Did I miss? How on earth could I miss." I was completely in disbelief. After I fired, the bull just stood there calmly for a second, then casually trotted off into some trees. This is kind of a far off analogy, but I was hunting moose a few years ago and took a shot from like, can't have been more than 15 yards. I just think its so much more exciting this way. Most surfaces will give some kind of feedback about where your bullet hit, as well as the animations for the hit target. Some games, of course, are perfectly suited to an immediate UI indication that you hit or killed or missed the target, but I really think any tactical or semi-realistic shooter would be better if the only clues were entirely realistic. I agree that seeing where your shot hit is important for you to get better at the game, but there are better ways to do this than a UI image. But the uncertainty and tension that goes along with shooting at a distant target and not getting some immediate hit/miss indication - that is something that is a good video game experience. So, yeah, that's an experience I don't want from a game. For me, firefights usually suck because it always too hot and they go on too long and your exhausted and it seems like everybody around you is confused and you just want the damn thing to end so you can go home and sleep. I guess everybody is different, but I always figured that if you get shot you get shot if you haven't got shot yet then don't worry about it. In my experience, firefights don't usually suck because you are afraid you are going to get shot. I just think that, in some cases, eliminating certain video-gameism's actually makes for a better video game.Īnd developers shouldn't worry about making a shooting game too realistic for fear that it wouldn't be fun - unless the player is legitimately afraid they are going to die it just can't be the same. I agree that there is no need to strive for realism for realisms sake. Kind of like how in movies whenever somebody is on a computer it makes lots of bizarre whirs and beeps - without those totally unrealistic noises it now seems strange because we are used to it.īut please, the games are better without all the little helpers! I mean, maybe a game like Doom or something can benefit from all the pizazz and instant gratification multipliers, but if your game is going for any degree of believability or you just want to up the tension and make a firefight feel more like a firefight, get rid of that stuff. It seems that so many things have become commonplace just due to the ovine nature of humans, "juicy" things like bullet trails and excessive blood splatters, that people just can't make games without them. 22lr tucked away in the basement (as if they could ever shoot that many squirrels in a life time, let alone carry that much ammo anywhere), find people who actually shoot living things on occasion and ask them what really happens. Don't bother with the gun nerds who spend hours discussing terminal ballistics on online forums and have 20,000 rounds of. Stop giving us the gigantic blood splatters, bullet trails, hit markers - all of that stuff is supposed to supply instant gratification, but sometimes delayed gratification after a prolonged anxiety can be more rewarding! And please, if you are going to call your game a tactical shooter, talk to somebody who hunts. In shooters, I'd like to see more of this. A minute goes by and you wonder, is it dead? Do I dare go look? Anxiously you follow the blood trail for a while, and then a) you come over a hill and there's the lifeless body, to your great relief, or b) you come over a hill and OH S*** theres the bear at five yards and it is not happy to see you. The thing is, when you shoot a buck or a wolf or a bear in The Long Dark, and it realistically runs away frantically and disappears into the woods, a lot of great gameplay tension is introduced. They are just supposed to be fun (or at least an experience that has some kind of positive value). In fact, even a large caliber bullet through the heart is no guarantee that an animal, be it a bear or man or a squirrel, will die within the next minute or three.īut who cares about realism for realisms sake? No reason to hold video games to any arbitrary standard. When you shoot or stab things - living things - they don't just instantly die.