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Post by Andrew Waples on Nov 5, 2018 12:48:03 GMT
So lets use hunting as an example. I finished Assassin's Creed Odyssey and currently going through Red Dead Redemption 2. The hunting in Odyssey is a hell of a lot more simplified then Red Dead. In Odyssey, all you get is soft leather from animal kills and that can be found on all the animals. The higher the level/hard/rarity of the animal you are the more the soft leather you get. While in Red Dead you need a specific weapon, specific ammo type and a headshot to get perfect animal skins. You also can't just carry every animal that you get perfect skins on. You can only carry one animal, one skin of said animal, and I believe two small animals on either side of the horse. You need perfect animal skins to upgrade your carrying capacity. Now, what sounds the easier of the two for you? I find the hunting Red Dead more frustrating.
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Post by Qui-Gon GlenN7 on Nov 5, 2018 13:50:36 GMT
So lets use hunting as an example. I finished Assassin's Creed Odyssey and currently going through Red Dead Redemption 2. The hunting in Odyssey is a hell of a lot more simplified then Red Dead. In Odyssey, all you get is soft leather from animal kills and that can be found on all the animals. The higher the level/hard/rarity of the animal you are the more the soft leather you get. While in Red Dead you need a specific weapon, specific ammo type and a headshot to get perfect animal skins. You also can't just carry every animal that you get perfect skins on. You can only carry one animal, one skin of said animal, and I believe two small animals on either side of the horse. You need perfect animal skins to upgrade your carrying capacity. Now, what sounds the easier of the two for you? I find the hunting Red Dead more frustrating. Streamlining. You enjoy it, others hate it. Depends on the game, but for this comparison I have no input. In general, I think over-simplifying things just makes the world dumber. Edit: therefore, your poll question is biased crap. You assume that one cannot be the other, where many get fun out of a more accurate simulation.
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Post by Serza on Nov 5, 2018 15:08:08 GMT
You appear to be implying one can not be the other... Allow me to show you something. Serza's ArmA 3 Keybinding: SHIFT+; - Point in 3D Q - Lean left E - Lean right WASD - movement CTRL+WASD - Full body leaning/shoulder switch X - Crouch Y - Prone R - Reload F - Switch weapon firing mode/toggle 40mm underslung 1 (above letters) - Switch to Rifle (these days that's the SCAR L w/ EGLM) 2 - Switch to Sidearm 3 - Switch to Launcher (usually AT-4) G - Quick-throw grenade SHIFT+G - Grenade throwing mode and aim Spacebar - Vault/Climb/Drop (contextual Enhanced Movement button) B - Switch to Binoculars/Rangefinder/Laser Designator (depending on equipped) Left Windows Key - Interaction (with vehicles and personnel) CTRL+Left Win - Self-Intearction (Equipment/Medical/Team management) M - Open map N - Toggle NODs K - Compass SHIFT - Sprint W+S - Toggle walk C - Toggle jogging pace (slow jog/fast jog - when rifle is raised, one of them offers you pointing it in front of you) 2x CTRL - Toggle Weapon High Ready/Low Ready Right mouse button - Tap for sights, hold for zoom Middle mouse button - quick interaction (doors, vehicle mounting) CTRL+RMB - Toggle scope/red dot sight (at least the scope I commonly use has a secondary red dot mounted on top) Side button (#5) - Direct speech (within 3D) CAPS LOCK - Radio push to talk CTRL+P - Open Radio (to switch frequencies/settings) Interaction menu: Medical Captivity options (if carrying Cable Ties) Joining other teams Passing magazines Tapping shoulder (or we just say "SET") Self-Interaction menu: Medical (self) - Three different types of bandages are carried, used depending on injuries taken, they are Packing, Elastic and QuikClot - Splint is usually carried in case of severe appendage injury - Morphine and Epinephrine autoinjectors - Surgical Kits - Blood pressure/Heart rate (BP should be 90-130/60-85 Systolic/Diastolic, Heart Rate as I recall is fine between 60BPM and 130-ish BPM) Map tools - Map flashlight - Drawing - Distance measuring (requires Mk.I Brain with Math v1.0) Magazine repacking Demolitions (only listing the ones I can commonly get my hands on, if I were to list OPFOR booms, we'd be here tomorrow and not done) - M112 Demolition Block - M4 Selective Lightweight Attack Munitions - VS-50 landmine - M16A1 Bouncing Betty - M18A1 Claymore Weapon options - Barrel switch (on many LMGs and MMGs) - Barrel temperature check (too hot barrel will cause a jam, unfortunately I don't think they can cook off - maybe in the future!) Equipment options - MicroDAGR GPS - Earplugs/Earpro - Various bits and pieces of kit I can't even list here because they're not a part of MY job on the field Attaching options - IR strobe - Chemlights (can be thrown or attached to you) Other possibilities: - Ammunition types -- 5.56x45mm NATO - M855A1 Enhanced Penetrator Round, M856A1 Tracer, Mk262 Match round, Mk318 Barrier Penetrator Round -- 40x46mm Grenade (EGLM/M203) - M433 High Explosive Dual Purpose round, M7xx series flare and smoke rounds (varying colors) -- 7.62x51mm NATO - M80 Enhanced Penetrator Round, M61 Armor Piercing Round, some Tracer I don't remember because I'm a Grenadier - Speech adjustment - Tactical ladders - Stuff I definitely forgot Radio screen: - Frequency adjustment - Speakers/Headset toggle - Volume setting - Additional channel set up (AN/PRC-152 in the game supports nine frequencies at one time, and I think the real deal is much more capable) I had to master all of this and then some tactics (DO NOT speak about CQB or I'll go off again) and SOPs. Only then I became proficient in ArmA 3. Unfortunately, ArmA 2 was EVEN MORE HARDCORE in terms of explosives/EOD work. A3 just gives you a good ol' menu, A2 put a 2D model of the explosive on your screen and told you to have fun setting it up by clicking various parts of it you'd have to adjust in reality. I miss that. (Also, Anti-Tamper is not simulated in A3, cue all the salt in the world - I USED THAT ANTI-TAMPER TO MY ADVANTAGE, GAME) I'm also pretty damn hyped about this beast here: Yes. That is just the engine start and taxiing for a nine minute video, and he himself admits he missed a couple steps because they are not mandatory.
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Post by griffith82 on Nov 5, 2018 15:25:25 GMT
I voted fun. I like realisim but not if it takes the fun out of the experience.
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Post by dagless on Nov 5, 2018 16:49:04 GMT
I picked realism.
Not because I’d actually choose realism over fun, but because I reject the implication that they are two ends of the same scale (or for that matter the fact you didn’t even include a “balanced” or “mixture” option).
I think you can have realistic mechanics that are fun or not fun, and unrealistic mechanics being fun or not fun, and everything in between.
So if they are not the same scale, I’d usually take realistic over unrealistic (in the context of the game world).
As for your examples, I’ve played neither yet, so I can only guess.
I think the idea in Red Dead 2 is to make hunting a thing that requires some thought/skill/effort/preparation. So you go out on a hunting trip and take your time bagging a couple of good quality hides, and presumably are suitably rewarded for your work.
I don’t know how much fun that is in practice, but I appreciate the thought behind it. I could well prefer it to the more common practice of riding between locations and blasting away at 20 animals that happen to cross your path and skinning them for chump change just because “loot everything”.
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Post by Andrew Waples on Nov 5, 2018 16:49:05 GMT
So lets use hunting as an example. I finished Assassin's Creed Odyssey and currently going through Red Dead Redemption 2. The hunting in Odyssey is a hell of a lot more simplified then Red Dead. In Odyssey, all you get is soft leather from animal kills and that can be found on all the animals. The higher the level/hard/rarity of the animal you are the more the soft leather you get. While in Red Dead you need a specific weapon, specific ammo type and a headshot to get perfect animal skins. You also can't just carry every animal that you get perfect skins on. You can only carry one animal, one skin of said animal, and I believe two small animals on either side of the horse. You need perfect animal skins to upgrade your carrying capacity. Now, what sounds the easier of the two for you? I find the hunting Red Dead more frustrating. Streamlining. You enjoy it, others hate it. Depends on the game, but for this comparison I have no input. In general, I think over-simplifying things just makes the world dumber. Edit: therefore, your poll question is biased crap. You assume that one cannot be the other, where many get fun out of a more accurate simulation. Sure, you can try for both. But, I don't think you can have your cake and eat it to.
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Post by ashaantha on Nov 5, 2018 20:06:55 GMT
Depends on the game for me. For rdr2 how 'realistic' it is and how long things take was by design, it's meant to be a slow down and take your time kind of game. Just like other games work everything to speed and rush-rush.
I love rdr2, very few complaints from me. But that doesn't mean I can't or don't enjoy a faster pace streamlined and simplified game too. So for me, both variations of pace are a lot of fun.
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Post by river82 on Nov 5, 2018 21:05:29 GMT
You only need enough realism to not break people's suspension of disbelief. You can get away with more things depending on the genre, for example you can get away with more things in DragonQuest's cute take on fantasy than you can in a WW2 shooter game, but there's shitload of examples of even the more realistic games not being realistic. Health bars for example. And whacking plate armor with swords to kill people, for example. Let's take the hunting in Odyssey or Red Dead as an example, are you required to drain the blood after you kill the things?
Breaking suspension of disbelief is different for most people, but if you can get there for the majority then it's fine. Other things are far more important, though.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by Serza on Nov 5, 2018 23:22:25 GMT
Speaking of WWII shooters...
And a soon-to-be-fully-released addition to that:
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Post by PapaCharlie9 on Nov 6, 2018 16:56:45 GMT
I reject the premise. Apart from simulators -- like flight simulators and Arma -- that actually attempt to simulate reality, games don't. "Realism" is not the goal of a game, or else we'd have no games with dragons or aliens, regardless of how complicated their animal skinning systems are, or photo-realistic their graphics are.
A system, like animal skinning for crafting, usually has other, more important goals than realism. Perhaps it's challenge. Perhaps it's a throttle on the game economy -- if you could accumulate soft leather too quickly, you'll break the game economy. A system may borrow details from reality in order to achieve that goal, like how it's harder to light a fire with wet tinder and wood than with dry in reality -- in order to prevent you from lighting a fire in a dark swampy area that's designed for jump scares -- but that's just a means to an end. The same thing could have been achieved because the phase of the moon is wrong for lighting fires, in a fantasy setting. The choice of which explanation to use has more to do with the mood and setting of the game than with reality being better or worse on some absolute moral scale.
As mentioned above, I do make an exception for photo-realistic graphics. That is an attempt to simulate the reality of light physics and materials, but that has nothing to do with the game systems that you mentioned in the example.
Finally, I believe that "fun" and the game systems you are mislabeling as "realism" are orthogonal concepts. The game designers make game systems choices that they believe will be fun. If they guess wrong for you, that's not a knock on realism. That's a knock on the game designer being able to guess at what you think will be fun.
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Post by KrrKs on Nov 10, 2018 14:12:13 GMT
snip* Finally, I believe that "fun" and the game systems you are mislabeling as "realism" are orthogonal concepts. The game designers make game systems choices that they believe will be fun. If they guess wrong for you, that's not a knock on realism. That's a knock on the game designer being able to guess at what you think will be fun. Yeah, that! The point of playing a game is fun. If its no fun, then there is no point in playing it. But Constraints, or rather playing with/around them can be fun, too. This probably depends on what each of us finds 'fun'.
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Post by Deleted on Nov 13, 2018 19:19:23 GMT
I'm not saying anything new here but Fun and Realism don't cancel each other out, or vice versa. However, a game should never rule out pleasure or fun) just to make it more realistic. So that's the reason because I think fun should be the focal point of a game; video games are made to be pleasurable after all.
And well, as some of you already said, pleasure or "fun" is quite an abstract notion; each and everyone of us finds fun in very different things.
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Post by Arijon van Goyen on Nov 14, 2018 12:18:14 GMT
Civilization V: Both fun and realistic Civilization VI: Neither fun nor realistic
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Post by Blast Processor on Nov 14, 2018 15:22:10 GMT
I like realism but "realism" like how the characters in ME1 all have oxygen packs on there armor, not the "realism" of watching the same 10 second animation of my character doing something for the 100th time.
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Post by Pounce de León on Nov 14, 2018 19:22:04 GMT
Depends on the game. In RDR I'd find realism pointless and grindy - in DCS I expect high level of realism from flight model down to cluster bomb discharge and damage model . damage model in DCS is kinda lacking for me taste actually, but hey, who got time to worry about that when you're busy calculating aircraft mass for the vertical carrier landing?
Is called "sim" for a reason. If I dont play sim, I dont look for sim.
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Post by Arijon van Goyen on Nov 19, 2018 12:23:15 GMT
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...lives for biotic explosions. And cheesecake!
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Post by Kappa Neko on Nov 19, 2018 21:27:33 GMT
So lets use hunting as an example. I finished Assassin's Creed Odyssey and currently going through Red Dead Redemption 2. The hunting in Odyssey is a hell of a lot more simplified then Red Dead. In Odyssey, all you get is soft leather from animal kills and that can be found on all the animals. The higher the level/hard/rarity of the animal you are the more the soft leather you get. While in Red Dead you need a specific weapon, specific ammo type and a headshot to get perfect animal skins. You also can't just carry every animal that you get perfect skins on. You can only carry one animal, one skin of said animal, and I believe two small animals on either side of the horse. You need perfect animal skins to upgrade your carrying capacity. Now, what sounds the easier of the two for you? I find the hunting Red Dead more frustrating. Yeah, I'm playing RDR2 now and while all these animations look cool the first few times, they get annoying fast. It takes forever to do anything in RDR2. I don't mind the slow speed per se but I wish they implemented a toggle so that once you've gotten over your animal skinning astonishment, you can just skip the animation or get a split second animation.
But at least this is a consistent flair and deliberate slow approach that has its own very particular charm. I've surrendered to the slowness of the game and I'm enjoying it quite a bit now. However, then there's other things that are just plain annoying for no reason, like having to loot one thing after another in a drawer. Even if you try to be immersive, people in real life have two hand and loot a drawer pretty quickly.
When it comes to open world, a certain level of realism is needed to sell it. However, when it comes to game mechanics, it easily becomes a chore. Do I want a reload animation? Yes, but I don't want it to take forever. Simply the suggestion of reloading for a split-second is enough to feel immersive. It's the complete absence of something you know should be there that's bothersome. Like objects not casting a shadow. Or water not rippling. Gameplay realism is often a bad idea.
The most important thing for me is a game sticking to its own logic and laws of physics. Immersion is about a world making sense, not necessarily realism. No game is realistic anyway because reality is boring. We play games so we can do things that are not possible in real life.
I both love and hate RDR2 for its attempt at a horse simulator.
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House Targaryen
N5
The night is dark and full of terrors, but the fire burns them all away.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: gscott7833
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The night is dark and full of terrors, but the fire burns them all away.
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Post by House Targaryen on Nov 19, 2018 23:27:26 GMT
The OCD in me wants realism but that isn't going to happen in a game 100%. I try to ignore imperfections like houses not being the right size or roads and highways that make no logical sense in their creation and direction. Plus it can't be too real otherwise my character would be dead. At times I get a god complex in games and keep taking on hits while I charge at the enemy or as I take shots at them instead of ducking to cover.
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N2
May your heart be your guiding key
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire
XBL Gamertag: SadeLeamonde
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Post by Starfang on Dec 3, 2018 23:44:50 GMT
According to an sickeningly amount of gamers, realism and fun are not as important as white-knighting the developer's flaws.
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House Targaryen
N5
The night is dark and full of terrors, but the fire burns them all away.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: gscott7833
Prime Posts: 1,584
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The night is dark and full of terrors, but the fire burns them all away.
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Post by House Targaryen on Dec 4, 2018 5:12:28 GMT
Those same gamers would lick the sweat off the nut sack of the devs.
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Post by o Ventus on Dec 8, 2018 7:02:16 GMT
Why are fun and realism mutually exclusive? Games like Red Orchestra and ARMA thrive on being as realistic as possible, and are extremely fun. Activities like paintball and airsoft in the real world are fun games that make extensive use of realistic combat scenarios and experiences. Oftentimes, enhancing the realism of something also enhances the fun factor. It only really depends on how the game in question handles whatever mechanic is being discussed.
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Post by Serza on Dec 9, 2018 12:08:48 GMT
Slight complication, airsoft and paintball are nothing like real combat. They can only simulate CQB properly, and even then you can't wallbang cocksuckers... or send them a 40 mil when they're stupid enough to bunch up only 70 meters away (which is the maximum range of any sane man's weapon anyway - and not maximum effective range, either)
At the end of the day, ArmA simulates real combat better than airsoft. Sad as it is. Though if you get your hands on Simunitions...
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