Posted: 2007-08-03 07:27
It was really hard to see a "point" this the post starting this thread. With all those statements and conclusions of which I would agree with most, I still did not see any part that tells us that we should do something specific to avoid a problem.
As for the Realism for realism's sake part:
I personally think the fun while playing the game is the most important aspect of a game. If the game is not fun then why should anyone want to play it? Games are something mainly used for recreation although of course many games include the learning of things useful in life (e.g. how to work in a team with other people)
Of course we would not throw pink battle-elephants into PR just because most people think it would be fun to ride one of those. PR draws much of it's fun from the thick atmosphere it produces (mainly) by including some aspects from real life. The real life aspects help draw people into the experience because they are easy to grasp and not as abstract as a team-play enforcing game where the rules governing the way of playing have nothing to do with the real world or common sense.
On another note. "Balanced" gameplay was mentioned earlier in this thread as important aspect and I have to disagree. Balance is surely important in most games for reasons I will not get into. But as long as the game is fun for the people playing it balance is not needed per se. Of course balance can help because after you played insurgency a lot and had fun you might notice that one side can win much more easily if they try to do this. At this point you will not have as much fun playing the unbalanced game because you don't like being given a smaller chance of success than the other guys. (While maybe some of the other guys will miss the challenge). Balance is one of these factors that has an hard to evaluate impact on the enjoyment of a game in most cases.
To conclude this posting which was not just about one single thing but roamed about some of the aspects covered in this thread:
In my opinion fun is the most important factor in PR. Due to the design of PR most realism aspects will increase the fun, while some decisions for real-world mimicry can have adverse effects on the fun while playing. The hard part is to find out what to add and what to leave out (and of course what can be added within the tight confines of the BF2 engine).
As for the Realism for realism's sake part:
I personally think the fun while playing the game is the most important aspect of a game. If the game is not fun then why should anyone want to play it? Games are something mainly used for recreation although of course many games include the learning of things useful in life (e.g. how to work in a team with other people)
Of course we would not throw pink battle-elephants into PR just because most people think it would be fun to ride one of those. PR draws much of it's fun from the thick atmosphere it produces (mainly) by including some aspects from real life. The real life aspects help draw people into the experience because they are easy to grasp and not as abstract as a team-play enforcing game where the rules governing the way of playing have nothing to do with the real world or common sense.
On another note. "Balanced" gameplay was mentioned earlier in this thread as important aspect and I have to disagree. Balance is surely important in most games for reasons I will not get into. But as long as the game is fun for the people playing it balance is not needed per se. Of course balance can help because after you played insurgency a lot and had fun you might notice that one side can win much more easily if they try to do this. At this point you will not have as much fun playing the unbalanced game because you don't like being given a smaller chance of success than the other guys. (While maybe some of the other guys will miss the challenge). Balance is one of these factors that has an hard to evaluate impact on the enjoyment of a game in most cases.
To conclude this posting which was not just about one single thing but roamed about some of the aspects covered in this thread:
In my opinion fun is the most important factor in PR. Due to the design of PR most realism aspects will increase the fun, while some decisions for real-world mimicry can have adverse effects on the fun while playing. The hard part is to find out what to add and what to leave out (and of course what can be added within the tight confines of the BF2 engine).