For years, gamers have been wondering why their quadruple-barreled nuclear rocket launcher can blow 5000-ton spaceships out of the sky but can't penetrate a wooden door. Or why they can climb huge buildings and jump from rooftop to rooftop but can't get over a knee-high wooden fence.
The easy answer has always been, "because that's not what the developers intended for you to do here." To me, that's always been a poor excuse. When a gameworld so closely mirrors our own in so many ways, not being able to do something that would seem perfectly logical in it is jarring, and it robs some of the fun simply because I can't help but be distracted by the "illogicality" of it all.
It's the same way with something like going prone. Humans have a natural propensity to want to avoid being riddled with bullets or blown into hundreds of little person parts, so granted there's going to be instances when you want to drop down and give yourself a chance to avoid such unpleasantries.
Quake and Unreal tournament didn't have prone, but it worked because of the over-the-top, blink-and-you'll-miss-it nature of the action. It's hard to get too wrapped up in not being able to go prone when you're running around a gothic castle in low gravity wearing a 800 pound space suit while shooting people with a gun that fires blobs of explosive radioactive goo and an announcer is yelling out "SUCK IT DOWN!" or "WICKED SICK!!" every 20 seconds.
It's a little different in a real world shooter, even one with the fast pace they're going for here. Other Battlefield games have had prone and I don't ever remember it slowing the game down any. It certainly didn't keep me from being perforated with lead every 8 seconds or so...
Just thought I'd throw that out there. This comment was edited on Feb 2, 2010, 00:34.
“The greatness of a nation and its moral progress can be judged by the way its animals are treated.”
- Mahatma Gandhi