Salutations Fellow Realism Lovers. ;)
Posted: 2005-10-03 10:11
First and foremost, I would like to introduce myself. My name is Dave. Say Hi to Dave. "HI DAVE" Anyway . .Before you move me to another forum catagory, I am putting this thread in suggestions since that will be the majority of this post. The introduction is minor. 
A bit of my Backround: I am in no way invovled in the Military and never have been, nor will be enlisted. I do not assume to know more than actual military personel, and if I am ignorant on a particular weapon/tactic/asset please feel free to correct/inform me.
The majority of my tactics/millitary/weapons knowledge either comes from my own experiments and feild runs, or from other people who know more about such things than me.* I am however, considerably versed in FPS games. I pretty much have played almost every FPS since the dawn of the genre, including modifications. (realisic or otherwise) The exception is AA, and a few others that required more than just 'install-play'. (actually there was some massive error on the AA site that prevented me from moving past Basic Training. I couldn't register.) So generally when it comes down to a realistic or semi-realistic FPS, Multiplayer or not, my friends usually come to me and ask, "Should I get it? What do you think Dave?" Lol I always stay reasonable, objective, and consider everyone's opinions.
Questions: Understandably, one must be very careful about deciding what to make realistic, and what to make fun (not to say realism can't be fun). I have played realism mods/games that are in fact, so realistic, that the majority of your average gamers simply cannot stand to play it. Be it annoying, or just unmanagable, TOO much realism can slow a game down, make players bored, or otherwise make them go "Hm, I think I'll go play *instert game here*." So my first question is, is this going to be a total, all out, ultimate realism mod? Regardless of playability/fun factor? Or are we trying to do the ballancing act?
*NOTE* I have only briefly skimmed over the suggestions section regarding other players suggestions. What I say henceforth (not just this post) might be unoriginal, yet it might pose new ideas to the team. We'll see. I shall keep this as basic as possible, regardless of the fact that I have an almost astronomical multitude of ideas and concepts that I could go into extensive detail about. This post will be long enough as it is. lol
Suggestions: While I have been a successful member of dev teams in the past (non technical), I will not sit here and TELL you what to do with your mod. I merely pose generalized suggestions. (Maybe later I'll suggest things that actually sit in game. Weapons/Vehicles/playability aspects)
Functionality: Lets face it, no mod can get off the ground and survive for long if there is little or no functionality. I am sure I don't have to explain this, but if you're going to include something in your mod, be it anything, make sure it works and works well. There is nothing worse than having something at your fingertips, that looks good, feels good, but doesn't do jack. What I mean to say is, a mod can include a myriad of things, be it weapons, vehicles, maps, etc etc. If they don't blend smoothly with the rest of the game, people will ignore it and pretend its not there. Or, on the downside, see it as a 'bad' part of the mod that should have never been included or should be reworked on the drawing board. If you're insistent on putting something in the game, don't concentrate soley on THAT particular thing. I.e. "We're going to put this weapon in. Its really fun and accurate and etc etc." While ignoring the possible scenario of, "That weapon seems to work better than all of these. Guess I'll drop this weapon and use that new one." Basically, if its going to be in the game, make sure it has a purpose and that people will need, or at least be inclinded to use/experience it. With that, I shall continue. .
Ballancing: Fucntionality is the groundwork for any mod, but once you've made things work well and have a purpose in the game, you have to consider the "ballance". I don't mean something simple-stupid like "GOD that weapon is way overpowered and it needs to be fixed." I am reffering to a rather subtle "Feel". What do I mean? Well, most modifications that have successfully survived their first or second year and still have a good populace (or if all goes well, has increased from the mod's quality/fun), usually has something that makes it unique and addicting. I cannot tell you how many modifications I have seen bite the dust from introducing something that altered the 'feel' for the game. Sometimes if a mod is going well, the dev team goes, "Oh, they think THATS good eh? We'll show them just how GOOD we can make this game." <<Famous last words. Do your absolute best to never overlook what keeps people coming back to your game. You can introduce all the new content you want, but be keenly aware of what the new content can possibly do to your game. Why do you think, just as an example, there are so many people that still play Counter-Newb 1.6 instead of Counter-Newb:Source? Functionality and ballance. Counter-Newb:Source is basically the same game, just on a different, higher quality engine. Bottom line? Physics aren't the same, weapons don't act the same, aim is slightly different, etc etc etc. Some people simply miss the feel of 1.6 in Source. (merely an example)
Environment: If its going to be a realism mod, make sure it feels realstic. And I don't mean just the weapons and vehicles. I mean, make it all realistic. Trees, buildings, shell casings, NO crosshairs (with the exception of scopes and other crosshair equipment IRL), only ironsights, fragmentation grenades that actually send fragments, not just an explosion, etc etc etc. Sometimes the client (customer/player) can get confused in a game if his gun action looks and feels real, while it doesn't have a realistic effect on the environment. I.e. "My .306 just went through that wall, but the guy behind him is perfectly fine, etc etc."
My appologies, I know I can be longwinded and detail orientated. I cut this post short. Hopefully this wasn't too much for your eyes. Please feel free to email me with questions/comments at [email protected].
I appriciate your time and consideration in reading thus far. Perhaps at a later time I'll give a minor list of in-game suggestions.
The Wicked One
Dave (aka Dave-God/Über-Com) - NS
WickedDevil - BF2
*In regards to my weapon knowledge, it is rather limited. I have only had the luxury of handling the classics like the AR15, Colt 1911, although the one I was using was a licensed Remington copy. I've used the M1 Garand (Pissed me off that the guy only had an 8 round clip and only brought four boxes of extra. I could have fired that M1 off into infinity and died happy), Several AK variants, (SKS, etc) .44 Magnum, .38 special, M1 Carbine, and some pea shooters for shits and giggles. (Pea shooters being 9mm, .22, etc.) So in a nutshell, I am just a civilian enthusiast.
A bit of my Backround: I am in no way invovled in the Military and never have been, nor will be enlisted. I do not assume to know more than actual military personel, and if I am ignorant on a particular weapon/tactic/asset please feel free to correct/inform me.
Questions: Understandably, one must be very careful about deciding what to make realistic, and what to make fun (not to say realism can't be fun). I have played realism mods/games that are in fact, so realistic, that the majority of your average gamers simply cannot stand to play it. Be it annoying, or just unmanagable, TOO much realism can slow a game down, make players bored, or otherwise make them go "Hm, I think I'll go play *instert game here*." So my first question is, is this going to be a total, all out, ultimate realism mod? Regardless of playability/fun factor? Or are we trying to do the ballancing act?
*NOTE* I have only briefly skimmed over the suggestions section regarding other players suggestions. What I say henceforth (not just this post) might be unoriginal, yet it might pose new ideas to the team. We'll see. I shall keep this as basic as possible, regardless of the fact that I have an almost astronomical multitude of ideas and concepts that I could go into extensive detail about. This post will be long enough as it is. lol
Suggestions: While I have been a successful member of dev teams in the past (non technical), I will not sit here and TELL you what to do with your mod. I merely pose generalized suggestions. (Maybe later I'll suggest things that actually sit in game. Weapons/Vehicles/playability aspects)
Functionality: Lets face it, no mod can get off the ground and survive for long if there is little or no functionality. I am sure I don't have to explain this, but if you're going to include something in your mod, be it anything, make sure it works and works well. There is nothing worse than having something at your fingertips, that looks good, feels good, but doesn't do jack. What I mean to say is, a mod can include a myriad of things, be it weapons, vehicles, maps, etc etc. If they don't blend smoothly with the rest of the game, people will ignore it and pretend its not there. Or, on the downside, see it as a 'bad' part of the mod that should have never been included or should be reworked on the drawing board. If you're insistent on putting something in the game, don't concentrate soley on THAT particular thing. I.e. "We're going to put this weapon in. Its really fun and accurate and etc etc." While ignoring the possible scenario of, "That weapon seems to work better than all of these. Guess I'll drop this weapon and use that new one." Basically, if its going to be in the game, make sure it has a purpose and that people will need, or at least be inclinded to use/experience it. With that, I shall continue. .
Ballancing: Fucntionality is the groundwork for any mod, but once you've made things work well and have a purpose in the game, you have to consider the "ballance". I don't mean something simple-stupid like "GOD that weapon is way overpowered and it needs to be fixed." I am reffering to a rather subtle "Feel". What do I mean? Well, most modifications that have successfully survived their first or second year and still have a good populace (or if all goes well, has increased from the mod's quality/fun), usually has something that makes it unique and addicting. I cannot tell you how many modifications I have seen bite the dust from introducing something that altered the 'feel' for the game. Sometimes if a mod is going well, the dev team goes, "Oh, they think THATS good eh? We'll show them just how GOOD we can make this game." <<Famous last words. Do your absolute best to never overlook what keeps people coming back to your game. You can introduce all the new content you want, but be keenly aware of what the new content can possibly do to your game. Why do you think, just as an example, there are so many people that still play Counter-Newb 1.6 instead of Counter-Newb:Source? Functionality and ballance. Counter-Newb:Source is basically the same game, just on a different, higher quality engine. Bottom line? Physics aren't the same, weapons don't act the same, aim is slightly different, etc etc etc. Some people simply miss the feel of 1.6 in Source. (merely an example)
Environment: If its going to be a realism mod, make sure it feels realstic. And I don't mean just the weapons and vehicles. I mean, make it all realistic. Trees, buildings, shell casings, NO crosshairs (with the exception of scopes and other crosshair equipment IRL), only ironsights, fragmentation grenades that actually send fragments, not just an explosion, etc etc etc. Sometimes the client (customer/player) can get confused in a game if his gun action looks and feels real, while it doesn't have a realistic effect on the environment. I.e. "My .306 just went through that wall, but the guy behind him is perfectly fine, etc etc."
My appologies, I know I can be longwinded and detail orientated. I cut this post short. Hopefully this wasn't too much for your eyes. Please feel free to email me with questions/comments at [email protected].
I appriciate your time and consideration in reading thus far. Perhaps at a later time I'll give a minor list of in-game suggestions.
The Wicked One
Dave (aka Dave-God/Über-Com) - NS
WickedDevil - BF2
*In regards to my weapon knowledge, it is rather limited. I have only had the luxury of handling the classics like the AR15, Colt 1911, although the one I was using was a licensed Remington copy. I've used the M1 Garand (Pissed me off that the guy only had an 8 round clip and only brought four boxes of extra. I could have fired that M1 off into infinity and died happy), Several AK variants, (SKS, etc) .44 Magnum, .38 special, M1 Carbine, and some pea shooters for shits and giggles. (Pea shooters being 9mm, .22, etc.) So in a nutshell, I am just a civilian enthusiast.