Wait, so you're actually admitting to basing your argument around assumptions of how leaning is implemented in games, rather than actual experience using those implementations? This doesn't help your argument.
Except it does, and I've said this more than once now, so I don't know why it's surprising. Again, design philosophy follows predictable trends, especially in the current generation with the attitude towards risk-aversion in the industry right now. I do not need to have played every game ever made to draw basic conclusions about them.
Incorrect. My claim is that immersion and reality are intrinsically linked.
And it's wrong.
That's not my assertion at all.
It's been your assertion
for this entire argument.I'm saying that realism and immersion are directly correlated.
And you're wrong. This is proven by the fact that the hacking in Bloodlines can be more immersive without
being DOS itself.Oh brother. I was referring to simulations, not The Sims. You know, racing sims, submarine sims, flight sims, etc. The appeal of these games is how realistic they are. The less realistic they are, the less immersive they are to the players.
Proves my point. Notice how small the market for the simulation genre is? Know why? Because while a certain amount of people will always be predisposed to enjoy work the same way most people enjoy non-productive hobbies, and some of those people do things (fly planes, race cars, etc) that have representations in the simulation genre, the vast majority of people do not have by doing things that closely, moderately or even come more than just a little close to work while they're trying to have fun. This is why things that are part of daily life are stripped down in videogames and other mediums as well. This is why the hacking system in Bloodlines is like DOS, but not DOS; because even if you enjoy mucking around with DOS and want to do it in your free time, you probably don't fire up a videogame thinking "I hope this game entertains me by making me muck around in DOS."
This isn't just about mock OSs in games, this is
everywhere. HAWX got a lot of flak for being too arcade-ish, when most of the players leveling those complaints have never talked to a real combat pilot. If they had, they'd know that in reality, most fights between fighter jets begin outside of visual distance, end outside of visual distance, and that it's near impossible to actually dodge an AMRAAM because they turn faster then every plane in existance and explode in proximity, not on contact.
This does not make for what nearly everyone would think of as a playable game. It's not just about fun, reality has to be mis-represented for it to even be
presentable. If more players thought of this as fun, the simulation genre would probably be a whole lot bigger.
Sorry, that argument is flawed. When it comes to immersing the player in a game's world, first-person is the optimal perspective. It's the one that makes you feel most like you're actually in the game.
Again, that is not objective fact. Some players will invariably find the extra presence of mind afforded by third-person to be more important to immersion than a first-person viewpoint.
Too much effort? Seriously? Holding down a key is too much effort? I think holding down Q or E is well worth the benefits leaning provides. Here are the benefits I've experienced from the games I've played:
I said this a long time ago. Leaning does not offer enough of an advantage over moving partially around a corner to be worth the effort extra keystrokes for the same effect.
While we're on the subject, we might as well cover the fact that the implemention of leaning is, near universally, very poor and unrealistic in itself. You can't switch what shoulder you're pressing the stock of your gun to in nearly every game ever, which is something real soldiers do when they lean from one direction to another. I actually can't think of any you
can do it in aside from Metal Gear Solid 4, which isn't even an FPS. The fact that hitscan attacks don't usually come from where it looks like the barrel of the gun is from the first-person perspective should make this irrelevant, but all it does is add an extra psychological factor. The mechanic itself is a case where more realism would actually help it.
Of course, devs never do this because it would require more user input to switch shoulders, and I'd be willing to bet the reason why they don't think it's a viable design desicion is that the problems with leaning listed above, plus the fact that a lean function instead of a cover mechanic forces you to make a guess on exactly where your body will end up, is simply the lesser of two evils compared to the extra effort a more realistic implementation would cause.
q{You've made many claims, including a claim that enemies have ridiculously high accuracy in games.
At no point did I say this is true of every game. It is, however, a bad design decision that exists.
Your whole argument seems to be based on semantics and the flagrant misuse of the word "facsimile."
Somewhat embarrassing, but, honestly, I don't feel very broken up about having a misconception for a word in the English language. At least not when everyone abuses "irony" all the time.
This comment was edited on Oct 10, 2009, 07:45.
NOT THE BEES! NOT THE BEES
THEY'RE IN MY EYES AARRGRHGHGGAFHGHFGHFG!