danieltdp · · Score: 1

      NOW I understand why crysis multiplayer was too hard... Lucky me I gave up quickly and move on to other online options

      --
      -- dnl
    18. Re:Maybe... by mdm-adph · · Score: 1

      Or just play some STALKER. Guns are frustratingly real in that game.

      --
      It is by my will alone my thoughts acquire motion; it is by the juice of the coffee bean that the thoughts acquire speed
    19. Re:Maybe... by ultranova · · Score: 2, Funny

      Playing legit was pointless because of the ease of cheating.

      So it has potential as an MBA teaching tool, then?

      --

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

    20. Re:Maybe... by sexconker · · Score: 1

      This.
      Crysis is boring.
      It's a generic FPS with a terrible story and fancy graphics.

      And don't forget about the hilariously bad AI, the game-breaking bugs, and the overall shitty performance.

      The reason people use Crysis as a benchmark is because it's an unoptimized piece of shit. Plenty of games look AND run better. The CryEngine is a dog. A pretty dog, but a fucking dog.

      The next Unreal and Doom engines look far more interesting.

    21. Re:Maybe... by stg · · Score: 1

      I also loved Crysis in stealth mode. However, the alien section was nowhere as good... On both the original and expansion.

      I felt the same way about Crytek's first game - Far Cry. I didn't like the monster section at all.

    22. Re:Maybe... by Andy+Dodd · · Score: 1

      I'm surprised you didn't catch on to the instakill cheaters faster. It was next to impossible not to notice them.

      Probably only 1% of INI tweaks made any attempt at hiding like my experiments (reduction in assault rifle spread and a 20% damage boost never got noticed, for example, usually because at least one person was pistol instakilling or VTOL godmoding on the same server), nearly everyone just went "all out".

      Another nasty tactic was modifying the AA tank to get unlimited ammo and the ability to depress the gun to downward angles... No one ever noticed that tweak either, as long as the AA tank didn't have "godmode armor" too.

      --
      retrorocket.o not found, launch anyway?
    23. Re:Maybe... by drsquare · · Score: 1

      So what you like about Crysis is that it justifies spending all that money on hardware?

    24. Re:Maybe... by GameboyRMH · · Score: 1

      Frustratingly real? You're doing it wrong! I had way too much fun with my modded AC-96/2 and Eliminator auto-shotgun in CoP. Now SoC, that can be annoying without the Repair mod.

      The ultimate STALKER game would be SoC remade with the improvements brought into CoP (and maybe offering some of CoP's content as side-missions), although I didn't like the way artifacts were nerfed in CoP. CoP's storyline and ending were letdowns (especially compared to the standard set by SoC).

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    25. Re:Maybe... by danieltdp · · Score: 1

      The problem was lack of online experience. I only played Team Fortress Before it. So I just assumed I was lame :-)

      Now I play Battlefield Bad Company 2. You can find pretty nice servers around. Know I know I am not lame at all :-)

      --
      -- dnl
    26. Re:Maybe... by GameboyRMH · · Score: 1

      If you think Crysis is a "boring," "generic FPS" you must have left the suit in Armor mode. And probably quit before the zero-G level.

      I don't remember running into any bugs in Crysis. I wouldn't say the AI is "hilariously" bad either. I definitely liked the way they interact with the player.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    27. Re:Maybe... by sexconker · · Score: 0, Flamebait

      It is boring.
      It is generic.
      I used all four armor modes.
      I played through most of the game.

      youtube.com crysis bug or crysis ai

      http://www.youtube.com/watch?v=LJkCWQcZYKo
      http://www.youtube.com/watch?v=vre1ABXbMoM
      http://www.youtube.com/watch?v=GNRvYqTKqFY
      http://www.youtube.com/watch?v=vDkD1Vj5o64
      http://www.youtube.com/watch?v=u4wAYp1ryq8

      Crysis is a polished turd, nothing more.

    28. Re:Maybe... by Dutch+Gun · · Score: 1

      Sure, for XBox 360 shooters fans, you probably don't actually realize what's perfect movement. It's not achievable with a game pad. Not even talking about FPS ported from console to PC with horrible game-pad feeling while using the mouse.

      You mean, like being able to move fluidly at any angle, at any variable speed, instead of a single speed in only eight directions? Oh, wait...

      --
      Irony: Agile development has too much intertia to be abandoned now.
    29. Re:Maybe... by Draek · · Score: 1

      I don't "get" the hate for Crysis. I've played the original Crysis through three times and Warhead twice, and have always found it highly enjoyable.

      Well, it's simple. Most people have different taste, and many didn't like it. When coupled with the fact that the overwhelming majority of people who *did* like it name the graphics as their #1 reason, well, I can't say the hatred is entirely undeserved.

      Personally I understand, though not share your impression of Crysis. I had a similar impression of Far Cry 2, a game that is *also* hated by many gamers though, not being as "OMG shiny" as Crysis, it doesn't have nearly the same amount of fans. Why did I like FC2 and not Crysis? probably just different taste ;)

      --
      No problem is insoluble in all conceivable circumstances.
    30. Re:Maybe... by ewanm89 · · Score: 1

      Or just use the all weapons and unlimited ammo on the dev mode console, and get out the mininuke launcher ;)

    31. Re:Maybe... by ravenshrike · · Score: 1

      Sooo, Bono works at Crytek?

    32. Re:Maybe... by mjwx · · Score: 1

      I don't "get" the hate for Crysis. I've played the original Crysis through three times and Warhead twice, and have always found it highly enjoyable.

      I think it's a case of not living up to the hype.

      Far Cry (made by the same people as Crysis, not Far Cry 2) was a hidden gem that practically came out of nowhere with ruthless game play and eye (and GPU) melting graphics.

      Crysis was a well published game that had the hype machine turned up to 11 with some slightly more forgiving game play and eye (and GPU) melting graphics.

      And when I say "slightly more forgiving" I mean not as harsh as Far Cry's was. Compared to the likes of COD where you have to try very hard _to_ get killed Crysis is extremely unforgiving. Personally I think Crytek took a step in the right direction as Far Cry was brutal. Back to the point at hand...

      Crytek talked up a game that was supposed to be the bees knees but in the end they had cut about 1/3 of the content to get it out on time, which isn't too bad as the game they delivered was mostly complete with a few plot holes. But it wasn't the cure for at least 1 type of cancer we were promised. Dont get me wrong, I enjoy Crysis on it's own merits but cant buy Warhead because of mandatory activations. Crysis is, in the age of Modern Warfare a good First Person Shooter, I'd go as far as saying it's a very good FPS but it's not a great FPS and not the FPS that Crytek and EA talked up. Crysis had two downfalls, the small one was extreme system requirements (no problem for my gaming rig, but this post will not run Crysis) and the big one, game play fell into a giant heap at the end of the game, it stopped being about stealth _OR_ flanking _OR_ brute force and just became all brute force. I believe this is because Crytek was forced to cut content to meet a deadline and I dont hate them for that, I hate EA for placing the god damned deadline.

      If EA doesn't have activation limits on Crysis 2, I'll buy it because Crysis was a game I enjoyed, I could live with the flaws and still enjoy it because it was a good game. Not having the glaring flaws would have made Crysis into a great game.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    33. Re:Maybe... by mjwx · · Score: 1

      However, the multiplayer design of Crysis was absolute shit. Anyone should've picked up from the DX9-clients-can't-mix-with-DX10-clients that Crytek violated one of the first rules of multiplayer game architecture - DO NOT TRUST THE CLIENT. In Crysis' case, apparently they offloaded world physics calculations to the client, and also trusted the client WAY too much.

      Crysis' multiplayer was actually quite well designed, apart from the glaring flaw you just mentioned. You could spend hours of fun playing Power Struggle at a LAN parties because you could get up and physically slap cheaters, internet multiplayer on Crysis was bad because you just couldn't do this.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    34. Re:Maybe... by rastoboy29 · · Score: 1

      If you like FPS's that make use of the hardware, you should try my game (in my sig).  It uses the Torque engine, but other than that has been a one man job.  It has programmer's artwork and artist's programming, but it's the game I wanted to play :-)

      In particulary, I'm throwing *lots* of polys at your video card in order to use polysoup collision meshes instead of the BSP (convex only) that even today's titles *still* use.  This lets me make some really crazy levels, all of them large indoor spaces.

      It's also got every trope known to man--you start off as an (out of scale) army man in a kid's room, and you can drive his toy cars, fly his model airplanes, use jetpacks (jetpacks!) drive on walls/ceiling, hopping cars, wings for cars that let you hop reallllly high, guns on cars of course, etc. etc.  You capture the enemy flag by propelling yourself, by hook or by crook, through a giant basketball net.  etc.

      Very much an indie game, and free, too :-).  But I definitely use your hardware.  You really want at least 768MB video card for best performance.

    35. Re:Maybe... by kangsterizer · · Score: 1

      nothings better than trying to go from one point to another and be "o smartedut" by the console game half scripted movement for joypads (and die)

    36. Re:Maybe... by Andy+Dodd · · Score: 1

      I agree, the design could have been, in theory, a blast. But their security methodology can only be described as "EPIC FAIL".

      In a properly designed game, the "worst case" scenario for cheating is aimbots. In Crysis, the problem went WAY beyond aimbots.

      I'm not sure whether or not Punkbuster even had the ability to catch the problems or not - the second major security problem Crysis had was that their Punkbuster implementation apparently caused massive memory leaks on dedicated servers. As a result, no dedicated servers enabled it.

      --
      retrorocket.o not found, launch anyway?
    37. Re:Maybe... by awrowe · · Score: 1

      Use a bfg on a gopher, the hole would suddenly be a HELL of a lot closer

      --
      A.I. Research. The peculiar science in which we know the question and we know the answer, but can't show the working
  2. Realistic Guns? by Anonymous Coward · · Score: 0

    How about realistic stories and dialogues first? Crytek?

    1. Re:Realistic Guns? by mcvos · · Score: 1

      Why? Crysis isn't about story and dialogue, is it?

  3. Captain obvious by Tukz · · Score: 3, Interesting

    Is anyone really surprised by this?
    And further more, who asked for an explanation?

    It's quite obvious the rocket launcher from UT isn't real. I never once thought a "rocket launcher" was that easy to handle.
    I never expect weaponry in games to be life-like, depending on the game.

    Certain games require certain realism, but I also know, too much realism would kill the fun.

    --
    - Don't do what I do, it's probably not healthy nor safe. -
    1. Re:Captain obvious by Animaether · · Score: 4, Insightful

      I thought it was a mildly interesting read.. it seems the author has two main complaints...

      1. the design of guns being unrealistic
      He argues that 'future gun'-designs should be evolutions based on current gun designs, aiming to address problems with those current designs and integrating that into the 'future gun' design.
      On one hand, that makes sense. On the other, look at the P90 - that doesn't look anywhere near the typical AK-47 or or M16. If you've never seen one before, you might think it -is- a 'future gun'. So obviously as long as the designers design a gun that could theoretically work, all bets are off as to what it actually looks like.
      Not to mention that this only really applies to guns shooting bullets anyway - and even there you've got things like the MetalStorm that operate radically different from conventional guns.

      2. the use of the guns being unrealistic
      Recoil would tend to ruin the 'fun' of most games. A sniper rifle that gets you near-zero accuracy (floating barrel) when on the run / flying through the air would force those people to camp - and although that's exactly what snipers do, camping tends to be frowned upon in gaming
      However, as another commenter posted below, it couldn't hurt to have reload mechanisms work as they do in real life -if- you're using a real life gun design in the first place. They also argued about the sound effects, though.. I've shot a few guns - I'll take the game/'Hollywood' sound effects anytime as far as entertainment goes.

    2. Re:Captain obvious by Tukz · · Score: 4, Interesting

      1.

      If game designers have to take an realistic approach to future weapon designs, what are they doing designing games? They should design weapons.

      2.

      Regarding the reload issue, one of my peeves in "realistic shooters" is when you reload your gun, you don't loose the ammo in the magazine. It's just added to your current ammo. There is a FEW games out there that handles this differently, but majority doesn't care about magazine count, it's all about ammo count.
      And I agree with you on the sound issue. Have you ever heard a M96? It sounds strangely familiar to the blinker in my car.

      --
      - Don't do what I do, it's probably not healthy nor safe. -
    3. Re:Captain obvious by Hognoxious · · Score: 1

      On the other, look at the P90 - that doesn't look anywhere near the typical AK-47 or or M16. If you've never seen one before, you might think it -is- a 'future gun'.

      To me it looks like someone took a submachine gun and went all ergonomic on it.

      It's just like a Canon 350D compared to an F1.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    4. Re:Captain obvious by pinkushun · · Score: 1

      Rocket jumps would not have existed it if realism was simulated. We built a unique style of play because of those, in Quake I :-)

    5. Re:Captain obvious by iainl · · Score: 2, Interesting

      Re: your second point, that's because games are usually about fun. And fun usually means removing all the dull bits unless they're strictly necessary to game balance or overall pacing. Because hanging on to the partially-used clips to redistribute them into a smaller number of fully-used ones later during a lull in fighting is an exact analogy to various RPG games that insist on you rearranging your irregularly-shaped loot in a jigsaw-stylee to fit in your inventory when you get the chance; boring stuff that should be automated.

      And, indeed, the few times it _has_ been implemented in games it frequently comes alongside such contradictory nonsense as either compensating by letting you carry umpty-thrumpty clips around 'just in case', and indeed suggesting that while a half-full clip isn't something you've got room to carry, 7 other weapon slots, including rocket launchers and the like are fine.

      --
      "I Know You Are But What Am I?"
    6. Re:Captain obvious by Tukz · · Score: 1

      All I am saying is, when you reload, you toss the clip, but the ammo stays in your inventory.

      When you reload, your character should toss the clip, WITH remaining ammo in it.

      A few "realistic" games I've played, did this. And I like it.

      Of course, this should only be valid for "realistic" games, "combat emulators" and other games in that genre. A regular FPS shouldn't adopt this.

      --
      - Don't do what I do, it's probably not healthy nor safe. -
    7. Re:Captain obvious by kangsterizer · · Score: 1

      1. you are implying that games can never have realistic weapons, that's kinda dumb. There's a big difference between knowing how a weapon works, sound and look, and actually making your own weapon.

      2. it's pretty annoying when you waste the ammo by reloading. game devs aren't so dumb to think real life ammo add up when you reload you know... it's just a game play issue.

      In the end it's all about compromising between realistic feeling and enjoyable game play, which is I believe what the Crysis dev wanted to say.
      Crysis is not a realistic feeling game by any means, but having a few more realism touches in the weaponry would make it better in my opinion.

      Certainly, and i completely agree on that one, proper sound would not change gameplay and make weapons a lot more realistic

    8. Re:Captain obvious by Nugoo · · Score: 1

      If game designers have to take an realistic approach to future weapon designs, what are they doing designing games? They should design weapons.

      If game designers have to take an realistic approach to level design, what are they doing designing games? They should design buildings.

      Making a futuristic piece of technology look plausible takes different skills than inventing it. Plus, there's the off chance that they enjoy making games more than making guns.

      --
      I explicitly release the above into the public domain.
    9. Re:Captain obvious by chronosan · · Score: 1

      That free game on Steam, Alien Swarm, disappears remaining ammo in your previous clip when you reload.

    10. Re:Captain obvious by TheLink · · Score: 1

      If you want that level of realism you might not toss the half-used clip just because you think you might need a full clip soon. You'd just swap it out for future reuse.

      For most people, even if they think they want realism they wouldn't actually like realism.

      There are only a few people who would use a flight simulator to fly from Singapore to London and actually take the 13+ hours nonstop to do it...

      Same goes for realistic military stuff. You might get dropped off an hour or so away from the original planned point.

      --
    11. Re:Captain obvious by icebraining · · Score: 1

      Alien Swarm (now free on Steam) does this.

    12. Re:Captain obvious by Tukz · · Score: 1

      Alien Swarm was free before Valve made it ;)

      --
      - Don't do what I do, it's probably not healthy nor safe. -
    13. Re:Captain obvious by silentcoder · · Score: 1

      >Rocket jumps would not have existed it if realism was simulated. We built a unique style of play because of those, in Quake I :-)

      And how awesome was it ? I miss rocket-jumping - there were quite a few places where knowing how to do it could sway the game one way or the other. My all-time favorite Q2 map was the space-station. Low-gravity, huge jumps and lots of momentum - if you could keep from banging into the walls a rocket jump could send you clear to the other end of a hall while blowing the hell out of anybody running along it.

      --
      Unicode killed the ASCII-art *
    14. Re:Captain obvious by somersault · · Score: 2, Insightful

      Camping is a perfectly sensible tactic if you're defending. Anyone who complains about that is just bitter that they might actually have to use tactics to win.

      Camping to me is only really a problem when someone on an attacking team is ignoring the main objective and just going for kills. If you just want to score kills, go play a deathmatch game, morons.

      --
      which is totally what she said
    15. Re:Captain obvious by icebraining · · Score: 1

      No, because you had to buy UT 2k4, while now it's a proper standalone free game.

    16. Re:Captain obvious by archangel9 · · Score: 4, Insightful

      A regular FPS shouldn't adopt this.

      correct, mostly because of the large amount of ammo carried in regular FPS games. 700 rounds of 7.62mm, 500x5.56mm, 12 grenades, eight rockets, four medkits, (ad nauseum). I love running at full speed, jumping and strafing whilst carrying 230 lb of ammo, not including weapons, armor and a NAV system.

      If I wanted realism, I would have joined the Corps years ago.

    17. Re:Captain obvious by c0mpliant · · Score: 1

      This all depends on your definition on what a realistic shooter actually is. Are you talking about Modern Warfare? Bad Company? Left 4 Dead?

      These are arcade style FPS. Now a game like Arma 2 is what I would consider a realistic shooter.
      When you reload, its based on clips rather than ammo count. Weapons behave and look like their real world counter part and sound effects are accurate. You mainly hear the sound of the bullets breaking the sound barrier.

      --
      There is no -1 disagree
    18. Re:Captain obvious by iPeg · · Score: 1

      It's called a magazine not a clip

    19. Re:Captain obvious by bigstrat2003 · · Score: 2, Interesting

      You're absolutely right. It's been my experience that most people won't complain about that behavior in games which have an attack/defend setup, however. It's only when it happens in deathmatches that people whine (and even then, it's still a perfectly legitimate tactic).

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    20. Re:Captain obvious by X0563511 · · Score: 1

      If you haven't, you might want to look into ArmA2/OA. Sounds like you'd be interested.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    21. Re:Captain obvious by X0563511 · · Score: 1

      Most (if not all) systems simply don't have the dynamic range to allow for realistic weapon sounds If you managed to get a clean recording (I'll address that in a moment) it just won't have the power, because the amplitude will be so much lower. It's also hard to record them near-range without clipping. For the same reason you want hearing protection when using them, they arn't healthy for most recording devices (and the ones designed for it are expensive). They sound completely different from various POVs too, and ranges. It's not that easy to get them right.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    22. Re:Captain obvious by Anonymous Coward · · Score: 0

      A half empty clip would be easy to carry and use to top up your magazine. A magazine IRL would be kind of a PITA to empty into another magazine. TFA mentions how annoying it is when you screw up the nomenclature.

    23. Re:Captain obvious by pak9rabid · · Score: 1

      ...camping tends to be frowned upon in gaming

      You know, I used to be a heavy opponent of campers in my early days, but as I got into games with more realistic gameplay (ETQW, MW2, etc), you find that camping is essential if you don't want to just get picked off immediately.

    24. Re:Captain obvious by Anonymous Coward · · Score: 0

      The only people whom I've ever heard complaining about campers, were people who just got nailed clean in the head by one. That alone should say enough.

    25. Re:Captain obvious by mcvos · · Score: 1

      A sniper rifle that gets you near-zero accuracy (floating barrel) when on the run / flying through the air would force those people to camp - and although that's exactly what snipers do, camping tends to be frowned upon in gaming

      If you don't like the tactics for the weapons, then why include it in your game?

    26. Re:Captain obvious by mcvos · · Score: 1

      Camping to me is only really a problem when someone on an attacking team is ignoring the main objective and just going for kills.

      I don't see why that's a problem. If you ignore the objective, you lose, right?

    27. Re:Captain obvious by MikeBabcock · · Score: 1

      I've always considered camping sniper hatred to either be immaturity on the part of the recipient (stop running around in the open in a predictable way) or stupidity in level design (no area should be 'perfect' for camping from).

      There are games in which camping as a sniper is very dangerous, and will likely get you killed by skilled enemies, and in those, take the risks and good luck to you. SOCOM comes to mind, so does MAG. In both, a smart sniper drops a claymore on the access route behind them before camping though.

      --
      - Michael T. Babcock (Yes, I blog)
    28. Re:Captain obvious by Anonymous Coward · · Score: 1, Funny

      Cameras don't kill people. Journalists kill people.

    29. Re:Captain obvious by mcgrew · · Score: 2, Funny

      Regarding the reload issue, one of my peeves in "realistic shooters" is when you reload your gun, you don't loose the ammo in the magazine.

      If you loosed the ammo in the magazine, the ammo would fall out!

    30. Re:Captain obvious by MistrBlank · · Score: 1

      Also the statement "now free on Steam" is appropriate because before the release date you could not get it from Steam at all and it is currently free right now.

    31. Re:Captain obvious by MistrBlank · · Score: 1

      Although what irks me about the system in Alien Swarm is that there is no way to combine clips in "downtime" safe areas. And you toss the clip completely. What if I wanted a fresh clip, but wanted to come back to the half used clip.

    32. Re:Captain obvious by kangsterizer · · Score: 1

      well of course the amplitude of the sound cannot be reproduced - everyone has different volume settings :P

      The dynamic range and sound propagation is arguable I suppose, but the thing is, most weapon sounds in game have almost nothing to do with the real weapon's sound.

      One of the game I play has horrible graphics and weird game play but more or less proper weapon sounds, and that's a pretty cool feeling when you fire or reload. (not as loud etc, but sounds mostly similar) (the name is battleground europe)

    33. Re:Captain obvious by somersault · · Score: 1

      More like your whole team loses. But these guys obviously don't care about that, they only care about maximising their kills to deaths ratio or whatever.

      Camping/sniping on an attacking team may be valid in some scenarios, especially if you're good, but it does suck if someone is doing it at an inappropriate time. I admit I probably have done that myself because certain unlocks in games require X amount of sniper headshots or whatever etc. :/ but I prefer to be useful to my team.

      --
      which is totally what she said
    34. Re:Captain obvious by chronosan · · Score: 1

      That all depends on what you're using.

    35. Re:Captain obvious by Anonymous Coward · · Score: 0

      You bring up a good point, but I do find that armed combat games are much more varied than "combat emulators" and "regular FPS games." As such, some of the more unrealistic ways of dealing with ammo at least seem plausible enough that it doesn't break suspension of disbelief, and I'm not entirely convinced that simply throwing away your empty clips is the only realistic way to go. Wouldn't it make sense in some situations to hold onto the empty (or semi-empty) clips? They could either be reloaded or you could redistribute the bullets when you reach a safe zone. I assume this is a situation where you're carrying multiple magazines with you anyway, so space doesn't seem like a limiting factor.

      I can see where in games like Call of Duty you'd want a quick and easy way to reload. It seems easier both in-game and in real life to just toss the clip and let your military agency replace them. However, take a game like Grand Theft Auto. Though far from realistic, it's still more in line with Call of Duty than it is Halo. In that game, the bullets and clips are all on your dime, so I imagine you'd be more likely to hold onto them rather than toss them. Then there's Metal Gear Solid, where you're trying to be as stealthy as possible. Leaving spent magazines behind is a sure-fire way to tip off the enemy. Of course, depending on the game, keeping track of magazines could either be a nice challenge (MGS) or an annoyance (GTA), so even then it's not a black-or-white issue.

    36. Re:Captain obvious by Anonymous Coward · · Score: 0

      The nice thing about the P90 is that the brass is ejected downward, so it can be fired comfortably(read as "without hot brass being ejected at high speed into your face") by a left or right-handed shooter.

    37. Re:Captain obvious by Abstrackt · · Score: 1

      Regarding the reload issue, one of my peeves in "realistic shooters" is when you reload your gun, you don't loose the ammo in the magazine.

      If you loosed the ammo in the magazine, the ammo would fall out!

      I like to loose my ammo via the barrel.

      --
      They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
    38. Re:Captain obvious by Anonymous Coward · · Score: 0

      In your face is not nice but its when one gets down the back of your shirt that it becomes a problem.

    39. Re:Captain obvious by mcvos · · Score: 1

      More like your whole team loses. But these guys obviously don't care about that, they only care about maximising their kills to deaths ratio or whatever.

      Ah, I thought it was the victims who hated it, but it's the team mates! Thanks for clearing that up. It makes sense now.

    40. Re:Captain obvious by BigDXLT · · Score: 1

      Even if reloading cycled you to the fullest clip so that I could go back to that half empty clip when I used up all my full clips. Be a lot more reloading, but in a pinch it'd be better than nothing.

    41. Re:Captain obvious by Hatta · · Score: 1

      Regarding the reload issue

      How about we just get rid of reloading entirely? You didn't need to reload in Doom, and it's still the greatest FPS of all time.

      --
      Give me Classic Slashdot or give me death!
    42. Re:Captain obvious by nabsltd · · Score: 2, Interesting

      Recoil would tend to ruin the 'fun' of most games. A sniper rifle that gets you near-zero accuracy (floating barrel) when on the run / flying through the air would force those people to camp

      Deus Ex has both of these built into the gameplay, and that's one of the many reasons it's still considered one of the best FPS of all time.

      Machine guns are almost impossible to control, and pistols recoil fairly realistically. You can acquire improved weapons tech that reduces this. Likewise, until you build skill as a sniper, your sight point moves randomly to simulate muscle tension.

    43. Re:Captain obvious by twidarkling · · Score: 1

      If game designers have to take an realistic approach to level design, what are they doing designing games? They should design buildings.

      Faulty argument. Many things in architecture are hidden, and simply do not need to be considered when modelling a venue that will never be actually used. Ensuring proper support for upper floors, routing ducting and other essential systems, and other similar concerns are all irrelevant in a game world. The building stays up because you programmed it to, and no player is going to calculate that the photo copier in the middle of the room should actually crash through because the floor is an inch thick. You can make extremely realistic settings without them being at all possible, and have it completely impossible to tell that they're impossible without having the original design schematics. However, the entire premise here is that people ARE able to tell that the guns aren't possible, or wouldn't work THAT way, or, or, or.

      --
      Canada: The US's more awesome sibling.
    44. Re:Captain obvious by twidarkling · · Score: 1

      Just Frank West. He's covered wars, you know.

      --
      Canada: The US's more awesome sibling.
    45. Re:Captain obvious by danieltdp · · Score: 1

      Or when you can at the respawn point of the other team..

      --
      -- dnl
    46. Re:Captain obvious by twidarkling · · Score: 1

      (and even then, it's still a perfectly legitimate tactic).

      "Oh you fucking camping bitch!"

      "It's a legitimate strategy!"

      --
      Canada: The US's more awesome sibling.
    47. Re:Captain obvious by spire3661 · · Score: 1

      I would LOVE a game that penalizes snipers ALOT more. So sick of someone running with a sniper rifle, stopping for .1 seconds and picking me off at close range. Sniper rifle should be almost useless at close range other than a blunt weapon, period.

      --
      Good-bye
    48. Re:Captain obvious by Whorhay · · Score: 1

      Have you tried Alien Swarm on Steam yet?

      The game isn't all that much about realism as it has aliens, medkits that heal through seemingly magical methods and all sorts of other stuff.

      But any ammo left in a magazine when you reload is lost. Reload speed varies per weapon I believe, you can try and speed it up but if you don't get it right it takes even longer to get it done. You can only carry one primary weapon and one offhand device. And you get one slot for say a personal medkit, armor enhancement, damage booster, and the list goes on but you end up only being able to carry three things and typically one of those things you need to carry to fulfill the duries of your class.

      Oh yeah and the default is friendly fire on, and it's devastating. I'm sure you could turn it off on your own dedicated server by editing a config file but it's not a normal option in the game.

    49. Re:Captain obvious by spire3661 · · Score: 1

      Realistically, if i had a half full clip but felt i needed more, i would pop out and STOW the half clip. Magazine count is a very dull mechanic in video games.

      --
      Good-bye
    50. Re:Captain obvious by Whorhay · · Score: 1

      This is a bit pedantic I am sure.

      What you are actually talking about is magazines. And it matters because a clip is a set of rounds that are held together by smaller bits of metal. Often Belted ammunition is actually a very long series of clips. Combining clipped ammuntion isn't something you'd do unless you had a lot more time than you'd typically find in a game.

      The some of the rifles in World War 1 actually used clips of ammunition. The loading procedure for which is much different than you'd see in any modern weapon. The clip was actually fed into the weapon down through the void where the bolt would be when it moved forward to chamber a round.

    51. Re:Captain obvious by Anonymous Coward · · Score: 0

      Does this mean that in real life it is impossible to carry a pistol, an assault rifle, a heavy machine gun, a rocket launcher, 10 grenades, an ion pulse cannon, and a railgun at the same time?

    52. Re:Captain obvious by Kattspya · · Score: 1

      What does the floating barrel have to do with accuracy during movement? Either I've missed something fundamental or you have. The point of a floating barrel is that there is nothing affected by temperature or humidity touching the barrel along its length. It's still attached to the receiver (?) and it's a fricking thick walled metal pipe that doesn't care about a few G's this way or that way. At least not in comparison to the general innacuracy anyone would have when on the run/move.

    53. Re:Captain obvious by Eunuchswear · · Score: 1

      If you're going to be pedantic get it right - most infantry rifles in WW2 were clip loaded. Even the semi-automatic M1 took clips, rather than using a removable magazine.

      --
      Watch this Heartland Institute video
    54. Re:Captain obvious by Anonymous Coward · · Score: 0

      Any examples of feeding a clip into a weapon?

    55. Re:Captain obvious by Dragoness+Eclectic · · Score: 1

      The SKS also does this, and its cheap semi-auto knock-offs that were sold in the U.S. for a while are a bit more modern than WWI.

      --
      ---dragoness
    56. Re:Captain obvious by GameboyRMH · · Score: 1

      Magic ammo conservation is one thing I would be pissed off without in most shooters. Only some of the older Tom Clancy games are OK with it, because as warfare simulators, the bad guys never pour in at a rate where you absolutely can't afford not to reload. Sometimes you have to do "tactical reloads" when clearing a village/building in close quarters, but generally you don't have to be reloading all the time like, say, Halo.

      Now the Stalker games are pretty realistic shooters (where the weapons are concerned), but it does have magic ammo conservation, and I'm glad it does, because between single-handedly fending off squads of heavily armored elite stalkers and trying to kill mutants that don't die until all their body tissues have been replaced with lead, you have to reload at every opportunity, and ammo is scarce/expensive/far away.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    57. Re:Captain obvious by GunFodder · · Score: 1

      I agree with your point, but given the popularity of RPGs that force the player to perform inventory management this task must actually be enjoyable to many gamers. It does force the player to make decisions about the relative worth of loot.

    58. Re:Captain obvious by GameboyRMH · · Score: 1

      (no area should be 'perfect' for camping from).

      See: RTCW CTF map with movable walls in the middle, and a perfect camping point on one side from a watch tower. A good sniper would be invincible once camped out there, no matter how jumpy or zig-zaggy the enemy players decide to get. I had so much lulz there...so much lulz...

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    59. Re:Captain obvious by GameboyRMH · · Score: 1

      Rocket-jumping is now a "feature" in a lot of arcadey shooters, most recently the Serious Sam series.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    60. Re:Captain obvious by somersault · · Score: 1

      The "victims" obviously aren't paying attention or being careful enough, and they get to win the round/game/whatever if the camper is being a wuss

      --
      which is totally what she said
    61. Re:Captain obvious by Nugoo · · Score: 1

      Faulty argument.

      I know, right? It's like it was intentional or something.

      However, the entire premise here is that people ARE able to tell that the guns aren't possible, or wouldn't work THAT way, or, or, or.

      Like everything else in video games, guns just have to be realistic enough. I think the premise is that the bar is set too low. Besides, it's a firearms blog. I'm sure there's someone making the level design argument on some geek oriented architecture blog.

      --
      I explicitly release the above into the public domain.
    62. Re:Captain obvious by Artifakt · · Score: 1

      1. The FN P90 is an excellent example. Even though it looks more like a sub-machinegun with that 50 round top fed magazine, it is in fact firing an assault rifle round, and with the short overall design, deserves to be thought of as an assault carbine for some real world scenarios (i.e. urban combat, where reduced encounter range is practically a given). This is doubly strange, because Fabrique describes it both as a defensive weapon for REMF's, and as one very useful to vehicle drivers. That later designation would make it comparable to the old M-3 'grease gun', practically the quintessential sub-machinegun, yet it just isn't one, really.
              Personally, I like the P90 because I'm a southpaw who often shoots cross-handed, and it fits equally either way. I used to have to qualify sometimes with an M-16-A1, shooting with my off hand, because the ejection port tended to spit hot cartridges either at your face or sometimes down the back of your shirt, if there wasn't a brass deflector fitted.* As far as I'm concerned, the P90 and possible variants are future firearms, at least for us lefties.
              M-16s (and Stoner weapons based designs in general) actually evolved towards the P90's use model in the 1990's, by the simple expedient of going to larger, usually 30 round magazines. In retrospect, it's obvious - a smaller diameter, lighter round means you might as well carry a lot of them. The SAW is trying to carry the same idea further.

      2. Recoil? How about backblast? Some of these games have rocket launchers being used in indoor environments. How about minimum arming distances for grenades? Alternately, how about 'freak' burst ranges for grenades - where sometimes they do almost no damage to some target only a few feet away and kill somebody at the extreme of effective range instead?

      * yes, I'm an old fart. Get off of my lawn.

      --
      Who is John Cabal?
    63. Re:Captain obvious by ewanm89 · · Score: 1

      Well, as the P90 isn't an assault rifle or a carbine but a submachine gun I should have thought AK47 and M16 aren't the right guns to be comparing it too, more it's like an MP5 or more the MP7 even. The difference is the top loading horizontal clip and the fully closed pistol style grip.

    64. Re:Captain obvious by ravenshrike · · Score: 1

      The HL mod Firearms had this feature. You kept all your magazines, and had a button to consolidate ammo, which took time and you were left defenseless. Pretty fun mod.

    65. Re:Captain obvious by mjwx · · Score: 1

      Regarding the reload issue, one of my peeves in "realistic shooters" is when you reload your gun, you don't loose the ammo in the magazine. It's just added to your current ammo. There is a FEW games out there that handles this differently,

      ARMA/Op Flashpoint as well as Mafia treated magazines as separate entities. ARMA/Op Flash added the half empty mag back to your inventory so if you run out of full mag's you'd start to use the ones with 6 bullets left. Not good for players with rapid reload syndrome. Mafia would just drop the remaining bullets from your Ammo count.

      I find this annoying at times but it does change the way you think about reloading. But really it's the difference between an FPS and a shooting simulator. Counter Strike is an FPS, ARMA is a sim.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    66. Re:Captain obvious by Weedhopper · · Score: 1

      The P90 is not an assault rifle, nor is the 5.7x28mm a rifle round. It is clearly a pistol (or PDW) caliber cartridge. The armor piercing and shape of the bullet has nothing to do with it's classification.

      The only two weapons in the world to use this cartridge are the FN FiveseveN, a pistol, and the P90, which by definition, makes the P90 a submachine gun.

      Pistols cartridges:
      9mm ~500J .45 ~500J
      5.7mm ~500J .40 ~500

      Assault rifles cartridges:
      5.56 ~1800J
      7.62x39 (aka, AK round) ~2000

      Full size rifle cartridges:
      7.62x51 (NATO) ~3500J
      7.62x54 ~3600J

      As for backblast, the latest generation of man portable rockets mitigate this through a number of methods - soft launch, countermass (water or confetti), etc.

    67. Re:Captain obvious by pinkushun · · Score: 1

      > map dm6 !

    68. Re:Captain obvious by Hognoxious · · Score: 1

      Back of your shirt? There are worse places for hot metal to go - I'll spare you the tale of a friend who used to work in a scrapyard...

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    69. Re:Captain obvious by Anonymous Coward · · Score: 0

      The MP7 really is the comparison to be made. It was designed with pretty much the same principles as the P90. Which is why it is chambered in 4.6x30mm and has a max magazine size of 40 rounds.

    70. Re:Captain obvious by chronosan · · Score: 1

      M1 Garand

    71. Re:Captain obvious by EvanED · · Score: 1

      There is a FEW games out there that handles this differently, but majority doesn't care about magazine count, it's all about ammo count.

      I'm sure you know about the Rainbow Six series, but if not, give it a try. I suspect you'd like it. Rainbow Six 3 is on Steam for $10 with expansion for instance.

  4. Effort by Anonymous Coward · · Score: 0

    I don't think firing a real gun is particuarly fun. Aim, recoil, reload, inherent danger... A gun is a tool, not a toy. Games are a toy. Besides, the mechanism is bound to be different, mousebound crosshair, point and click. That's kinda fun, but in real life, perhaps not so much.

    1. Re:Effort by mcvos · · Score: 1

      A gun is a tool, not a toy. Games are a toy.

      Yet games focus a lot more on guns than on all other tools put together.

    2. Re:Effort by JWSmythe · · Score: 5, Insightful

      You know, you're quite right. People play games because they are games. People play with guns because ... ok, we don't play with guns. Anyone who's been to a shooting range knows that it's a very serious place. If it's not, that's an excellent time to leave quickly because someone's going to get hurt.

      There was a show on not too long ago, where they took a kid out to an outdoor shooting range. The only people there were the kid, his mother, the instructor, and the video crew (off camera, of course).

      He was a brave hero in the video games, blasting away at all the enemies. At the shooting range, he was terrified of the guns. They left his full reaction out of the initial cut, but put it in later in the show. He wasn't just terrified. He was crying his eyes out.

      I took a 13 year old to the shooting range. He'd been playing FPS games for quite a while. He was sure he wanted to join the military when he turned 18. He wanted his parents to buy him real guns, so he could go to the range with them. I spent about 3 hours with him, tearing down my weapons, cleaning them, and reassembling them. I explained every part of them, so he knew the names and functions, and how they worked together. Then we were off to the shooting range.

      The range we went to had two sections, a pistol, and a rifle range. We agreed that I would demonstrate proper firing techniques, and then instruct him while he fired. We went to the rifle area first. The only other person in the rifle range was firing a Kel-Tec PLR-16 (.223 pistol). We were using my Springfield 03A3. For those who haven't used one, it's a cannon. :) Without shoulder padding, I'm limited to about 30 shots per arm (I shoot ambidextrously). It has no padding on the stock, and a vicious recoil. I had him stand a few feet behind me, and observe what I was doing. I fired the first shot, and brought the target back to show him what I did. While the target was coming back to me, I turned around, and he had gone from standing behind me, to hiding in the corner.

      Mind you, this kid wasn't timid. It was the sudden reality of "the things that go pop in the games are really dangerous" came flooding into his world. I spent a while trying to get him to take even a single shot with it. That didn't happen.

      We moved over to the pistol range. I had brought my Ruger P97DC. It's a nice weapon. .45 ACP, fairly light, easy recoil. I fired a single shot. This time, he didn't go running all the way to the corner, but he did back up several feet. I demonstrated proper use of it for him, put a fresh magazine in. To show it was ready, I fired 3 shots from the new magazine, and then made it safe and put it down. I then began instructing him. I got him to pick it up, and he even got his finger onto the trigger, but never pulled the trigger. He was terrified.

      Now, what kind of lunatic would give a 13 year old with no shooting experience a loaded weapon? Not me. I didn't tell him, but the last "loaded" magazine I put in only had 3 rounds in it. After my last shot, I hit the slide release (the slide stays back when the magazine is empty). I just told him it was ready. I'd been telling him for years "Every weapon is a loaded weapon." I'm sure anyone who's been around firearms has heard that one. I told him again, and then demonstrated that it was empty by dry firing it. I told him, even though I knew it wouldn't fire, it was still to be treated as a loaded weapon. Since he wouldn't fire what he believed to be a loaded weapon, he wasn't ready to actually do it.

      It's not an age thing though. My father had me shooting when I was about 8 years old. The

      --
      Serious? Seriousness is well above my pay grade.
    3. Re:Effort by JockTroll · · Score: 0

      Except for a certain guy with a crowbar fetish.

      --
      Geeks are so full of shit that "beating the crap out of them" takes a whole new meaning.
    4. Re:Effort by 91degrees · · Score: 1

      So why do people go to shooting ranges? They seem to enjoy it. I've fired a shotgun a few times. And yes, safety was very important and something I tok very seriously. I still thought it was fun.

      Other peopel have fun driving, parachuting, climbing - all of these activities are potentially dangerous, so safety is extremely important but that doesn't need to make it less fun.

    5. Re:Effort by Anonymous Coward · · Score: 0

      Sounds familiar - I got dragged into the army for a year [1], and got some basic rifle instruction with the H&K G3. Dragging the thing around for a few weeks and stripping/reassembling it repeatedly did get me fairly used to it, but I still ended up quite shaky after the first shot, to a degree I didn't really expect. It's a full-body experience, so to speak...

      On the flipside, I now really want to find somewhere where I can rent one and try it again - I haven't fired anything (much less something as serious as the G3) for eight years, and would like to refresh my memory. :)

      [1] Norway still has a draft system, but at least you have to apply to stay after the compulsory first year or go on international missions. I ended up in a nice enough office job after the first month of basic introduction, got relocated from Lillehammer to Oslo, and left my G3 to the next pack of recruits.

    6. Re:Effort by supercrisp · · Score: 4, Insightful

      Don't you have a .22 you could start the guy out on, or was it more fun to intimidate him with the high-recoil stuff?

    7. Re:Effort by Jainith · · Score: 3, Interesting

      That show was Penn and Tellers "Bullshit" and I was extremely dissapointed with that demonstration. Thier "Hero" marine appeared to give the child no instruction in the proper technique for the use of the firearm. And he specifically failed to correct the child who was holding the weapon in an inproper firing position. As a result it appears that he was struck in the face or glasses by the charging handle, or triangular projection on the left side of the weapon (sorry I havent used that (or any model) since my army days so I dont remember the proper name of that part.

    8. Re:Effort by drinkypoo · · Score: 1

      It's not an age thing though. My father had me shooting when I was about 8 years old. The first weapon I ever used was a Colt 1911. By the time I was 13, I had fired a decent collection of weapons, and had free reign to use a .22 for target practice pretty much any time I wanted. The larger weapons were for special occasions, since the ammunition is more expensive.

      1) Free "rein". Like a horse.

      2) Yeah, my dad had me shooting long before I was 13, too. I still own the first gun I ever fired, A .22LR Winchester semi-auto. Very nice little gun. I shot that sucker until my shoulder got tired the very first time.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    9. Re:Effort by Schadrach · · Score: 2, Insightful

      That's what I was thinking as I read that. I mean, yeah, a .22 isn't as intimidating, but it's also a lot more comfortable to fire, especially for someone who's never fired a gun, and especially for a kid. That, and the ammo is cheap.

    10. Re:Effort by delt0r · · Score: 1

      My first shot from a rifle was a .303 at age 5. This kid was 13! Don't be a pussy.

      --
      If information wants to be free, why does my internet connection cost so much?
    11. Re:Effort by mdarksbane · · Score: 2, Interesting

      You might not want to tell that to the people shooting the different pistol competitions. We sure consider it a lot of fun.

      IDPA, USPSA, IPSC, and Cowboy Action shooting are all very much like video games with real guns. And they are a helluva lot of fun.

      You still have to be careful, because a gun is still a dangerous tool. But it's safer than car or dirt bike racing, which both use tools to have a ton of fun.

      Sure if you take a little kid, hand him a gun that's too powerful for him to control, and don't tell him how to shoot it right he's not going to enjoy himself. He'll cut his hand on the slide, have the barrel hit him in the face because of recoil, and not be able to hit anything. Similarly, if you just hand a kid a bicycle without teaching him how to ride it he's going to think it's the dumbest thing in the world.

      But if you start him out in a caliber he can control and teach him to shoot it properly, he'll enjoy it as much as the 18 million americans who went target shooting for fun last year (http://blog.nssf.org/target-shooting/).

    12. Re:Effort by fuzzyfuzzyfungus · · Score: 1

      And not just him. System Shock 2 typically has you using a bloodied wrench much of the time. Not only is ammo scarce, guns degrade and jam with alarming frequency....

    13. Re:Effort by conureman · · Score: 1

      Tastes vary. I find that the fun is directly proportional to how much noise and recoil a round makes. I dislike killing things, and have seldom needed to use a gun as a part of my job. (A shovel would have worked better on that poor Rattler my boss once had me kill.) OTOH I have never been able to tolerate FPS play, or any video game that isn't Pod racer. A car is a tool for transportation, but a lot of NHRA and NASCAR people find fun in it. A .50 BMG rifle is my dream toy, but it would suck to use one at work.

      --
      The cost of that cleanup, of course, will be borne by taxpayers, not industry.
    14. Re:Effort by MikeBabcock · · Score: 1

      I'm from a demi-northern bit of Canada, so my grandfather and uncle brought me out to learn how to sight a rifle and squeeze off rounds carefully at a young age. Of course, they were kinder and started me on a .22 lol.

      --
      - Michael T. Babcock (Yes, I blog)
    15. Re:Effort by rotide · · Score: 0, Troll

      I'm not sure if you want to ween someone onto firearms.

      The kid was apparently itching to go military, which is great as we need people willing to fight for our rights! But from the tone it sounded like he was gungho on firearms and wanted to join the guys who shoot lots of them since it was fun in games.

      A healthy dose of reality, in my opinion, is a good starter. Show him how difficult and how dangerous they can be before you give him a taste of putting real holes in things, or people.

      In short, weapons are to be respected. Starting you off on a weapon that is easy to _not_ respect isn't the best strategy, in my opinion. Let him feel a powerful weapon and if he shows respect and an appetite to learn more, awesome!

    16. Re:Effort by Cornelius+the+Great · · Score: 1

      I agree, a 22 would have been better. First time I shot a 30.06 was when I was 17, and weighed 130 lbs. And it still felt like it had ripped off my shoulder- not to mention the scope left a permanent scar above my eyebrow. 13 year holds should not be shooting higher caliber weapons than they can physically handle, even if it's to prove a point.

      --
      Sigs are for losers
    17. Re:Effort by JWSmythe · · Score: 1

          Honestly, no. All I had there was my Glock model 38 (.45 GAP), Ruger P97DC (.45 ACP) and Springfield 03A3. Other than the Springfield, the rest stayed at home when I left when I was a kid. After my dad died, my mom sold most of them off. It wasn't that she was clearing the house of weapons, she just didn't need a whole arsenal. :) Some were given away to family and friends who needed (or thought they needed) one. That's where my Kel-Tek .380 ended up. I warned them though, they probably only get one shot. After that, you may as well throw it at the attacker. :)

          He was more than strong enough to use the Ruger. It actually has a rather light kick to it. His mother, who is now about a foot shorter than him, and 40 pounds (or more) lighter, has shown excellent proficiency with both the Ruger and Glock. The first time she was ever to a range, her grouping was better than many people who have practiced for years. She's looking at getting a Sig sometime soon. :)

      --
      Serious? Seriousness is well above my pay grade.
    18. Re:Effort by Anonymous Coward · · Score: 0

      Yeah, that demonstration on Bullshit! was patently distressing. The 'instructor' should never have allowed the kid to get his finger anywhere near the trigger or disengage the safety while the butt was free-floating around. When I was about the age of that kid, I got some instruction in firearms in the Boy Scouts.

      We had an exhaustive lecture covering all the basics: 'unloaded' is not a meaningful concept; never point at anything you don't want dead; never put your finger on the trigger until you're ready to shoot; always keep it pointed in a safe direction; let misfires cook for a few seconds before ejecting them; obey without fail the dictates of the range master; etc.

      After that, we practiced holding the rifles, working the bolts on the rifles, twiddling the safety back and forth, and so on. It was two hours before the ammunition came out, and even then, after loading our rifles and preparing to fire, the range master came down the line, correcting stances and making sure we were holding them correctly. Then and only then were we permitted to fire... our .22's. Those demonstrating proficiency were permitted access to a 20 guage shotgun, if they were inclined. (Weighing fifty pounds, I was not so inclined.) Of the few hundred guys I saw down at the camp's range that week, I didn't see a single one cry.

      What it looked like on the show was a poor kid who wanted nothing to do with firearms, didn't want to be there. A kid who was being subjected to an intentionally harsh lesson by a mother who disapproved of his gaming. And an 'instructor' with no interest in teaching anything, just in handing the kid a gun and making sure he kept it pointed downrange.

      It was, indeed, bullshit.

    19. Re:Effort by JWSmythe · · Score: 1

      Yeah, my dad had me shooting long before I was 13, too. I still own the first gun I ever fired, A .22LR Winchester semi-auto. Very nice little gun. I shot that sucker until my shoulder got tired the very first time.

          Which got tired first, your fingers from reloading, or your shoulder from firing? :)

          All I remember from plinking with the .22LR's was that that my fingers would get sore from reloading, my targets would be too eaten up from shooting at them (they were old milk bottles or soda cans), or I'd get bored after a couple hours. :)

          I haven't really considered buying anything small for years. The Springfield is still here because it's an antique, and it was my dads. Otherwise, I only consider weapons that I can use in self defense, and are going to put lots of mass downrange accurately and consistently. Well, I have been wanting a FN PS-90. Not as much mass nor velocity, but it's suppose to be very accurate. That, and it looks real cool. :) I've been saving my pennies. $2.68 cents saved, only $1797.32 to go. This may take a while.

      --
      Serious? Seriousness is well above my pay grade.
    20. Re:Effort by JWSmythe · · Score: 1

          Ya, the Colt 1911 was a bit rough when I was a kid. That metal frame wasn't exactly nice for dealing with kick. That's why I fell in love with my Ruger. It goes together exactly the same way. It feels the same in my hand, but overall it's a bit lighter. And, there's a lot less kick.

      --
      Serious? Seriousness is well above my pay grade.
    21. Re:Effort by JWSmythe · · Score: 1

          I'll have to rewatch it sometime. I thought he was given enough instruction, but it's possible that I simply don't remember correctly.

          The name of the two parts are the charging handle, and the forward assist plunger. I had to cheat a little for the name of the forward assist plunger. I couldn't remember it either. :)

          AR-15 parts diagram

      --
      Serious? Seriousness is well above my pay grade.
    22. Re:Effort by JWSmythe · · Score: 1

          I know my dad got me started real early, because he wanted me to know what these big metal things in the house did, and why I shouldn't play with them. I've talked to my mom recently about it, and she didn't agree with the age (about 8), but it obviously worked out fine. Neither me nor my sister ever accidentally fired a weapon. I still own weapons. She hasn't had one around since she moved out of the house years ago. Neither one of us is afraid of them, but know their purpose. They put large holes in things very violently. They are a last resort to protect your own life. Because I've gone through quite a bit of training over the years, I still help introduce novices to safe handling of firearms. If they're going to use one, I'd prefer they not accidentally get killed with one.

          I was in the military for a very short time. They kicked me out, because my vision was not correctable without surgery. The recruiting sergeant promised they'd fix anything. I was young and dumb, and believed everything he said. I didn't sign up as a gungho "lets shoot stuff" person. I believed it to be a civic responsibility. Now that I'm older, I really understand the risks that were involved.

          He doesn't talk about joining the military as the glamorous future. "I'll join the military, they'll make me an officer. People will respect me, I'll get lots of money and get to play with cool toys." No verbal explanation worked. One day at the shooting range, where he didn't even fire a weapon did. The other good side effect is, he stopped bugging me to take him to the shooting range. :) Now I can just go when I want to get some practice in. I really prefer solitary practice time, rather than instructing a novice shooter.

      --
      Serious? Seriousness is well above my pay grade.
    23. Re:Effort by danieltdp · · Score: 1

      My view was that it was his intention to intimate. The kid freak out about guns and wanted to join the army based on a gaming experience. It was important to show him the other side.

      He will grow and pretty much understand what happened that day. By this time, he will be able to form a more realistic opinion by it self

      --
      -- dnl
    24. Re:Effort by spire3661 · · Score: 1

      NO actually, its better to show him the very serious side first. It taught him that guns are serious business. A .22 feels/looks/sounds more like a toy then a killing weapon. Better for him to experience the gravity of guns and gun handling. Guns are very serious things and far to often people treat them more like hammer than an instrument designed solely to kill.

      --
      Good-bye
    25. Re:Effort by twidarkling · · Score: 1

      Except we're not talking "a gun that's hard to not respect." It was a gun that the guy said he, himself, as a trained marksman and fully grown adult, would only be able to fire 30 rounds from. And you're expecting a 13 year old to be able to shoot this thing as his FIRST gun, and not have some damage done? Kid was smarter than he sounded. He probably would have ended up with fractures if he'd tried to fire it.

      --
      Canada: The US's more awesome sibling.
    26. Re:Effort by twidarkling · · Score: 1

      You know, I think my dad WAS going to do that, with me, but when we went out, I really didn't show much interest. Of course, it was the guise of shooting some gophers on a friend's farm, so at least the trip wasn't a complete wash, and he popped some vermin.

      --
      Canada: The US's more awesome sibling.
    27. Re:Effort by JWSmythe · · Score: 1

          Really?

          I know I started shooting the Springfield well before I was 17. The Springfield 03A3 and the 30.06 use the same ammunition, and should have very similar handling characteristics. I had to bug my dad about it for quite a while before he let me shoot it the first time. I guess the respect for weapons did stick. I wouldn't take it out to fire without his permission, and I still believe every weapon is loaded, regardless if I "know" it's not. When he finally did let me, I wasn't all that strong, and definitely not big. I grew up to 5'8" and 150 pounds sometime in high school, and remained that size for quite a while.

          A lot of the ability is to have proper instruction. Have a good stance. Wrap the strap around your left arm. Pull the weapon firmly into your shoulder. Squeeze the trigger, and don't panic. :)

          Because my weapon has a steel butt plate on it, if I'm not wearing a padded jacket (I don't have one), it leaves abrasions on my shoulder. I can fire about 20 to 30 rounds per shoulder before it hurts too much to continue. A friend of mine in high school didn't listen carefully to the instructions, and didn't have the rifle pulled tight into his shoulder. It left him with a bruise that went about 6" across his chest, and about a foot down his right arm. After that healed, he wanted to try again, and followed the instruction precisely, and came out uninjured after 5 rounds.

          Another friend didn't keep the sling tight and/or didn't have a good grip on it, and it did kick up and rubbed the side of his face. Mine doesn't have a scope on it, nor will it ever. It's an antique, and I refuse to modify it. I could imagine if it did have a scope, it would have likely hit him pretty hard where you describe.

      --
      Serious? Seriousness is well above my pay grade.
    28. Re:Effort by drinkypoo · · Score: 1

      Which got tired first, your fingers from reloading, or your shoulder from firing? :)

      Shoulder, this is one of the ones that you load through the side of the stock and then shove in the tube.

      I haven't really considered buying anything small for years. The Springfield is still here because it's an antique, and it was my dads. Otherwise, I only consider weapons that I can use in self defense, and are going to put lots of mass downrange accurately and consistently.

      He also gave me one of those Belgian/Peruvian .30-06 Fn Mauser model 98s...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    29. Re:Effort by roc97007 · · Score: 1

      The background image on my home computer is my daughter, 13 years old at the time, firing my Ruger Super Blackhawk (.44 magnum). She started with .22 and worked her way up to .380, .38, 9mm, and finally the .44. She prefers my wife's Lady Smith (.38) but will fire the hand cannon at the range to impress boyfriends.

      I join the others questioning why you didn't start the kid out with a .22. I would never think of handing a kid the .44 Magnum or the Enfield in .303 (a real bruiser) without first a lot of practice with the Single Six or 10/22, and then only if they really wanted to. Seriously, were you deliberately trying to scare the kid? Sounds like you succeeded.

      --
      Oliver's law of assumed responsibility: If you're seen fixing it, you will be blamed for breaking it.
    30. Re:Effort by Anonymous Coward · · Score: 0

      Maybe you are doing this in the wrong order..
      I was 5 when I shot my first target (grandfather teaching me gun safety and use with a over under 30-.06
      Later target practice at scouting ranges (.22).
      Always emphasis on safety, responsibility... It was never scary - just serious.

      What I want to know is what you did to terrify your 13 yr old?
      Was it generic loud noise fright?
      Or did you fail to make clear that the weapon is safe for use? (and unsafe misused)
      If the learner was frightened, it says to me the trainer failed. (or the learner has developmental issues - perhaps over protected while growing up)

    31. Re:Effort by Artifakt · · Score: 1

      Former armor officer here. After M1A1's, anything else has no noise or recoil at all, but shooting's still fun. It's not about the noise and kick for me, it's that sense of flow when your skills are all working together. I understand why there's a whole school of Zen devoted to archery. I don't hunt either. The deer know I'm a soft touch. I've had black bear encounters before, and as far as I know, all those bears are still alive. I will refrain from shooting a rattlesnake or copperhead unless it really insists (most snakes will back off if it's a territory thing, and you stay calm and work with them a little, but I have seen a few rattlesnakes that seemed to be out to commit suicide by me. The only one I ever actually killed by firearm took it from a blank M-16 training round, with his mouth actually closed on the end of the barrel). Aside from target shooting, here's why I keep current:

      1. If a skunk comes into your yard in broad daylight, it is rabid. For a fox, those odds are only about 50%, and my town is such a big eco-green bird and animal sanctuary we actually have perfectly sane local raccoons who get used to moving around by daylight and mooching food*, but in my state, every single skunk that was tested after a mid-day encounter for the past five years was rabid.
      2. If one of my dogs or cats is ever badly injured or something, and suffering horribly, I can put it down there and then, instead of making it suffer another hour through an obviously futile trip to the vet.
      3. I do believe in self defense, and think that with my level of training and skill, the odds are better that a weapon will work for me than against me. I have used a weapon to protect myself in the past, by controlling a young criminal breaking into my car's gas tank until the police responded. That person is probably still alive and well too, AFAIK - if he had run when I ordered him to lay on the ground, I would simply have let him go, rather than shot him over something less than life or death, but as it turned out, he got juvenile detention.

      *Hell, I saw three deer run across the parking lot in front of the federal building and into the Home Depot's garden department just last week - maybe this sanctuary business can be carried too far...

      --
      Who is John Cabal?
    32. Re:Effort by JWSmythe · · Score: 1

          He wasn't ready. Everyone matures at different rates. Just because I was ready at 8, and he wasn't ready at 13 doesn't mean anything. All of his firearms experience has been what he's seen on TV and in video games. Unless you have an unrealistically sized sound system in your house, you'll never approach the sound that a real weapon makes.

          I think he was expecting what he learned from video games and TV. There is no such thing as recoil. The boom is comparable to firecrackers. There's nothing to using weapons, other than point, shoot, and watch the bad guy immediately die.

          Because I was pretty sure he wasn't really ready, I gave him extra instruction. That, and my Springfield had been stored for quite a few years in someone's house and it was in need of a serious cleaning. That gave us extra time to go over everything several times.

          He was ok with dry firing it at home. I explained every step of how we were insuring it was safe, and I made him do every step with me. He asked about the kick, so I had him hold his hand up and pushed with roughly an equivalent force. The only thing I couldn't simulate for him was how loud they really are. If I wasn't confident in his ability to safely handle a weapon in the range, I wouldn't have taken him. As far as the technical details on handling a weapon, he was prepared.

          It wasn't until we were at the range, where real weapons were being fired, that he realized the reality of what he had been handling.

          I guess I should include, I've known this kid since he was 1 year old. He trusts me and has confided personal things with me. Pretty much if I say it, it's true.

          I've taught a lot of people how to shoot. Most do very well. It's when they become fatigued that they start messing up (like poor grouping, not like shooting someone in the next lane). That's always the good time to call it a day, and save the leftover ammo for next time.

          My friends and family all know I'm the resident gun nut. They also know I'll keep them safe, and give responsible advice and training.

          He was the first person I've ever taken shooting who refused to fire because he was too scared. If I wanted to just scare him, I could have done that at home. :) It was more of the introduction to reality versus the fantasy world of games and tv/movie violence, that threw him. I will take him to the range again someday when I'm sure he's ready. Until then, he knows how dangerous firearms can be and I'd be confident that if a weapon were left laying out he wouldn't touch it.

      --
      Serious? Seriousness is well above my pay grade.
    33. Re:Effort by Anonymous Coward · · Score: 0

      Sounds like you just took the kid out with the intention of scaring him away from guns. Good job.

  5. More of this kind of complaint please. by bigtomrodney · · Score: 5, Insightful

    I like that this is being talked about. I was playing Modern Warfare 2 recently and ended up with an FN-FAL. This was great news as far as I was concerned as this is the rifle I first trained on during my own brief military stint. Of course come the last round being fired the character slowly changed magazine and recocked the rifle. Now this isn't some cheap British SLR, this is supposed to be an FN-FAL. Even cursory investigation would tell you that changing mags before empty requires no recocking and changing on an empty mag only requires a flick of the bolt-locking device to allow the breach to move forward; only a first load would require recocking.

    On top of that the recoil was vastly understated and I can guarantee you that after putting two 7.62mm NATO rounds through someone they will not still be firing or running at you. I'll give you a laugh, the game that always impressed me in terms of rifle sound effects was Army Men on the first Playstation. I had to read a horrible review of the game from a UK magazine stating that the sound effects and shooting mechanics were unrealistic. I read that after returing from a weekend at a firing range and the only game I had ever seen capture a 7.62 or .303 sound to that point was Army Men. And they were just plastic soldiers! Here's some geek in an office who'd only ever played Doom and Duke3D telling a guy straight off the range what was realistic.

    Next time a game promises more realism I expect more than just graphics and crazy Dirty Harrry style sound effects. Operation Flashpoint 2 got it right for the most part, firing a sniper rifle mid-air while running and jumping in CounterStrike is nonsense.

    --
    I never get used to these constant resurrections
    1. Re:More of this kind of complaint please. by Anonymous Coward · · Score: 0

      arma II + ace II mod

      or if you can stand th old graphics pick the best of the lot: unreal tournament + infiltration mod

    2. Re:More of this kind of complaint please. by mikael_j · · Score: 1

      Operation Flashpoint 2 got it right for the most part, firing a sniper rifle mid-air while running and jumping in CounterStrike is nonsense.

      Well, at least it's better than some games that deliberately gimp sniper weapons when not using the scope to avoid players using them for their single-shot firepower.

      The average anti-personnel sniper rifle isn't really more powerful than a regular army rifle at the ranges typically seen in games (anti-materiel rifles OTOH) so the extra power makes little sense (especially not in games that practically let you kill enemies with a single shot with most weapons anyway) other than to make sure they can punch through thin walls. This seems especially common with games that are essentially mods of other games, I suspect it's because when they added the sniper weapons they couldn't be bothered rewriting the engine so that they punch through walls, instead they just up the power of the weapon if the engine already allowed weapons powerful enough to shoot through walls.

      Then there's the precision issue. While it's true you won't get much precision holding a rifle half-raised or at your hip that doesn't mean you're suddenly unable to hit the broad side of barn either, unfortunately there's more than one game out there that adds randomness to the aim of sniper rifles when not in "aim mode" so when someone bursts into the room you're sniping from, you turn around and fire straight at him only to hit the wall just at the edge of your FOV. If I could hit coke cans with a real rifle at my hip from 20m as a kid I should be able to hit a stationary person at 3m in-game if my virtual rifle is pointing straight at him...

      --
      Greylisting is to SMTP as NAT is to IPv4
    3. Re:More of this kind of complaint please. by HopefulIntern · · Score: 1

      Even cursory investigation would tell you that changing mags before empty requires no recocking and changing on an empty mag only requires a flick of the bolt-locking device to allow the breach to move forward; only a first load would require recocking.

      Still, the fact that they differentiate between the two is a good start, and not common in most FPS's.

      Of course come the last round being fired the character slowly changed magazine and recocked the rifle.

      Oh come on, the FN FAL (SLR) is the only one in the game that DOESNT reload like that. He (you) take a new magazine and use it to knock the eject mechanism to remove the spent magazine. The FN FAL is the only rifle in the game that does this (despite the AK having a similar eject mechanism, making it possible. In fact, this nonchalant reloading was originally going to be used on the AK, not the FAL).

      On top of that the recoil was vastly understated and I can guarantee you that after putting two 7.62mm NATO rounds through someone they will not still be firing or running at you

      Which is why I stopped playing regular TDM and started only playing Hardcore. One round from the FAL knocks them down, almost guaranteed.

    4. Re:More of this kind of complaint please. by mcvos · · Score: 1

      I haven't played many FPS games, and most that I have played, weren't much fun to me. The original Doom was okay because it was new, but in Counterstrike and most other games, movement is ridiculously fast en jerky, and the way the fight happens isn't exactly convincing.

      The only FPS I really enjoyed was America's Army. Movement speeds that I can believe (and they give me some to think about what the hell I'm doing too), you need to aim carefully at hazy silhouettes, and with a powerful scope, your aim wanders all over the place. And if you get shot, you're really hurt. The game itself is more about sneaking, outflanking and finding good cover than about who can fire the most bullets. I liked it.

    5. Re:More of this kind of complaint please. by mcvos · · Score: 1

      I think games should add some randomness to the aim of any weapon in any circumstances. And some games do. Guns are not dead accurate point and click weapons. The tiniest breath, tremble, whatever, can make your aim wander all over the place. For long range accuracy, you need to steady your gun. The quick snap shots in most games are only accurate at really short ranges.

    6. Re:More of this kind of complaint please. by mikael_j · · Score: 1

      Oh, I have no problem with a little randomness thrown in to increase realism, it's when the weapon is clearly aimed straight at someone not 5 meters away and the bullet hits somewhere that indicates that it's either magic or that my in-game character is suffering from some kind of spontaneous intermittent muscle spasm that bothers me.

      --
      Greylisting is to SMTP as NAT is to IPv4
    7. Re:More of this kind of complaint please. by geogob · · Score: 1

      A reference to infiltration! That old beast has not yet been forgotten. That made my day... thank you.

    8. Re:More of this kind of complaint please. by bigtomrodney · · Score: 1

      I don't think you understand the weight of sniper rifles, they're often barrel heavy or at least they feel that way when you are holding them in the last 15% of their overall length. The truth is that I've seen people fire Browning pistols at 10m - people who have significant firearms training - and they will have 20cm groupings. And that's trained personnel, granted maybe not the most expert but certainly more than your typical xbox gamer.

      You have to consider that in real life often times the sights on a rifle are bigger than the target through perspective. Simply sticking a magnified scope onto a rifle doesn't magically make it better, even differences in the grain load of a round of ammunition pale in comparison to the effect of poor trigger-finger discipline. How you pull the trigger determines your accuracy hugely. And lets not forget that a wave of 2-3cm at the end of a rifle barrel at 5m from a target is more than the difference of a body's width. Yes you will miss your target if you are firing from the hip.

      --
      I never get used to these constant resurrections
    9. Re:More of this kind of complaint please. by bigtomrodney · · Score: 2, Informative

      Oh come on, the FN FAL (SLR) is the only one in the game that DOESNT reload like that. He (you) take a new magazine and use it to knock the eject mechanism to remove the spent magazine. The FN FAL is the only rifle in the game that does this (despite the AK having a similar eject mechanism, making it possible.

      I don't think we're talking about the same thing. There are two controls by the magazine port, the magazine eject and the bolt hold-open device. Hitting the magazine eject is irrelevant to what I am talking about, it is the hold-open device that you release after you change magazine. The breach-block has been held to the rear and the ejection port is now open to view the open magazine; release the HOD when you affix the new mag and it will charge the breach from the new magazine. Essentially to the onlooker this can be one fluid motion where the magazine is affixed and the rifle appears to automatically ready itself. The AK47 famously does not have a hold-open device, it is famous for the old "Dead Man's Click".

      --
      I never get used to these constant resurrections
    10. Re:More of this kind of complaint please. by mikael_j · · Score: 1

      I'm not talking about missing the target by a few inches or even a meter, I'm talking about pointing the weapon at an enemy and having the bullets hit somewhere 3-4 meters to the side, and without moving the mouse at all and firing again the bullet will miss the enemy by a meter to the other side. And like I stated, I don't mind a bit of randomness thrown in for realism (and to mess with the "headshot!" crowd who try to learn all the little quirks of the game engine just so they can pull off stunts you could never pull off in real life) but when the bullet hits somewhere that indicates it decided to fly out the side of the rifle that just annoys me...

      --
      Greylisting is to SMTP as NAT is to IPv4
    11. Re:More of this kind of complaint please. by Hognoxious · · Score: 1

      Particularly in the situation GP described, where you've just been surprised by someone coming from an unexpected angle.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    12. Re:More of this kind of complaint please. by Moridin42 · · Score: 3, Insightful

      He (you) take a new magazine and use it to knock the eject mechanism to remove the spent magazine. The FN FAL is the only rifle in the game that does this (despite the AK having a similar eject mechanism, making it possible. In fact, this nonchalant reloading was originally going to be used on the AK, not the FAL).

      Yes, but pretty much every recent shooter I've played has you drop a magazine, seat a magazine, and then pull the charging handle. Which... is dumb.

      If I had a round in the chamber, it is entirely unnecessary to work the charging handle at all. Seat the mag, pull the trigger.

      If I did not have a round in the chamber, seat the mag and unseat the charging handle from its held open position.

      Now, if the game were to have weapon failures, it would be necessary to pull the charging handle. Clear a jam, or because the bolt failed to lock back on an empty magazine, failure to feed/fire/extract/eject. Whatever. I suspect people wouldn't like that because its less fun. But.. where is the fun in the reloading animation being pointlessly long? In fact, it punishes players with less skill to a greater degree than those with high skill. They're more likely to need to reload under fire because they use more bullets to score a kill.

      I guess its an incentive to not suck.. but.. it is neither fun nor realistic.

      --
      I don't expect morality, equality, consistency, or justice from the law. I expect only legality.
    13. Re:More of this kind of complaint please. by TheLink · · Score: 1

      > The original Doom was okay because it was new, but in Counterstrike and most other games, movement is ridiculously fast en jerky,

      Movement in Doom was and is way faster than most FPS nowadays. And it was fun that way- arcade-style battles, rockets vs shotguns etc, with players outrunning rockets sometimes...

      --
    14. Re:More of this kind of complaint please. by bigtomrodney · · Score: 3, Interesting

      The real problem is that you're given the impression you can hold a rifle still the way you can hold your mouse. I get where you're coming from but it's all part of a bigger problem. I'm not even talking extreme cases where real physics are lost, I'm just talking basics. Try holding a baseball bat in the aiming position after running a few laps, you'll see what I mean.

      --
      I never get used to these constant resurrections
    15. Re:More of this kind of complaint please. by HopefulIntern · · Score: 1

      @bigtomrodney, moridin I think we're both a bit confused. The part of my comment you quoted there I was simply pointing out that you mention a simple remove and replace action by the "hand", but I point out that, in the game, using the FAL has a special "fun/cheeky/whatever" reload manoeuvre that means he takes a new magazine and uses it to knock out the current one in one swift move. I read somewhere that this little "easter egg", if you like, was originally planned for the AK. Later on I go on to comment the fact that, were the magazine empty, he pulls the bolt all the way back, rather than simply clicking it back into place (I realise my terminology is a bit off, I was never officially taught).

      As a side note, using the FAL, the mag that is dispelled - regardless of whether you emptied it or not - is seen to still have rounds in it as it flies off.

    16. Re:More of this kind of complaint please. by hedwards · · Score: 1

      Been done, Return to Castle Wolfenstein did that. In fact they did it one better in that if you're using the machine guns as intended, as in short bursts they're pretty accurate, but if you hold down the trigger you lose a lot of the precision.

    17. Re:More of this kind of complaint please. by hedwards · · Score: 1

      And, that one that overheats is a good example of being more accurate and being more fun as in real life you can't expect to unload clip after clip without pause or melting the barrel anyways.

    18. Re:More of this kind of complaint please. by Yvanhoe · · Score: 1

      The main problem of realism is that nowadays, weapons are deadly and war is not fun. Shoot someone even in the chest even with a cheap handgun, he is dead or incapacitated. Weapons are not the only thing unrealistic in a game, medical condition also is.

      Guns are taking the path of swords : compared to more modern weapons like missiles, mortar, airstrikes, they are less and less efficient and useful in far less cases but we like them. As kids we were given wooden swords and plastic guns so we like our toys. Games are about fun, about fantasies of a grown-up child. I always thought that Quake 3 got it right : shooters are about running, jumping, teleporting, shooting various things at people, respawning fast and living through a very fast-paced game. You don't want realism in a shooter game. If you want to have a realistic depiction of a war zone, have a RPG with shooting scenes, but don't expect realism in a game where you expect to shoot more than ten rounds every minute.

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    19. Re:More of this kind of complaint please. by Buggz · · Score: 1

      The feeling of a weapons weight, and the resulting sway because of that and the act of pulling the trigger, is not transferrable to mouse movement. Hence, randomness is thrown in to compensate for perfect aim and the fact that a 50 gram computer mouse resting on a table doesn't induce much unintended movement compared to a 3-5 kg automatic weapon which you have to keep up and steady using both your arms and shoulders.

    20. Re:More of this kind of complaint please. by Anonymous Coward · · Score: 0

      no matter what, a sniper rifle should hit a human sized target at 5 meters when fired from the hip .it's not like you're holding it with only the toes, and the barrel while heavy is quite straight

    21. Re:More of this kind of complaint please. by Guysmiley777 · · Score: 1

      To "fix" that they would need to do something like model the inertia of the weapon, that is your crosshairs would not be locked to the center of your screen. If you use crazy high mouse sensitivity to whip 180 degrees in a tenth of a second the crosshairs should lag way behind that and then continue moving past center after you stop. It's the difference in pointing a 2 ounce laser pointer versus a 15 pound rifle.

      --
      Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
    22. Re:More of this kind of complaint please. by delt0r · · Score: 1

      A .50cal is quite a bit bigger than a standard rifle and most games seem to assert that sniper rifles are in fact .50cal. I know they are used for that, and the SAS ones were sweet. But I was still under the impression that 308 are popular for this role.

      --
      If information wants to be free, why does my internet connection cost so much?
    23. Re:More of this kind of complaint please. by delt0r · · Score: 1

      Wind, cartridge variation, weight variation on the bullet, humidity etc all affect the trajectory of a bullet. Even with perfect aim, you don't get a perfect grouping.

      --
      If information wants to be free, why does my internet connection cost so much?
    24. Re:More of this kind of complaint please. by mcvos · · Score: 1

      This is a really good idea. I'd like to see that implemented in games.

    25. Re:More of this kind of complaint please. by Inda · · Score: 1

      If ever you hear an English man, putting on a fake south American accent, saying "Gee mister, you sure know your weapons". That is me and I'm taking the piss.

      --
      This post contains benzene, nitrosamines, formaldehyde and hydrogen cyanide.
    26. Re:More of this kind of complaint please. by mcvos · · Score: 1

      You sure? I think such a huge and cumbersome barrel should be a lot easier to dodge than a small pistol. Does a pistol always hit at 5 meters?

    27. Re:More of this kind of complaint please. by leathered · · Score: 1

      Now this isn't some cheap British SLR,

      Eh? The SLR was a fine weapon, if anything a slight improvement over the FAL. The only differences were the deletion of full auto (pretty much useless anyway), a folding cocking handle, cut-outs in the breach block and the fact that the thing was built in Imperial measurements.

      Squaddies were weeping when they had to give them up for the 1st gen SA80s.

      --
      For all intensive porpoises your a bunch of rediculous loosers
    28. Re:More of this kind of complaint please. by stewbacca · · Score: 1

      A developer who designs their ingame M-16 to require you to pull the charging handle when loading another magazine is egregious. Worse yet, it doesn't make the game any more or less fun. If anything, it's simply wasted development time.

    29. Re:More of this kind of complaint please. by Anonymous Coward · · Score: 0

      sure it's easier to dodge, but it's not like it's shooting at a 40deg random angle.

      they could slow down turning speed, instead they make it so that you cant hit a stationary target at 5 meters. not a dodging one.

    30. Re:More of this kind of complaint please. by doug141 · · Score: 1

      I also remember an ignorant review... this one of a jet fighter game. The reviewer wondered how the sound of the aircraft's cannon made it out of playtesting the the sound garbled. He didn't know modern aircraft cannon make a 6000RPM braaaap instead of a 450 rpm WWII movie pop-pop-pop-pop. When letter writers informed him of his ignorance, he dug in his heels and said it "still sounded wrong" and didn't make for good entertainment because it was counter to gamers' expectations.

    31. Re:More of this kind of complaint please. by danieltdp · · Score: 1

      To people how know shit about guns, it seems more realistic. Really!

      --
      -- dnl
    32. Re:More of this kind of complaint please. by nelsonal · · Score: 1

      Modern military snipers use .50 cal and other magnum hunting round derived rounds to reach 1000+ meters. You need a long heavy bullet to ensure accuracy and energy retention as you get close to 1 mile. Police snipers usually use fairly light rifles (.223 to .308) because their shooting is normally rooftop to 1-2 buildings over and it's more important to be able to place a second shot quickly rather than be able to hit a target at 1000+ meters.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    33. Re:More of this kind of complaint please. by GameboyRMH · · Score: 1

      Some games already have something like this (The Stalker games and Ghost Recon 1 most notably). Your crosshairs consist of a center dot and four points around it, the area between these four points is where your bullet could go. If you run, jump, or change your aim violently, they move outwards until they're covering a large part of the screen. If you crouch/go prone and keep your aim still, they move inwards and can nearly form a + sign, but if you want to maintain sharp aim you have to 1. Not move and 2. Only make slow, gentle adjustments to your aim.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    34. Re:More of this kind of complaint please. by GameboyRMH · · Score: 1

      RTCW's sniper rifle would also wave around a bit at first but would stabilize if you held still and only moved your aim gently, which for a sniper rifle seems better than the Ghost Recon 1 / STALKER method of introducing random inaccuracy because you could take a shot without aiming too carefully and still have some idea where it was going, plus even when you'd stabilized your aim it made shooting more challenging and rewarding.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    35. Re:More of this kind of complaint please. by Draek · · Score: 1

      Try the Rainbow Six (non-Vegas) series then, the ArmA series and Red Orchestra, you'll probably like them.

      --
      No problem is insoluble in all conceivable circumstances.
    36. Re:More of this kind of complaint please. by bigtomrodney · · Score: 1

      That's a fairly romanticised version of events there. If you talk to anyone who fought in the Falklands you'll hear tales of how they used captured Argentinian FALs because the SLRs were jamming and butts were cracking. I don't doubt that squaddies would take one over an SA-80 because they have been so troublesome (and the old brigade tend not to like Bullpup rifles), but there's no doubting that it was a cheaper weapon. Now I learned to fire by single shot unless I was the squad scout (always automatic, buy some time but probably take the first round anyway); I wouldn't say the FAL was useless in full auto. It's wasteful for sure, but firing from a bipod or just using it for suppressive fire at short range it's a lifesaver.

      That jab may have been a slight overstatement but in reality there were some pretty bad things said about the SLR and many revisions were made to correct issues that didn't exist on the original FAL.

      --
      I never get used to these constant resurrections
    37. Re:More of this kind of complaint please. by Anonymous Coward · · Score: 0

      ArmA2

  6. Or EA's stance by Wolvenhaven · · Score: 1

    Being too lazy to model a gun so they only make half of it and then mirror.

    --
    Orwell was an optimist.
  7. Realism is usefull only to a point by Tei · · Score: 4, Insightful

    Games are, in the end, games. Inmersion is important, but inmersion withouth fun will be... well.. not fun. So in the end videogames are mostly like complicated boardgames with the rules written in programming code.
    In a game where having pistols works as very short distance weapons is not fun or usefull, the pistol will work mostly like another rifle.
    ( Ex: Games modeled after Rock, Paper, Scissors will force rockets as antivehicle weapons, that will not kill a soldier in a direct hit. )

    And who cares? some people care... people that know real weapons, like (maybe) soldiers, and people that love weapons and love to read all details. And this affect games, because these people play videogames and is a very vocal group, and can get his point right.

    There are lots of games, so generalization is poor here. There are games that aims for high levels of realism, or different levels of realism / gameplay. In one side of the spectrum there are games like Unreal and Modern Warfare 2, subreal products. On the other side there are "combat simulations" like ArmA. In the middle you have games like Battlefield.

    Games are not getting wrong anything, games are remodeling weapons for his own purposes. We all know Kings are not forced to move in only 8 different directions, but is usefull for chess to model kings that way (and this don't make chess 'wrong').

    --

    -Woof woof woof!

    1. Re:Realism is usefull only to a point by txoof · · Score: 1

      Like you say, some people play the games for the realism, and the others play for the fun. I personally like games with ridiculously entertaining weapons like Ratchet and Clank. The weapons designers for that game have a great sense of humor and create weapons that do more than just blow things up. They turn your enemies into exploding ducks and shoot wads of slime. Clearly, there's nothing even remotely realistic about those weapons, but I get a chuckle out of them.

      If you're going to whinge about the realism of FPS, then you should probably do something about the ridiculous amount of damage a player can take while you're at it. If you're going for realism, one bullet takes you out of the fight and probably kills you. Or, take the realism to the extreme and give the user just one shot to play the game through. If you die, the game self destructs. Now that would be realistic. Stupid, but realistic.

      FPS are about diversion, entertainment and the opportunity to live another reality for a short period of time. If you want to develop a title that focuses on physics, tactics and realism, go for it. Cutting down other titles for having unrealistic weapons is just a waste of breath.

      --
      This one's tricky. You have to use imaginary numbers, like eleventeen... --Hobbes
    2. Re:Realism is usefull only to a point by mcvos · · Score: 1

      Games are, in the end, games. Inmersion is important, but inmersion withouth fun will be... well.. not fun.

      What exactly is "fun" according to you? Fun is highly subjective. Lots of people like immersion and don't enjoy having their suspension of disbelief broken rudely because some designer thought something needed to be more "fun".

    3. Re:Realism is usefull only to a point by Sycraft-fu · · Score: 1

      And when you go to too real, things just get un fun Real warfware isn't fun. A "realistic" wargame would be one where you rush to get setup and deployed, stand around for weeks waiting for orders, and if you get shot and die you can never play again because you are dead. Perhaps a bit too realistic.

      Even in terms of weapons realism it can be bad. Take the Battlefield games, especially the current day Bad Company 2. Well, if that were "realistic" the vehicles the US had would be superior to the Russian ones (the canceled T-95 was designed to content with the M1A2, the T-90 does not). In the real world, the US has better weapons. No surprise, they spend a shitload on them. What's more, the vehicles would be extremely powerful against infantry. If you think a couple of RPG hits will take out an M1A2, think again. They, fairly literally, just mess up the paint. Also, some weapons would simply be better than others. It wouldn't be a tradeoff, there are just guns that are better made than other guns.

      Well that would suck. Nobody would want to play on the weaker side, and having to face off against near invincible tanks would be horrible. So the game backs off on it. It is "realistic" in that it looks fairly real, the weapons are based on real weapons, the world it is in is like our own in many ways and so on. However realism is frequently set aside for fun. It isn't trying to accurately simulate a war, it is trying to be a fun game that is loosely based on modern day war devices.

    4. Re:Realism is usefull only to a point by turkeydance · · Score: 1

      agree. chess is warfare, too. not realistic. game.

    5. Re:Realism is usefull only to a point by geogob · · Score: 1

      This question of fun vs immersion or fun vs realism has always been on the table. As a former developer for a game aiming for what a gamer would call extreme realism, I've asked myself these question all the time. One thing I found is that it's extremely something to simulate something you never lived. I fired rifles, but I've never been into combat. I can only assume that it can sometimes be a real pain. How can one simulate this in a game, while still making it enjoyable.

      The pistol example you bring up is a good one. Why are pistol mostly useless in games if they don't act like super rifles? Why are they so useless if they have real-life like limitations? On reasons is that the implementation of limitations in games is very selective, mostly in order to maximize the fun factor. Really few people enjoy playing a game where you have difficulty moving around in thigh spaces because your weapon is too bulky. But unless you model real-life limitations like these, the pistols will remain mostly useless. In the end it is a question of balance... you always chose which effects and limitations you implement as, obviously, you can't implement them all.

      Aiming for greater realism implies adding harder and more limitations and most gamers don't enjoy limitations. They want to control their environment and not be controlled by it.

      In the end, I agree that games are not getting it wrong. They are doing it wrong and that on purpose. Just like movies, game developers understood that real life is not only boring for the masses, but is also often perceived as "unrealistic" by the layman.

    6. Re:Realism is usefull only to a point by ddegirmenci · · Score: 1

      A "realistic" wargame would be one where you rush to get setup and deployed, stand around for weeks waiting for orders, and if you get shot and die you can never play again because you are dead. Perhaps a bit too realistic.

      I'm too lazy to look for the link, but there was a parody of MW2 IIRC, where you would do exactly that: The objectives tab would list "Endure tedious smalltalk." :) And then you would go aside to smoke a cig and then get shot from the side: GAME OVER.

      In the real world, the US has better weapons. No surprise, they spend a shitload on them. *snip* It isn't trying to accurately simulate a war, it is trying to be a fun game that is loosely based on modern day war devices.

      Exactly. In the real world, wars are not about heroes or soldiers, it's about countries and more. If you want full realism in a game, then you should model the effect of a $5 difference in manufacturing costs on the country's economy and therefore the budget allocated to soldiers' food, ammunition etc. On a larger scale, a tank of a country may be weaker than the others', but a, say, $5000 (I have no idea about costs so this is only for exampling purposes) difference per unit may leave the country much more money to fiddle with, so the case would be "lose a few more tanks, win the war through politics/economy". Imagine this being implemented in a game: would the players controlling those lost tanks be happy with the game? Would anybody prefer to play on the side with weaker tools, despite the fact that that side will be the final victor? I think not.

    7. Re:Realism is usefull only to a point by ddegirmenci · · Score: 1

      Oh, and... This is exactly why I stick to playing grand strategy games (preferably moddables so the geek community will make them as realistic as possible within the game's mechanics) and play FPSs only for fun and nothing else.

      Screw FPSs, come play BaboViolent2. That's the real shit.

    8. Re:Realism is usefull only to a point by icebraining · · Score: 1

      In COD4, which isn't exactly a master of realism, pistols aren't useless. They're better than snipers and machine guns at close range, because the former have terrible close range aim and fire rate, and the later are so heavy you move much slower, and take too much time to start firing (and take an eternity to reload).

    9. Re:Realism is usefull only to a point by Anonymous Coward · · Score: 0

      I love R&C. The one thing I hate about realistic guns or lack thereof in FPSes is that they occupy a large amount of screen real estate and obstruct visibility of most targets.

    10. Re:Realism is usefull only to a point by Draek · · Score: 1

      The devs behind Men of War (one of, if not *the* most realistic RTS in existence) had a similar problem when it came to implementing WW2-era tanks for multiplayer matches. Do you know how they solved it? simple, rather than cripple the German tanks to unrealistic levels, they simply allowed the Allies to field more at the same time: simple, elegant and it *worked*.

      Would it work in an FPS? dunno. But I believe it does show that making both sides mere reskins of one another isn't the only solution for balancing a game.

      --
      No problem is insoluble in all conceivable circumstances.
  8. almost everything wrong by AHuxley · · Score: 4, Interesting

    Well take a sound team and film unit to a part of the world with real arms dealers, a wide selection of special forces, Soviet, US, South African bush wars, UK, NATO, and current weapons...
    Then set up as needed and test, test, test.
    Perhaps build a rig to measure push back and chart the different guns?
    That will give you the laws of physics, you will have sound and visuals from every aspect.
    This is not the old days of a quick sketch, a low res gui and a royalty-free gun audio license on a cd.
    Why is the young digital generation of artists so sheltered should be the only question.
    If they are unable to travel and work with real life, time to rethink the staff?
    If your an aspiring 'artist' turn of the anime, xbox, sony time wasters and learn to draw in the real world.

    --
    Domestic spying is now "Benign Information Gathering"
    1. Re:almost everything wrong by fyonn · · Score: 4, Informative

      well, racing game designers often go and remeasure the various test tracks, and run the stats of their modelled cars through the manufacturer, why not the same with FPS's? doesn't have to be in a warzone, but these weapons are available to be photographed, measured, tested and modelled.

      dave

    2. Re:almost everything wrong by noidentity · · Score: 3, Insightful

      Why waste money on realism that doesn't contribute to the entertainment value of entertainment products?

    3. Re:almost everything wrong by AHuxley · · Score: 1

      Why waste money on claiming realism in marketing and mag interviews, online sites?
      Put in the effort or go for cel shading?
      That seems to be the issue, the effort to hype the lighting, art work, physics, music, architecture, plot, guns, voice actors, all the effort 'they' put in and the huge cost.
      Why should they get a free pass to cut corners and then claim realism on the box?

      --
      Domestic spying is now "Benign Information Gathering"
    4. Re:almost everything wrong by MikeBabcock · · Score: 1

      I read an excellent blog post by a game designer involved with Black back in the day (on the PS2). One of the things he discussed was how making guns sound 'realistic' wasn't nearly as appealing as making them sound 'good'.

      In the end, you've got to decide whether you're making a sim or not. Gran Turismo 5 has nearly to-the-inch accuracy for track designs and very exacting car physics modelling. Burnout Paradise does not. Many would argue the latter is more fun (although i personally play both).

      Do Burnout cars handle like real cars? Only in the way that cartoon people look like real people. Certain features are exaggerated, and others are over-simplified but the result is an appealing car-like metaphor that's familiar and fun to drive.

      --
      - Michael T. Babcock (Yes, I blog)
    5. Re:almost everything wrong by noidentity · · Score: 1

      I didn't realize that we were discussing games/movies which claimed realism. If they are, sure, they need to research what real is. Meanwhile, my only criterion for a game/movie is that it be entertaining.

  9. Unpossible! by LynnwoodRooster · · Score: 4, Funny

    You mean to tell me that my BFG 9000 was simply made up, it does not match a real world device?

    --
    Browsing at +1 - no ACs, I ignore their posts. So refreshing!
    1. Re:Unpossible! by lxs · · Score: 4, Funny

      Shocking isn't it? At least the HL gravity gun was based on solid research.

    2. Re:Unpossible! by HopefulIntern · · Score: 1

      I dont care what you all day, my KF-7 Soviet is a real gun, I have seen them on TV.

    3. Re:Unpossible! by Destoo · · Score: 1

      Just like monopoly money is designed to look and feel like real money, it's not. It's a game device.
      As long as some of the functions are preserved, it served its role.
      That BFG 9000 sure dominated.

      "And The Science Gets Done and You Make a Neat Gun For the People Who Are Still Alive."
      --GLaDOS

      --
      Nouvelles de jeux et technologies en français. TC
    4. Re:Unpossible! by iPeg · · Score: 1

      Thats exactly what I meant. ;-)

  10. Obligatory XKCD by Anonymous Coward · · Score: 3, Insightful

    http://xkcd.com/359/

  11. Actually... by Moraelin · · Score: 5, Informative

    Actually, as someone who's had at least the basic infantry training (our main role was to shoot down aircraft) it seems to me like it is indeed very very easy to handle. Ever since some guy tied a bow to a plank, weapons have been point and click basically.

    And I imagine we'll probably find some parchments where the old guard argues that command line weapons were better, and how you should give lusers an IQ test before letting them anywhere near a weapon. ;) Actually, that is only half joke. A pope actually treated the crossbow as some kind of WMD and prohibited its use against fellow Christians. But I digress.

    Anyway, a non-guided anti-tank rocket launcher like the one in most games is the epitome of easy to use. You don't even have to compensate for distance as much as with an assault rifle. The only thing that's unlike the game is basically that you should be sure there's nothing behind you, and shooting most rocket launchers in a room is an awfully bad idea. When the rocket comes out the front end, a jet of flame comes out the back end, see? You don't even have much recoil to deal with, since the hot gas just goes out the back end instead of pushing against something. Truly point and click, really.

    Now guided ones that can take down a low flying helicopter may need a tad more training, but the basic principle is the same.

    As for the other point, while I'll concede the general point that too much realism kills the fun, there is a difference between lack of realism because you understand exactly why it would be less fun, and lack of realism because you have no clue how a weapon works. The latter can be unrealistic without gaining any fun, or even being less fun.

    Heck, probably the most baffling weapon-related example comes from the post-NGE SWG, where one quest gives you a sniper scope for a sword. No, literally. I can't even imagine what they were thinking, what were they smoking, and what's the phone number of their dealer so I can get some of that good shit too ;) And I can't even start to imagine why that would be more fun than a more believable (i.e., realistic) attachment like a mastercrafted grip or pommel.

    Or take the meme that assault rifles kick so hard that you spray bullets in a 30 degree cone, or make that 45 degrees if it's an AK-47 or SAW. Such a weapon would be fracking useless. I once calculated that if a real SAW had the spread from counter-strike it would be useless even for suppression at its rated effective range, because you'd need to fire many many full belts and more ammo than a squad carries, to even put one bullet in the same square metre as the guy you're shooting at. Sorry, that won't make me keep my head down. I'll take that kind of chances.

    And anyway trained soldier (most games pretend you're one) wouldn't spray lead like that. Except maybe if he's shooting from the hip while dancing the Macarena ;)

    And the AK-47 is actually a very manageable weapon, although the larger calibre tells the average clueless gamer nerd who never shot one "OMG, higher calibre must kick like a mule." The key there is that it really was designed as a mid-range weapon, in the same line of thinking as the German MP-43/STG-44 (the first assault rifle) it was trying to imitate. It has a shorter cartridge case and shoots a larger but slower bullet, which means you're not really putting more impulse in the bullet. It's also why its effectiveness takes a nose dive beyond 300 metres: the slow bullet needs a too curved trajectory to hit the target and increases the chance to estimate wrong and shoot over or too short. But even then (A) it's 300m, not the distances on the average game map, and (B) it's the ballistic problem described before, not some kind of spraying lead in all directions.

    At any rate, exactly what fun does that inaccuracy bring? Games have been balanced just fine and had interesting weapons even in the "stone age" when guns were hitscan weapons. And games like WoW still are such a bad offshoot of hitscan that you can even see the projectile curving and even zig-zaging to its target, and sold more copies than a lot of the "but it's realistic!!" (if you don't know how guns work, that is) idiocies. _Someone_ must like that.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Actually... by Tukz · · Score: 1

      I was going to the extreme and using the Unreal Tournament rocket launcher as an example.

      Ever played UT? That thing can load several rockets in the bay and fire them in a swirly fashion. Like a twisted pair...of rockets!

      Oh, and let's not mention the amount of rockets you can carry and the reload time..

      Regarding the recoil you mention, anyone who had any kind of military training, would know you don't "spray" any thing. You fire in bursts, unless you are firing for support, which is just to keep the enemy from firing at you.

      Most rifles aren't that hard to handle, if you just fire em in bursts. The problem with this in gaming, is that in a lot of games, people are still a threat even after getting hit once or twice. If I got hit by a AK47, M96, M4 or what ever, I certainly wouldn't turn around 180 and fire 3 shots and run along fine and dandy. No, I would most likely fall to the ground and be somewhat incapacitated.
      Which is why people tend to do more spraying.

      --
      - Don't do what I do, it's probably not healthy nor safe. -
    2. Re:Actually... by Moraelin · · Score: 1

      I'm using the term "spraying" because in most games that's really what you end up doing even if you fire 3-4 round bursts. The second round already leaves some ten degrees off, which frankly is bogus. Heck, in some games (e.g., Vampire Bloodlines) by the third round you're already looking at the freaking ceiling. In a lot even the first round will go somewhere in a wide circle (e.g., start a soldier in Alpha Protocol and go into _aimed_ mode with that starter tranquilizer pistol and see what a huge angle get painted as your "crosshair") and, really, spraying is what you _will_ do if you want to hit anything beyond point blank range.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:Actually... by Moraelin · · Score: 1

      Also, dunno, I'm answering to the ease of use point because that's what you mentioned. The behaviour of rockets or quantity of ammo carried is indeed funny, but a whole other topic than ease of use. A real rocket launcher would not shoot swirly bunches of missiles, but it would be easy enough to use that even a child could do it.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    4. Re:Actually... by Tukz · · Score: 1

      And I agree, a standard rocket launcher, a common LAW for example (well known from many games), is indeed point and click.

      --
      - Don't do what I do, it's probably not healthy nor safe. -
    5. Re:Actually... by LordLucless · · Score: 1

      A pope actually treated the crossbow as some kind of WMD and prohibited its use against fellow Christians.

      That was because a crossbow was the first weapon that was cheap, able to be used with a minimum of training, and capable of killing a fully armoured warrior.

      Fully armoured warriors in those days tended to be the nobility. It used to be (generally) that the only people who could kill nobles, were nobles (even pikemen were regularly frowned upon for that reason). The crossbow was the first really democratic weapon.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    6. Re:Actually... by drinkypoo · · Score: 1

      I once calculated that if a real SAW had the spread from counter-strike it would be useless even for suppression at its rated effective range, because you'd need to fire many many full belts and more ammo than a squad carries, to even put one bullet in the same square metre as the guy you're shooting at. Sorry, that won't make me keep my head down. I'll take that kind of chances.

      Most games I've played get this more or less right. Some have taken it to ridiculous extremes, such as in the Tactical Ops mod for Unreal Tournament, where the bullet tracking is based on actual ballistics patterns. You SHOULD be more able to hold a FAMAS on target than an AK-47.

      At any rate, exactly what fun does that inaccuracy bring?

      It prevents kills which are too quick and easy.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:Actually... by hedwards · · Score: 1

      Actually, Lusers with low IQs aren't really a problem, it's Lusers with low IQs and a gun near other people and things of value that become a serious problem. As long as you're not stupid enough to point the barrel at yourself, there's not a whole lot you can do that's going to hurt you, but a hell of a lot that can be done to accidentally harm others.

    8. Re:Actually... by Moraelin · · Score: 2, Informative

      Sort of. While a crossbow did allow one to use any untrained peasant, a longbow could do the same thing at the time. Far more important IMHO was the advent of the bodkin tip, essentially a pencil-like narrow metal spike, as opposed to the more traditional triangular or broadhead arrow tips.

      In tests, a bodkin tip has been show to go right through both sides of a chain hauberk (hoodie;)) mounted on a wooden pole, as well as quite a way into the pole. And in historical accounts a point blank shot was described as piercing even the early plate breastplates. (Bearing in mind that even as late as the 1400's a suit of plate would be only 45 pounds and relatively soft iron, as opposed to the 60 pounds of steel of later gothic armour.) Though even that wouldn't really be an issue when Pope Innocent II banned crossbow use against Christians in 1139, as the vast majority of nobles still wore chain in battle at the time.

      And yes, being caught with bodkin arrows if you weren't a soldier was an instant hanging offense, precisely because any peasant could kill a noble with them.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    9. Re:Actually... by Moraelin · · Score: 1

      Eh, it was a joke about the point-and-click vs command-line flame wars we used to have. About 10 years ago you couldn't have a thread without a group bitching about how point-and-click is truly the spawn of Satan and a sign of the Apocalypse, and only drooling idiots would ever want to use a mouse... even if the topic was Natalie Portman naked and with hot grits ;)

      I was just poking fun at it by positing a debate about point-and-click crossbows vs (non-existent) command-line weapons in ye olde days of the 12'th century.

      That said, I really don't think crossbows were more dangerous to people around than other weapons before them. Even the sling, a staple of ancient warfare and even mentioned in the Bible, it only took a slight mis-timing to shoot the stone (or a quite deadly lead sphere) at whoever was behind you or at your (squad mate's) foot. Even a simple javelin or later plumbata was trivial to throw wrong. Or god have mercy upon you if you were in the Byzantine navy, as even a slight malfunction or mis-use of their "Greek Fire" flamethrowers could set their own ship ablaze.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    10. Re:Actually... by pimp0r · · Score: 1

      I think that (at least in the case of counterstrike) you are missing the point.. It's no more a weapons simulator than Arnold was an instructor in the proper use of a minigun.

      The fun is obviously playing the game within it's ruleset.
      Maybe you also beleive there is no fun in chess because in real life enemy castles can't relocate straight into your territory and kill your king while he's out for an evening stroll.

    11. Re:Actually... by Anonymous Coward · · Score: 1, Insightful

      While a crossbow did allow one to use any untrained peasant, a longbow could do the same thing at the time.

      Um, no. If you give a longbow to an untrained peasant, he's not likely to actually hit anything except perhaps himself. A crossbow is much easier to use than a bow.

    12. Re:Actually... by fuzzyfuzzyfungus · · Score: 2, Insightful

      A "weapon of class destruction", if you will...

    13. Re:Actually... by Anonymous Coward · · Score: 0

      I once calculated that if a real SAW had the spread from counter-strike it would be useless even for suppression at its rated effective range, because you'd need to fire many many full belts and more ammo than a squad carries, to even put one bullet in the same square metre as the guy you're shooting at.

      Suppression fire was never meant for hitting targets. The concept of suppression fire is to put fear into your enemy, forcing them to keep their heads down to allow your own forces time for maneuvering.

      Having been trained in almost every infantry weapon, I can attest to the fact that even for the most seasoned soldier, it is not possible to keep your aim if you were to fire in auto-mode. In fact, I do find that recoil-simulation is pretty mild in games, as compared to real-life.

    14. Re:Actually... by dwye · · Score: 2, Funny

      Maybe you also beleive there is no fun in chess because in real life enemy castles can't relocate straight into your territory and kill your king while he's out for an evening stroll.

      Except that the "castle" is a basket mounted on top of an elephant, filled with archers and spearmen, not a fortress designed to tie up enemy troops in sieges. My problem with the realism in chess is that you cannot panic enemy troops and have them attack your their own lines -- panicky elephants/rooks could be really fun :-)

    15. Re:Actually... by Moraelin · · Score: 1

      Yes, you're right. The "untrained peasant" modifier was only for the crossbow, not for the longbow. For the longbow you needed a peasant that trained weekly.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    16. Re:Actually... by dave420 · · Score: 1

      Hmm. I don't think so. The English longbow was used by peasants, and they could fire much further, much faster, with more force, and for less money, than any crossbow. True, the archers had to be specially trained from a very young age (preferably while still growing to allow the bones in their bow arm to grow thicker - skeletons with one thick arm and one thin arm have been found in large numbers, I seem to recall), and train for years. The only saving grace of the crossbow was that the untrained could use it (be they peasants or nobility). So I'd say that the longbow was the first really democratic weapon, not the crossbow.

    17. Re:Actually... by Moraelin · · Score: 1

      Nevertheless, the point is that suppression works because you might be hit if you don't keep your nose down. To put fear into your enemies, you have to ask yourself: fear of _what_? In that case it's fear of being hit.

      If the weapon is so ridiculously inaccurate that your chances of being hit at that distance are on par with the chances of being hit by a meteorite, there's no point in keeping your head down.

      And we've essentially been at that point already. The reason armies simply walked to 100m of the enemies in the age of smoothbore muskets before shooting, was precisely that the musket was so inaccurate past 100m that there was no point to fear it much. If the enemy decided to shoot at you while you were calmly walking towards that 100m point, you'd just ignore it.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    18. Re:Actually... by TapeCutter · · Score: 1

      The reason that killing a nobleman in battle was frowned on had nothing to do with their social standing, it was because they were worth a small fortune in ransom money.

      --
      And did you exchange a walk on part in the war for a lead role in a cage? - Pink Floyd.
    19. Re:Actually... by tibman · · Score: 1

      I qualify expert on the M249 SAW and the only way to fire the weapon is fully auto. There is no single shot, just safe and full auto.

      During qualification you have 12 engagements at different ranges up to 400 meters. You can expend an average of 6 rounds per target but should do 3 round short bursts to conserve ammo for the longer shots. All the engagements are done in the prone position.

      I have practiced shooting in the standing position as well and though it is more difficult, it is doable. You have to lean into it like you would a stiff wind.

      Everyone i know hates it.. but not me.

      --- some last minute additions
      On fully auto weapons i have noticed the first round or two go where you want and then you get some scatter.. but soon after you tighten it up again. I think that is normal.. M2 .50 cal and M240B seem the same way.

      --
      http://soylentnews.org/~tibman
    20. Re:Actually... by hazah · · Score: 1

      I recall that it was their spine that showed a distinct curvature.

    21. Re:Actually... by Daniel+Dvorkin · · Score: 1

      The counter-argument to that is that the intense, long-term training needed to produce longbowmen could only happen on a large scale when the nobility tolerated it, and IIRC there were several points in English history when the practice was suppressed -- a decision that was inevitably reversed when the monarchy realized that having a plentiful supply of trained archers was the only way England could hope to balance out the manpower advantage of its Continental, especially French, likely opponents in the next war. IOW, the longbow didn't exactly turn peasants into soldiers, it just made it possible to have peasants who were also soldiers, provided they trained nearly from birth in the same way the nobility trained to be knights.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    22. Re:Actually... by twidarkling · · Score: 1

      Heck, probably the most baffling weapon-related example comes from the post-NGE SWG, where one quest gives you a sniper scope for a sword.

      I read this incorrectly twice. And yet both misreadings were less baffling. The first time, instead of sword, I thought it said "reward." Made sense, until I got to pommel. Then I read it as using the scope itself as a sword. Why did I read it that way? Because it's less retarded than having a long-range sword (I'm assuming that really it just ups your accuracy, but that's STILL stupid). It's like that picture of the sniper crowbar.

      --
      Canada: The US's more awesome sibling.
    23. Re:Actually... by cgenman · · Score: 1

      One big problem is that guns are easier to aim in games than in real life. Have you played Counterstrike recently? I've been headshot in that game so many freaking times in ways that wouldn't be possible in the real world. They know exactly how fast you move, exactly how high your head is. Aiming happens using a functionally massless mouse with no other real-world factors in account. And battles happen far, far closer in than they would in real life. Oh and you probably want a lot more action-to-camping in a videogame than you would in real life, which means a larger rate of fire with more than realistic ammo available.

      People can (and do) rack up thousands of hours of practice at combat in these games, which leads to a horrific skill delta between new players and established ones. The main way to offset the above factors is to add degrees of randomality to the outgoing bullet spray.

    24. Re:Actually... by Anonymous Coward · · Score: 0

      The only thing that's unlike the game is basically that you should be sure there's nothing behind you, and shooting most rocket launchers in a room is an awfully bad idea. When the rocket comes out the front end, a jet of flame comes out the back end, see?

      You might want to add some detail about WHY you should make sure nothing is behind you. It's obvious to most that the jet flame that comes out the back shouldn't be directed at a wall. An experienced man, on the other hand, would know that you need to have a clear path of at least 10 meters behind you, otherwise the jet will bounce off the wall - straight back at you - and kill you. I've had training with these so I know they're easy to handle but the devil is in the details and if you make a mistake it'll probably kill you. It's not a good idea to preach about how "easy" real weapons are to handle, because while the basic principle might be easy (i.e. point and shoot) you still need training to avoid making lethal mistakes. This is true for ALL weapons.

    25. Re:Actually... by GameboyRMH · · Score: 1

      Heck, probably the most baffling weapon-related example comes from the post-NGE SWG, where one quest gives you a sniper scope for a sword. No, literally. I can't even imagine what they were thinking, what were they smoking, and what's the phone number of their dealer so I can get some of that good shit too ;) And I can't even start to imagine why that would be more fun than a more believable (i.e., realistic) attachment like a mastercrafted grip or pommel.

      Are you sure it wasn't a Final Fantasy-style gunsword? :P

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    26. Re:Actually... by Moraelin · · Score: 1

      Heh. Nope. It influenced melee accuracy, which kinda nails it. ... well, except for the more damning part that they had eliminated attachment slots on equipment anyway, so there was no way to actually attach it to your lightsaber. Instead, it and the gun scope option of that quest were actually scope-shaped potions.

      Yeah, when you hear people ranting about how retarded SWG was post-NGE, the sad thing it's that they're actually right. In fact, it's probably worse. Because there was so many major fuckups, more minor screw-ups like a sword-scope that's actually a potion aren't even worth bitching about. Unless you hit the 1-in-a-million jackpot of stumbling upon some thread where that's on topic for some other reason than NGE being retarded :p

      --
      A polar bear is a cartesian bear after a coordinate transform.
    27. Re:Actually... by Moraelin · · Score: 1

      Well, actually a long ranged sword would have been less retarded. It explicitly upped melee accuracy, so that sword was still goo up to 5 ft or so.

      Plus, as I was saying in another message, both that and the gun scope option of that reward, were actually just scope-shaped potions. (They came up with that idea around the time they removed equipment attachments, but some intrepid designer obviously wasn't deterred.) Really, think something that is called a gun (or sword) scope, is given to you as a scope, described roughly as a scope, but you're really supposed to unscrew the eyepiece and drink the contents. And discard the "scope" it was in.

      So, yeah, it was the truly EPIC kind of retarded :p

      --
      A polar bear is a cartesian bear after a coordinate transform.
    28. Re:Actually... by SendBot · · Score: 1

      I don't have any citations handy, but from what I've gathered longbow archers were trained from a very young age to master the longbow. Shooting it accurately with enough strength for the duration an archer needs to shoot was not a job for the peasants who'd normally be thrilled to have so much as a pitchfork to fight with. When archers were thinned, finding replacements was a real problem.

    29. Re:Actually... by Moraelin · · Score: 1

      Not only that, but they had to be pretty well fed and thus paid too. Not only those bows had a hideously high pull, but the archers had to shoot an arrow every 5 seconds for extended periods of time. And by extended I mean for example at Agincourt not only until they ran out of ammo, but actually advanced to pluck some arrows out of corpses and shoot some more. (All while fighting without pants and shitting like a firehose, since at Agincourt the whole army including the King had dysentery.) Not exactly a job for the untrained or malnourished.

      So, yeah, you're absolutely correct. Outside of England where practice was mandatory, longbowmen cost a mint to hire and were very hard to replace.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    30. Re:Actually... by ewanm89 · · Score: 1

      Add to the ammo carrying, to also the gun carrying. There are some games where one can manage to hide 5 or six assault rifles on the character... This is something I like about the Mass Effect games, yeah, the guns are not designed to be real, but it's cool how they fold up and fit on the character, and one actually sees where the character grabs it from on gun switch.

  12. realistic weapons by _o_o-14 · · Score: 1

    "The fact is that we are not trying to simulate reality but are creating products to provide entertainment." So what exactly is the problem? I always was under the impression videogames are products to provide entertainment. If you honestly think weapons have some sort of artistic value you can visit the shooting range.. or join the army.

    1. Re:realistic weapons by PopeRatzo · · Score: 1

      I always was under the impression videogames are products to provide entertainment.

      Yes. I am gratified to see that in the "Realism vs Fun" debate, there's a game developer who comes down on the side of "Fun".

      But entertainment takes different forms. Just as there are people who will spend thousands of dollars, dress up in funny clothes, carry heavy equipment into the field, paint themselves with stuff that smells like pee, and sit in a damp blind for hours for the enjoyment of snuffing the life of some woodland critter minding its own business, there are gamers who enjoy "simulation" games to do the same thing, except sitting at your computer.

      Me, I like your Burnout Paradise type of game where you get to crash cars and race and none of it is remotely real. Or games where you get to mess with space and time like Singularity or Portal. If I want to shoot a duck, I'll go shoot a duck. I don't need to sit at my computer to pretend to do something. Except here on Slashdot, where I pretend to make sense.

      --
      You are welcome on my lawn.
    2. Re:realistic weapons by vertinox · · Score: 1

      If you honestly think weapons have some sort of artistic value you can visit the shooting range.. or join the army.

      Argubly the biggest counter-argument to your point would be the MG42.

      Which they don't use in the army anymore or very easily acquired at the shooting range.

      And I would put forth as an engineering work of art which many collectors treasure (if they can get their hands on an original).

      Another thing that people have to remember that there is a core group that want realism which is why an indie game hit it big (relative to an indie game) called Red Orchestra which attempted to create a realist WW2 game as possible including no crosshairs, unstable firing without support, no ammo counts etc etc.

      It wasn't a Halo, but they are making a sequel with added realism etc.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
  13. On guns in games by Borg453b · · Score: 4, Interesting

    I'm a bit of a war.tech.geek. My favourite subjectmatter is ww2 weapons; and so I get a thrill out of detailed games that portray such creations. I love to see and interact with a detailed pletora of weapons that i recognize. I do, however, get more picky when the weapon systems get "up close and personal". When the game portrays the notion that you control an existing weapon directly, I do expect some of it's characteristics to be reflected in the game.

    Immersion & "draft damage": Having been a conscript for 8 months, I've had my perception of small arms altered. I know now that regular infantry man usually engages the enemy with single fire, and that the precision and stopping power afforded by a modern assault rifle is something thats too often is only portrayed by sniper rifles in games. I tire of the inability to take proper aim, and alter the firing mode in many games. Crouching and going prone is also something that's often being shunned by the industry.

    We're are, as the article puts it, often left with a hollywood version of weapons. I'm not suggesting that each virtual m16 should come with a virtual cleaning kit, but I would like to see more "portrayed" realism in the handling: that the (deadly) tool can be operated with some of the freedom and functionality that it provides in real life. I realize that this approach is not for all types of games.

    I realize that games are abstractions and aspects of realism can be costly and complex to implement in carefully balanced game mechanics; especially if they're intended to provide a competitive space for players.

    For gun nuts: I was trained with a Diemaco C7 with an elcan optical sight

    P.s: We we're missing a proper ww2 tank movie :/. Most ww2 hollywood tank portrayals pre-"saving private ryan" are horrendous.

    --

    - Mad, ingenous - they've both left you puzzled -
    1. Re:On guns in games by AHuxley · · Score: 2, Informative

      http://en.wikipedia.org/wiki/Red_Orchestra:_Combined_Arms did try some of the things you may enjoy.

      --
      Domestic spying is now "Benign Information Gathering"
    2. Re:On guns in games by Anonymous Coward · · Score: 0

      Thank you :)

      Looks like something I'd enjoy.

    3. Re:On guns in games by HopefulIntern · · Score: 1

      We we're missing a proper ww2 tank movie :/. Most ww2 hollywood tank portrayals pre-"saving private ryan" are horrendous.

      Dude, Kelly's Heroes...soooo good!

    4. Re:On guns in games by Lonewolf666 · · Score: 1

      Day Of Defeat (WW2 Half Life mod) gets it halfway right.

      -Rifles are more accurate than submachine guns, especially submachine guns in automatic fire.
      -Rifles have more stopping power per shot (correct, WW2 rifles used powerful calibers like 7.92x57 or .30-06)
      -The assault rifles can be switched between single fire and full auto
      -Recoil in full auto makes your weapon less accurate and lets the muzzle climb.
      -Crouching and going prone help with accuracy (better stability of the weapon).

      There are still a lot of errors (or intentional fudging) in detail, but overall DOD "feels" somewhat credible.

      --
      C - the footgun of programming languages
    5. Re:On guns in games by mcvos · · Score: 1

      I wish I could mod you up for that!

    6. Re:On guns in games by Artifakt · · Score: 1

      Battle of the Bulge

      1. German field commander gets taken to a top secret installation and shown all sorts of top secret planes, V-2 missiles, espionage and sabotage spy units and other stuff he has no need to know about, just before going back to combat.

      2. repainted American Sherman M-4 tanks used for German tanks in some scenes.

      2a. American M-24 Chaffee tanks used for American M-4 Sherman tanks in those same scenes, because they were now out of real M-4's.

      3. Solder reading a 1964 issue of Playboy in the barracks of a WW2 movie.

      4. Model tanks that blow up from small arms fire, and look like 1/48'th scale plastic models doing it. The same ones, repeatedly. Sometimes they are on fire and then not, then on fire again, then not, as people walk past them. No one seems to be worried about walking past burning tanks which may still have ammo cooking off.

      5. A complete lack of historical accuracy. Most characters are composite, fictionalised people, so as to avoid offending any real Nazis. Omar Bradley is not mentioned in the film - General Patton is said to command all the units Bradley really commanded. Almost every 'fact' about what strategies or tactics were used, is made up and does not in any way match the historical record. For example in real life there was no organized American effort to wear the Germans down by making them use up their fuel before actually engaging them in combat.

      6. Several parts of the battle take place in the immense almost Sahara-like deserts of northern Europe, where there are no living plants for miles and miles because of the merciless northern sun. That same sun must have melted off all the snow the real battle took place amidst.

       

      --
      Who is John Cabal?
    7. Re:On guns in games by HopefulIntern · · Score: 1

      Sounds almost as bad as SS Doomtrooper
      Seriously, read the review, it is accurate.

  14. What utter bullshit by DrSkwid · · Score: 1

    "there is nothing on it that does not have a function -- because guns are tools for professionals"

    Spoken like a man that has never been inside a gun shop.

    --
    There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
    1. Re:What utter bullshit by geogob · · Score: 1

      Most of these games try put you in the role of military professionals in combat situations.

      You're mistaken in the same way you would mix up professional race cars with riced-up corollas.

    2. Re:What utter bullshit by Hatta · · Score: 2, Funny

      There are a lot of professional tools in a gun shop.

      --
      Give me Classic Slashdot or give me death!
  15. Say it isnt so by Anonymous Coward · · Score: 0

    You mean you can't surive a .50 cal sniper rifle to the face?

    1. Re:Say it isnt so by smittyman · · Score: 1

      I give you 50 / 50 depending if you have no brain to lose or making a joke;)

      on a sidenote, probably doesnt realy matter where the .50 hits you, you will be a meat fountain ^_^

      --
      Message from god, Please logoff, rebooting the Universe
  16. Lighten up! by mrjb · · Score: 1

    I don't *expect* a BFG 9000 to be realistic. If it were, it would kill half the fun.

    --
    Visit http://ringbreak.dnd.utwente.nl/~mrjb/growingbettersoftware to download your free copy of the book
    1. Re:Lighten up! by ultrabot · · Score: 1

      I don't *expect* a BFG 9000 to be realistic.
      If it were, it would kill half the fun.

      I'm pretty sure that BFG9k would kill *all* the fun, and then some.

      --
      Save your wrists today - switch to Dvorak
    2. Re:Lighten up! by Anonymous Coward · · Score: 0

      I don't *expect* a BFG 9000 to be realistic.
      If it were, it would kill half the fun.

      All of it, actually;)

  17. It has to be said by Dunbal · · Score: 1, Insightful

    The fact is that we are not trying to simulate reality but are creating products to provide entertainment.

          Thank you Captain Obvious. Hollywood, with its disintegrating fruit stands, good looking and extremely slutty women and exploding cars, has known for a long time that reality is pretty boring. In fact, most people LIKE it that way.

    because guns are tools for professionals.

          Save that BS for your next NRA meeting. There's nothing professional about most of the people who own/use guns. They are tools for killing. It is their sole purpose. They may be used by professionals (SOME soldiers, SOME law enforcement, SOME private gun owners), but gun ownership does not confer professional status. "Ganstas" and drug traffickers have a lot of guns and use them regularly, and there's nothing professional about that. Nor is there anything professional about the husband who shoots his wife, or the guy who shoots his neighbor. I say this as a responsible gun owner, and I hope I never ever have to be in a situation where I have to think about using it.

    --
    Seven puppies were harmed during the making of this post.
    1. Re:It has to be said by Anonymous Coward · · Score: 1, Insightful

      They are tools for killing. It is their sole purpose.

      Save that BS for your Brady Center mailing list. There are millions of firearms owned and billions of rounds fired annually. Only a tiny fraction are ever even fired at a living creature. Most of them hit paper. Intentionally. And thats all that quite a lot of guns ever do, for the entire life of the owner. Bullseye shooters, event shooters, or just I-like-shooting shooters.

      Unless "can be lethal" is your only requirement for declaring something has the "sole purpose" of killing. In which case, you're surrounded by such objects.

    2. Re:It has to be said by iPeg · · Score: 3, Interesting

      Captain Obvious here :-) hey man, this article was written for gun-nuts who have no clue how games are made. I didn't ask slashdot to post it here, but I can see how they got confused since these are two topics in one. Also, guns are tools, no mater what your personal view on gun control is. This was written from a design point of view and maybe you should read the whole article, because it's on designing sci-fi weapons not an advertisement for buying guns. Cheers mate, keep it up :-)

    3. Re:It has to be said by stewbacca · · Score: 1

      There's nothing professional about drug trafficking? Interesting interpretation.

    4. Re:It has to be said by mcvos · · Score: 1

      "Ganstas" and drug traffickers have a lot of guns and use them regularly, and there's nothing professional about that.

      There is if it's their main source of income.

    5. Re:It has to be said by Dunbal · · Score: 1

      I wouldn't know, since it's not my lifestyle. However from what I see and read, the trade suffers from a distinct lack of ethics and an abundance of greed and selfishness. Not exactly what one would call the hallmarks of professionalism. While I am sure that, like in any business, there are some who can claim that their word or their handshake is as good as an iron clad contract and an army of lawyers, I would assume that just like the rest of the world, there's a hell of a lot of lying, cheating and murdering scum who don't give a shit about anyone or anything.

      --
      Seven puppies were harmed during the making of this post.
    6. Re:It has to be said by grumbel · · Score: 0, Troll

      There are millions of firearms owned and billions of rounds fired annually.

      That doesn't change their original design goal, which for most guns clearly is based on military, police or self defense work. If guns would be designed for making holes in paper they would look like this and if they would be designed to make holes over long distances for sports they would look more like this, yet your average gun doesn't look much like either of those.

      Any recreational tool that kills as many people as guns do would already have disappeared from the market long long ago.

    7. Re:It has to be said by Swordsmanus · · Score: 1

      because guns are tools for professionals.

      Save that BS for your next NRA meeting.

      Okay...

      [ This blog post was written by Pascal Eggert. Pascal is an incredibly talented graphics designer, firearm enthusiast and reader of The Firearm Blog. He works for Crytek, a major German game studio...

      Didn't know the NRA spread to Germany. Thanks bro.

    8. Re:It has to be said by moortak · · Score: 1

      "the trade suffers from a distinct lack of ethics and an abundance of greed and selfishness." Have you looked at the business world at any point in your life? It may go against popular image, but a lot of drug dealers rely on their reputation and trust more than most business people. If a deal goes wrong they can't resort to the courts and violence is costly.

      --
      Xavier Rabourdin for president 2012
    9. Re:It has to be said by Draek · · Score: 1

      When he says that "guns are tools for professionals" he means they're designed for the needs of professionals, not that only professionals use them.

      Compare them with mid-grade dSLR cameras for instance. In spite of the fact that they drop all the "frills" of low-end cameras and add a few improvements that'd only confuse your average consumer but are a necessity for the working professional, they *still* sell like hot bread to rich morons worldwide. Are they professionals? hell no, they're only morons who wasted over a thousand dollars on a machine they cannot handle just to stroke their own ego. But that doesn't change the fact that the tools themselves are meant for professionals.

      The only good thing is that, as annoying as the rich-stupid-and-proud dSLR owners are, at least they're not dangerous to themselves or others, as your average gun-nut is.

      --
      No problem is insoluble in all conceivable circumstances.
    10. Re:It has to be said by mjwx · · Score: 1

      "Ganstas" and drug traffickers have a lot of guns and use them regularly, and there's nothing professional about that.

      Drug trafficking is not a profession?

      You have a point with "Gangsta's" but drug traffickers take their chosen vocation very seriously, I suspect you'll be receiving an angry letter from the desk Mr Juan Alvarez very shortly regarding your disparaging comments on his professionalism.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    11. Re:It has to be said by Anonymous Coward · · Score: 0

      Tell that to chef's/hunting knives. And I'll guarantee that both are used for far more murders than the average firearm. Why? Quiet, cheap, and far less likely to be taken as a threat until it's too late.

    12. Re:It has to be said by grumbel · · Score: 1

      When I interpret this correctly you have around 9000 gun murders, while only 1800 knife murders, blunt objects only around 600.

    13. Re:It has to be said by Anonymous Coward · · Score: 0

      Ah.. so.. pools and cars, both of which are recreational tools, should disappear from the market, eh?

      Granted, pools are involved in fewer deaths, but cars are involved in a whole lot more.

      And no, you clearly don't understand sport shooting. They'd only look like your rifle if they were interested in bullseye rifle. Its quite useless for cowboy shooting, 3-gun, IPSC/IDPA courses, trap, skeet and so on. Also, putting rounds out of a Garand on target at 100 yards, outdoors, using iron sights.. is more difficult than using a sport-tuned .22 with a scope at 50m, indoors.

  18. There ought to be some science in sci-fi by Anonymous Coward · · Score: 0

    Fantasy weapons are for fantasy games.

  19. realism? in MY games?! by Ephemeriis · · Score: 1

    So, you're telling me that game designers are sacrificing realism to produce entertaining weapons?

    Shocking!

    Next thing you'll tell me is that there is no secret Black Mesa research facility.

    Sure, for some games some degree of realism adds to the enjoyment. STALKER, for example, benefits from having vaguely realistic settings and weapons. But even if you're playing something that's genuinely set in the real world - like one of the Call of Duty games - you're still playing a game. You still have to simplify things down to the point where information can be conveyed quickly and easily with nothing more than a screen and some speakers. You have to be able to interact with the world with a keyboard and mouse. The world needs to be altered and constrained and limited enough to run on a modern computer. And it all has to ultimately be fun to play.

    --
    "Work is the curse of the drinking classes." -Oscar Wilde
  20. Reply from Pascal Eggert by iPeg · · Score: 5, Interesting

    Hey guys, first of all, this headline is misleading. I didn't wrote this article as a Crytek Dev, I just happen to work at Crytek and this is my personal opinion. The article was written for gun-nuts to explain to them why guns are often portrayed wrongly in games, not for gamers. Also, since I just joined Crytek I'm not responsible for anything you've seen in our released games. So, remember: This has nothing to do with Crytek. Also, I want to make it very clear that my article was about games that are set in "realistic" environments, like MW, Crysis, CS, BC and so forth. I absolutely agree, that realism is not at all needed in games like UT, Serious Sam etc. The job of the gun-designer in these sort of games is completely different: he has to create an "Icon" or a recognizable shape so the player knows what he is holding without even directly looking at it. Something like the rocket launcher in Q3 or the flak in UT99. This weapon does not need to be designed around internals, but have to have a certain feel for the power and limitations of the weapon. A good "funweapon" is designed around a unique shape, something a kid could doodle on a desk at school. I personally don't like the UT3 Weapons because they are overly detailed and not as recognizable as the original guns. Thanx, iPeg

    1. Re:Reply from Pascal Eggert by Anonymous Coward · · Score: 0

      Pascal Eggert, HR would like to have a word with you...

    2. Re:Reply from Pascal Eggert by CommieLib · · Score: 1

      It's nice to know that people at Crytek (or any other game developer) take this business seriously, and are putting thought into it. I would read a regular blog on this kind of stuff...I hope that somebody over there gives you an attaboy for the article - it represents the company well.

      --
      If your bitterest enemies are people who hack the heads off civilians, then I would say you're doing something right.
  21. unreal tournament 3 by Anonymous Coward · · Score: 0

    Maybe some designer from epic games will read this and stop designing all the guns like barrels and bananas glued together in various ways and painted in random colors!
     

  22. pre-"saving private ryan" tank movies by brokeninside · · Score: 1

    Kelly's Heroes. 'Nuff said.

  23. You answered your own question by tepples · · Score: 1

    In the real world, the US has better weapons. No surprise, they spend a shitload on them. [...] Nobody would want to play on the weaker side

    I think you answered your own implicit question. Make the weaker side free to play.

    1. Re:You answered your own question by Anonymous Coward · · Score: 0

      I think you answered your own implicit question. Make the weaker side free to play.

      Might be good gaming for both sides, but the political implications aren't the sort of thing that would fly. Players for the stronger side would know what it feels like to be subject to getting ganked at any time by players for the weaker side whose only tactics would be - one at a time, in uncoordinated or small groups - grabbing a big-ass mine, running up towards the player's tank/jeep/guardpost, and detonating it by hand.

      Q: What's the real-life version of a Zerg rush?
      A: Middle-Eastern society.

  24. AKA-47 by tepples · · Score: 1

    I dont care what you all day, my KF-7 Soviet is a real gun, I have seen them on TV.

    That's because the Goldeneye 007 guns are mostly renamed versions of real guns. What you're seeing on TV is an AK-47.

    1. Re:AKA-47 by HopefulIntern · · Score: 1

      *ahem* WHOOOOOOOOSH!!!!!!

  25. I stopped reading TFS here: by mcgrew · · Score: 0

    guns are tools for professionals

    Really? So when I was a teenager hunting rabbits with my .20 guage shotgun and squirrels with my .22 caliber rifle, I was a professional?

    Lot of weapon designers in the game industry get that wrong. They think of guns like products for consumers

    So my dad wasn't a consumer when he bought those firearms?

    Unfortunately 3D artists often only get access to the photos that Google Image Search comes up with if you enter 'future assault rifle' or, even worse, pictures from other games and movies that also got it wrong.

    I was brought up around guns; my dad had a lot of them, and the guns in movies, with few exceptions, look real to me (kudos to the property masters). About the only thing I see the movies getting wrong is John Wayne firing thirty shots from his revolver, but newer movies (like ones made in the last 40 years) don't even do that. "I know what you're thinking, punk; did I fire six shots or only five? To tell you the truth I kinda lost count myself." Even Die Hard IV, little of which was very realistic at all, had McClain as well as the bad guys reloading.

    True, I haven't seen many realistic looking weapons in video games, but come on -- nobody would think Quake II's BFG was a real gun. And come to think of it, the pistol in the original Wolfenstein looked about as realistic as you could get with the era's possible graphics.

    Maybe if Crytek hired people with three digit IQs they could make some fun games; this guy's obviously one of the 50% of humanity with a two digit quotient. If they're all that dumb, I can see why their games would suck (I don't know that they do suck, I'm taking your word for it; I haven't been into gaming for a long time and haven't played their games).

    1. Re:I stopped reading TFS here: by Dyinobal · · Score: 1

      I'm fairly certain that the context of gun in this article isn't your daddies shotgun, it's military grade firearms meant to kill people.

    2. Re:I stopped reading TFS here: by Daniel+Dvorkin · · Score: 2, Informative

      hunting rabbits with my .20 guage shotgun

      I'm not sure what a guage is, but a .20 gauge shotgun, if such a thing existed, would probably tear your shoulder off with recoil. A 20 gauge shotgun is quite controllable and suitable for rabbit-hunting.

      and squirrels with my .22 caliber rifle

      On the other hand, a .22 caliber rifle (again, if such a thing existed) would pose little threat to even the smallest squirrel -- the critter might feel a bit of a sting when you hit it, but that's about all. A 22 caliber rifle, of course, will do for a squirrel quite nicely.

      Maybe if Crytek hired people with three digit IQs they could make some fun games; this guy's obviously one of the 50% of humanity with a two digit quotient.

      Beam. Eye. Pot. Kettle.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    3. Re:I stopped reading TFS here: by ToasterMonkey · · Score: 1

      .22 is in inches, he got that part right at least.

      What's funny is with specifically the two weapons he mentioned, he couldn't at least agree that there is nothing non-functional on them.

    4. Re:I stopped reading TFS here: by Anonymous Coward · · Score: 0

      Uh, .22 calibre is absolutely correct. .22 LR has a diameter of 0.223 inches. A 22 calibre rifle would indeed handle a squirrel quite easily, firing a bullet of 22 inches in diameter. But you might find it hard to handle, and the squirrel's remains would be pretty much unusable. What exactly do you think the .22 refers to? Some kind of archaic barrel length ratio measurement?

      If you're going to be unpleasantly smug and pedantic, you could at least have the courtesy to ensure that you're correct. Your +3 Informative rating alarms and dismays me.

    5. Re:I stopped reading TFS here: by zmollusc · · Score: 1

      According to the back of this envelope, a .20 gauge shotgun would have a bore of 3.7 inches in order to fire its 5 pounds of lead. Definitely shoulder damage!

      Regarding .22 ( ie 5.56mm )rifles, I thought they were standard for many countries? http://en.wikipedia.org/wiki/5.56x45mm_NATO

      --
      They whose government reduces their essential liberties for temporary security, receive neither liberty nor security.
    6. Re:I stopped reading TFS here: by Daniel+Dvorkin · · Score: 1

      By the convention I'm familiar with, "x caliber" = "x/100 inches"; thus a 22 caliber rifle fires a buller .22 inches in diameter, while a .22 caliber rifle would fire a bullet .0022 inches in diameter, i.e. a speck of dust. Looking around the web, though, I see that this may be incorrect; "22 caliber" (or 38 caliber, 45 caliber, etc.) is an informal usage and the complete caliber description includes the decimal point. My bad. Firearms and ammunition manufacturers seem to use the two interchangeably, based on a look around the web.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    7. Re:I stopped reading TFS here: by Buelldozer · · Score: 2, Informative

      Dan I'm a little confused.

      You're picking on someone for mis-spelling gauge as guage. Okay, I got that one no problem. You progress to sarcastically point out that a .20 gauge shotgun would "tear your shoulder off with recoil". I'd ask you where you're getting this idea? The smaller the gauge of a shotgun the LESS powerful it is. Commonly available progression in order of most to least powerful is 10, 12, 18, and 20. You're already wickedly confused so I'm going to leave out the .410.

      Once you're done displaying your ignorance in the scatter-gun category you move on to displaying it in the rifle category. The correct expression is .22, not 22 as you state. A 22 Caliber rifle very possibly COULD "tear your arm off" with recoil.

      It's incredibly obvious that you don't understand the first thing about how to calculate a Gauge OR how to calculate a Caliber. In fact I'm calling into question whether you know anything about firearms at all.

      Here is your own comment turned back on you - "Beam. Eye. Pot. Kettle."

      The next time you're going to pick on someone for their ignorance perhaps you should check to make sure that your own knowledge is up to par.

      Gauge - http://en.wikipedia.org/wiki/Gauge_(bore_diameter)

      Caliber - http://en.wikipedia.org/wiki/Caliber

      Mods - Mr. Dvorkin's post is not informative, it's WRONG.

    8. Re:I stopped reading TFS here: by zmollusc · · Score: 1

      Being an old git, fifty caliber, 303 caliber and 22 caliber make sense to me and I just imply the decimal point. :-)

      --
      They whose government reduces their essential liberties for temporary security, receive neither liberty nor security.
    9. Re:I stopped reading TFS here: by mcgrew · · Score: 1

      a .20 gauge shotgun, if such a thing existed, would probably tear your shoulder off with recoil. A 20 gauge shotgun is quite controllable and suitable for rabbit-hunting.

      See my sig.

      On the other hand, a .22 caliber rifle (again, if such a thing existed) would pose little threat to even the smallest squirrel

      I repeat, a .22 caliber rifle.

      How does your crow taste?

    10. Re:I stopped reading TFS here: by Daniel+Dvorkin · · Score: 1

      The caliber bit, I'll cop to -- as I said in reply to another post in the thread, by the convention I'm familiar with, "x caliber" = "x/100 inches," but that's apparently an informal usage and what it comes down to is that "22 caliber" and ".22 caliber" are both correct and mean the same thing.

      But as for gauge, you have it exactly backwards. "The smaller the gauge of a shotgun the LESS powerful it is" is absolutely not true. Since you oh-so-helpfully linked to the Wiki article, you might want to actually go back and read it. Or try firing a 20-gauge shotgun, then a 12-gauge, and see for yourself.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    11. Re:I stopped reading TFS here: by Buelldozer · · Score: 1

      Nooooo, I have it exactly right.

      The very first sentence of the wiki article is crystal clear "The gauge of a firearm is a unit of measurement used to express the diameter of the barrel.".

      The smaller the Gauge, BORE DIAMETER, the less powerful the shotgun. Gauge *is* bore diameter, so how could a shotgun with a smaller bore diameter be more powerful? A 12 gauge shotgun has a larger bore diameter than a 20 gauge shotgun does.

      What you're tripping over is that I'm using the language in a technically accurate way and you're applying your incorrect understanding of the terms as you read it.

      This really isn't uncommon and based on the post that I originally replied to your confusion does not surprise me.

      No, I'm not a gun nut but when discussing firearms it's incredibly important to be accurate because so many people who aren't familiar with them will read your words and take them as fact.

      Well, that, and firearms are very interesting pieces of mechanical engineering that you can hold in your hands and it's good to recognize all the difficulty that went into creating them.

      Oh, and yes, a 12G is more powerful than a 20G. :)

    12. Re:I stopped reading TFS here: by Daniel+Dvorkin · · Score: 1

      The smaller the gauge, the larger the bore diameter, and (generally speaking) the more powerful the shotgun. Period.

      You screwed up. I did too, when talking about caliber, but I'm man enough to admit it. You're not. Instead you claim to be "technically accurate" while making multiple contradictory claims in the same post. Whatever. I'm done arguing with you, troll.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    13. Re:I stopped reading TFS here: by Anonymous Coward · · Score: 0

      I'm not sure what a guage is, but a .20 gauge shotgun, if such a thing existed, would probably tear your shoulder off with recoil. A 20 gauge shotgun is quite controllable and suitable for rabbit-hunting.

      Indeed, a 0.2ga would be an impressive ~6.8" bore diameter and would be less of a longarm and more akin to towed artillery.

      On the other hand, a .22 caliber rifle (again, if such a thing existed) would pose little threat to even the smallest squirrel -- the critter might feel a bit of a sting when you hit it, but that's about all. A 22 caliber rifle, of course, will do for a squirrel quite nicely.

      I'm afraid you're wrong on that one. Unlike shotgun gauge which is measured by its lead bearing capacity or artillery caliber which is length divided by bore diameter, rifle caliber is a straight measure of bore diameter.
      A projectile 0.22 inches wide is a .22 caliber bullet. Keep in mind the name of a caliber might not exactly match its actual diamater- .223 Remington for example, is nominally ~0.224", while 38 Special is ~0.356".

      A 22 caliber gun would be the Mons Meg, a medieval cannon firing 175kg ball.

    14. Re:I stopped reading TFS here: by celery+stalk · · Score: 1

      Geez guys, all the hullabaloo is a matter of interpretation. I would be correct in saying that 12 gauge (AWG) wire is smaller than 4 gauge (AWG) wire, even when the numbers are inverse in their size. Therefore, a 28 gauge shotgun, with it's higher number, is smaller than a 12 gauge shotgun, with it's smaller number.

      Therefore, the OP's typo of a .20 gauge shotgun would indeed be quite powerful, and only needed to be pointed out as a typo. Unfortunately, you then tried to correct him on his correct statement of a .22 caliber rifle (aka, "22 long rifle" I bet), and this got your shit jumped by everyone else about your whole post.

      Of course, Buelldozer's comment about "The smaller the gauge of a shotgun the LESS powerful it is" sounds backwards, when you take it at face value (12ga < 28ga) When you take it "correctly", it's correct: A (smaller gauge, bigger#) 28ga shotgun is LESS powerful than a (bigger gauge, smaller#) 12ga shotgun.

      <sarcasm>
      <rant>
      Holy FSM, it's annoying when someone on the internet is wrong. Even worse when there's 2 of them.
      </rant>
      </sarcasm>

      --
      aaaand...whee!
    15. Re:I stopped reading TFS here: by ravenshrike · · Score: 1

      Military assault rifles, if we assume that is the context of the article, outside of a few horrible decisions like the OICW are not any more complex in their general controls than civilian weaponry. The only real difference is the safety contains more than one mode of fire, and outside of certain specific situations, single shot is still the one generally used. Especially if one is not dealing with one of the special forces branches. If he is talking about machine guns, they are even simpler in design than select fire weapons. In certain respects, they also take less training to fire than rifles. Although there is the extra training involved in learning to quickly change barrels on certain types.

    16. Re:I stopped reading TFS here: by ravenshrike · · Score: 2, Informative

      22 caliber, when written, is informal usage. When spoken, the decimal is always assumed to be there unless specified otherwise.

    17. Re:I stopped reading TFS here: by ravenshrike · · Score: 1

      Did you read the post in question? A point 20 gauge shotgun, the same number used by you and mcgrew, would fire a five pound ball of lead. Now, a 20 gauge shotgun would indeed shoot a smaller abount of shot. That was not the number used however until your second post on the matter.

  26. Re:BattlegroundEurope by Anonymous Coward · · Score: 0

    Try www.BattlegroundEurope.com This is a World War II simulation/game where they try to duplicate the realism of a weapon with the correct physics and sounds. If someone does prove them wrong about a weapon and backs it up with historical accuracy and details they will make changes to the weapon to reflect that change.

  27. Re:realism? in MY games?! by east+coast · · Score: 1

    Next thing you'll tell me is that there is no secret Black Mesa research facility.

    I see my cover-up is effective! Mwahahahaha!

    G-Man

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  28. You must be mistaken. by __aailob1448 · · Score: 2, Funny

    Slashdot prides itself on the accuracy of its headlines. I don't believe we've had a misleading one since the 2003 incident.

  29. Pathways into Darkness by snookerhog · · Score: 1

    Any other other old Mac gamers out there that remember this title? This was Bungie's original FPS (afaik), before the whole Marathon series. What I really like about it was that you really had to account for every damn bullet. You had to manually consolidate partial clips. you could fill clips with alternating AP and HE rounds. Hell, you even held onto empty magazines to refill with bullets you found on corpses. In addition, reload time was painfully (realistically) slow. While I may not have played nearly as many FPS titles as some of you young whippersnappers, I would have to say that this was the most realistic weapon handling of anything I've played.

    1. Re:Pathways into Darkness by stewbacca · · Score: 1

      Doesn't sound like much fun, though, which is kind of the point of the article.

      I played Marathon religiously but don't remember anything before that from Bungie.

    2. Re:Pathways into Darkness by snookerhog · · Score: 1
      depends on your definition of fun.

      I really liked it because it added to the tension of the game. You had to make every shot count and use your knife on the weaker baddies to conserve firepower for the big ones. It was also important to know which types of ammo were best suited for killing the different creatures.

      all this talking makes me want to play it again...

    3. Re:Pathways into Darkness by edremy · · Score: 1
      PID was a weird FPS/RPG hybrid. Wolfenstein-3D like in that everything was on a flat plane, but you could pause time to read notes, do inventory control, operate magic devices, etc. It had a lot more story and strategy than the iD games- the game took place in an ancient pyramid infected with aliens which at least three separate groups had tried to infiltrate. (Nazis, Cubans, Americans) Crystals allowed you to read the thoughts of the dead people you found, and you could figure out what happened from that.

      Ammo control was an absolute bitch- the first part of the game was amazingly stingy with ammo. You literally had to account for every round until you got the magic duplicator- after that it became a lot easier.

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
  30. Most fun ones are the most unrealistic by stewbacca · · Score: 1

    The most fun guns are the most impossible/ridiculous ones. Gravity gun? Riiiiight...but sure is fun!

  31. Different Aspect by argStyopa · · Score: 1

    I'd guess that the difference you see in the (lack of) effectiveness and (un)realism of guns in video games has a great deal to do with video quality and fairness.

    Sounds strange, but true.

    The most amazingly realistic simulation of small arms (and large, but that's not relevant here) in combat is WW2OL aka Battleground Europe. (http://www.battlegroundeurope.com/) The problem is (from a gaming perspective) is that it's nowhere near 'fair' according to most peoples' terms.

    The problem is that modern combat engagement ranges are in the 300-500m range, often significantly more. Combat rifles are intended to be fully lethal at these ranges, obviously.

    If my math is right, on a monitor 0.5m from your face, a 2m-high man standing @ 500m is 2mm. If he's lying prone - extremely common in combat - he's 30cm real life or 0.3mm on the monitor. That's nearly approaching the minimum dot pitch of most monitors. So for a 'typical' combat game, realistically representing lethal rifle fire at realistic ranges, you're shooting at a SINGLE pixel, which is extremely ungratifying, not to mention impossible to distinguish a 'man-pixel' from a 'bush pixel' at that range.

    Monitors simply cannot support the resolution needed to allow people to fight at realistic engagement ranges.

    Further as regards 'fairness' and Battleground Europe: this hypothesis was illustrated clearly to me when I was running the game on a marginal-spec machine. Running at 800x600, I was having trouble fighting effectively and dying a lot. Once I spent significant $$ to upgrade my system, and run it at 1600x1200, it became MUCH easier it identify targets and hit them at useful ranges. Part of the explanation about why BE remains a niche-game to this day is that difficulty, of course. But I can't see any mass-market designer building a game where the amount of money you put into the hardware so DIRECTLY affects the success of the player - not when the simple (simplistic?) solution is to cut the engagement ranges down by a factor of 3x or 4x, and correspondingly lower the lethality of weapons. For most purposes, that would seem an ideal compromise.

    --
    -Styopa
  32. He's got that right by whitroth · · Score: 1

    I am not a gun fan... but I do know something about them. The giant economy size superguns in some games are ludicrous - all the bad guys have to do is wait five minutes, and then they can walk over an bash your brains out, while you're lying on the ground, utterly exhausted, from carrying that much metal that way.

    The same is true for the fantasy swords, many of which - esp. in games, but including the ones I see in dealers' rooms - way more than a great weapon (which requires two hands), and folks expect to use them standing out front being brave (and not having people in front with shields and one-handed weapons protecting you.

    Go look at *real* weapons in a museum.

                    mark, who remembers learning to fight heavy in the SCA, and discovering, while
                                    in *good* shape, how exhausted you are after 5 min of trying to beat
                                    someone with a baseball bat equivalent

  33. Forgotten Hope 2 by Jmanamj · · Score: 1

    I found this blog post to be a fascinating read. I've grown up with more realistic shooters, so I always laugh a bit when I play COD or similar games. Now I understand more of the reasoning behind MP40 9mm rounds doing more damage than 9mm fired from a p38.

    One of my favorite games is the Forgotten Hope mod for Battlefield 2, which is one of the few WWII games that has the balls to make their weapons accurate and lethal. It shines in online play, where 64 player servers, beautifully created, large maps, and a huge variety of tanks, vehicles, planes, and weapons create an experience like no other. Bolt action rifles (the standard weapon of almost all armies in game) will drop a player in one shot to the chest, and a shot to the arm or leg will leave you barely alive and bleeding. SMGs are not just cone of fire spray and pray weapons that are useless at distance. Firing from the hip will do this, but aiming down the sights gives the gun accuracy it deserves, and with proper control of the recoil, you can be a master of medium ranges as well. heck if you account for bullet drop you can hit long range targets no problem. These guns shoot where the sights are pointing, and will kill with 2-3 solid hits. As such, Machine guns are ungodly. They fire rifle rounds full auto. This is reflected.

    Because it is made on the Battlefield engine, the game counts ammo strictly by magazine/stripper clip rather than a pool of bullets. Reload animations are excellent, and are timed to be realistic. Getting caught reloading a No.4 in an engagement, and running for cover while you slide the two clips into the magazine and lock the bolt forward is an exhilarating experience.

    Anyways, check it out if you want a great game made by fans of WWII history and weaponry.

  34. My Gripe by Lord+Kano · · Score: 1

    So many guns in games are modeled backwards. These guns are designed to be fired by right-handed shooters. In that case, you don't want the empty cases to be ejected on the left side of the gun. No one wants hot brass (or steel, if you shoot Russian surplus garbage ammo) coming at their face while they're trying to shoot. But you can't see the ejection unless they reverse it for the game. I've had a hot casing land in my collar. It's not pleasant. I find it annoying and thing it's stupid that they do this for in-game guns.

    LK

    --
    "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
    1. Re:My Gripe by KingPin27 · · Score: 1

      its worse when you get one stuck in your butt crack cuz you happen to be showing off your plumber (don't ask -- just know its very very uncomfortable).

      -=Kingpin=-

      --
      "i lost my dignity on a slippery wiener"
  35. It's probably a non-trivial reason.... by argStyopa · · Score: 1

    ...but even in the (according to the rest of the world) "Gun Happy" USA, most children today are brought up in a world where everyone from the media to politicians to schools all universally say "Guns are bad, m'kay?" (European designers are probably doubly crippled along this line...)

    They grow up to be game designers that not only have never fired a real gun, but have never even SEEN one firsthand.

    The media likes to, for example, portray Columbine as an example of guns run amok. Schools expel kids for drawing a PICTURE of a gun.

    Is it surprising then that these individuals then are hard-put to try to simulate a gun in code?

    Heaven forbid we go back to the days when I was in high school, we actually had shooting classes, and we could even bring in our own shotguns if we wanted. And you know, nobody in the history of our school was ever shot. AMAZING.

    It's almost like guns were treated as serious, potentially-dangerous tools that nevertheless had a valid purpose and the best way to deal with kids and guns was to teach them how to use them properly and with respect, in order to prevent injuries from inappropriate use. Crazy stuff, I know.

    FWIW though, I know friends that have come back from Iraq who claim they owe their lives to moronic young Iraqi men that thought they could fire a handgun sideways like in the movies, probably not a few cops would say the same.

    --
    -Styopa
    1. Re:It's probably a non-trivial reason.... by mjwx · · Score: 2, Informative

      "Gun Happy" USA, most children today are brought up in a world where everyone from the media to politicians to schools all universally say "Guns are bad, m'kay?"

      Any parent letting a politician or political organisation control their child's perception of the world should be sterilised at gunpoint.

      I say that one as a person who likes Australia's gun control methods (Read: gun license required, dear gun nuts).

      They grow up to be game designers that not only have never fired a real gun, but have never even SEEN one firsthand.

      In many parts of the world people are bough up to not treat guns as toys in the same way they are taught not to treat carving knives as toys. Many Australian's have shot a gun, it's not hard to go down the range and fork over $30 (half of that is just paying the staff) but only 5% of Australians feel the desire to have a firearms license and as part of that 5% I can tell you it's not hard. Some places in Europe require young men to learn how to operate and care for a firearm. Greece and Sweden have national service and I've yet to meet a Swede that couldn't shoot (yes, one day that chef on the Muppets will crack and the frog will get it). Israel makes sure all it's citizens can shoot, male and female.

      The media likes to, for example, portray Columbine as an example of guns run amok. Schools expel kids for drawing a PICTURE of a gun.

      Please dont display US propaganda as being real. Most anti-gun ban activists do not actually know the gun laws of other nations they protest against such as the only thing preventing an Australian from getting a gun license is a violent criminal record or psychiatric episode (institutionalisation) which leaves oh, 99% of the Australian population eligible, the damn things are easier to get then a drivers license these days. More often then not they drag up laws that were repealed years ago, for example how many times have you heard that the Nazi's instituted gun control when in fact the Nazi's relaxed it (by 1938, any Nazi party member could buy, use and carry firearms without question, most German citizens received no grief about guns, the only real ban was against Jews having guns (shock horror)). The referenced gun control laws were implemented by the Weirmar republic as a requirement of the Treaty of Versailles (the on the US and French made them sign and Winston Churchill was against) before Hitler even joined the Nazi party and relaxed in 1933 then virtually eliminated in 1938.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    2. Re:It's probably a non-trivial reason.... by argStyopa · · Score: 1

      "Please dont display US propaganda as being real." O Rly?
      http://www.azcentral.com/community/chandler/articles/0822gunsketch22-on.html - Student suspended for sketching gun

      http://www.crystalair.com/story.php?id=200912008 - Boy Suspended For Drawing Jesus Shooting Santa With Gun

      http://guyism.com/2010/03/kindergarten-student-suspended-for-making-gun-with-fingers.html

      http://guyism.com/2010/02/fourth-grader-punished-for-2-inch-lego-gun.html

      http://www.firstamendmentcenter.org/news.aspx?id=12519 - The U.S. Supreme Court has refused to hear an appeal filed on behalf of a New Jersey boy suspended from school almost four years ago after a playground game of cops and robbers.

      --
      -Styopa
  36. Whiny article. by Animats · · Score: 1

    Whiny article. All complaints, no solutions. I reached the end of the article expecting another page which would discuss how real world weapons should behave in games. No such luck.

    For a better analysis, see Gatling Good on TVTropes. Also More Dakka.

    America's Army has realistic weapon mechanics, of course. (It's sponsored by the U.S. Army). Players have complained about that.

  37. Realism vs Fun by Anonymous Coward · · Score: 0

    My only problem with FPS games is that for some reason pistols are so god awful accurate and smg's and rifles have horrendous random spread patterns that put shotgun's to shame. (I.E. Half-Life, Half-Life 2, and just about every Bungie Game).

  38. Yes and no by Moraelin · · Score: 1

    Yes and no. While trying to capture and ransom enemy nobles _was_ a staple of warfare, they also _did_ think they're more special than the plebs.

    The medieval notions of "honour" are anywhere between non-intuitive to baffling, by modern standards. E.g., although it makes no sense if you only think in terms of ransom, it was actually fairly OK to execute even prisoners if it looked like too much a pain in the butt to keep them for ransom, and the English did just that. Killing wounded knights with a dagger thrust to the heart was even a virtuous thing to do. Although you'd think washing and bandaging them might be worth a try, just in case one actually recovers and can be ransomed. Killing unarmed children (even of nobles) who were with the baggage train when you ambush it, that was perfectly honourable, and the French did just that. Killing everyone because they rejected your first offer to surrender, that was chivalry gold. But send some lowly mercenaries or conscripted peasants to do any of those, and it would become something unthinkably villainous. (And it was the beginning of England's reputation of completely honourless bastards.)

    --
    A polar bear is a cartesian bear after a coordinate transform.
  39. Magazine, not clip! by Weedhopper · · Score: 1

    If you want to sound the least bit credible, for the love of monkey, learn the difference between magazines and clips.

    Clips:

    http://upload.wikimedia.org/wikipedia/commons/9/97/Clip_M1-SKS.JPG

    Magazines (except for the en bloc on the left):

    http://upload.wikimedia.org/wikipedia/commons/f/fd/M1-M14-M16-magazines.JPG

    If you use a clip to load a .

    Magazines are what you change to reload the weapon.

    In other words, YOU DO NOT CHANGE CLIPS.

    1. Re:Magazine, not clip! by iainl · · Score: 1

      Ah, I think you've assumed I want people to think I know the tiniest bit of what I'm talking about when it comes to real-life weapons. I don't. In fact, that's kind of my point - I don't really want to, either, I want to play the game, rather than spend my time worrying about what to do with my half-full magazine.

      --
      "I Know You Are But What Am I?"