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Preamble:
A post to take an objective clinical look at the merits of realism vs "artistic license"; to challenge fundamental assumptions and misconceptions about realism and it's place within a (modified or otherwise) BF2 engine environment; to encourage *open-minded* debate on unresolved issues, and to force some closed minds to accept that there is room for debate on these issues.
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Disclaimer:
1. This post and it's contents are not meant to insult the stirling work the devs have done and do, if I didn't like the mod, I wouldn't care enough to post here.
2. I (unlike a lot of posters here) do not feel I "own" this mod, or that I have a right to tell the devs what to do. Like everyone, I have an opinion on what they should and shouldn't do for the benefit of the mod, but that doesn't mean I feel they should be compelled to do it on my (or anyone else's) say so. Now, if I were PAYING for it, then maybe that would be different, but, ya'know.
3. I'll be making reference to a lot of hypothetical examples, this post is meant to question basic philosophical assumptions, not be a picky game of tit-for-tat. So if you do pedantically find something that isn't 100% accurate, ask yourself if it effects the point made.
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Introduction:
Does teamwork necessitate realism, or vice-versa?NikovK wrote:Please remember that our main pronciple aim is to promote teamwork, make the BF2 engine into a realistic yet fun tri-service battleground,
Simple answer, no. A game can be totally abstract and divorced from reality, but still require an equal amount of teamplay/work as any "real-life" task. This should be self-evident. An example of this principle would be WoW, which is a fantasy game (by definition, unrealistic), and raids which require dozens of people co-operating to achieve a goal.
So, as you can have teamwork WITHOUT it being realistic, that raises the question:
Which takes precedence?
Clearly, common sense would say that depends on each individual case, as judged by its merits. However, contrary to the cited statement of purpose, which lists teamwork as the prime aim, and specifies that the game remain "fun" even though it is striving for realism; there are still vast number of players insisting that "reality" be the acid-test for what content is included and how content works.
So, as this idea of "reality first" doesn't come from any statement by the devs, we must tackle the CORE question: "Is realistic gameplay *fun* gameplay?"
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War, never been so much fun:
The nature of "truth" has been a philosophical quagmire for generations, but since ancient times there have been pretty reliable methods used to analysing and testing statements to determine their validity. Whether through formal logic, or empirical pragmatism, most people accept that some statements are true, some false, and by applying different tests to them, this can be determined and known.
One such example is "Socratic Method", which posits that if you can think of a hypothetical situation whereby a statement is "false", no matter how improbable that situation is in reality, then the statement is inaccurate, and must be discarded for a revised, more sophisticated and precise statement.
If we apply this methodology to the statement "realism is fun", we can think of numerous examples of where realism *isn't* fun.
In reality, you only have one life. For the game to be the epitome of "reality", you'd only get one bite at the cherry ever. Death would be permanent. Is that fun? I think most people would agree not.
We can take this further, and say "in reality, soldiers have to dig latrines, and sit down and take a ****, and they get ill, and fall over and break their legs by accident and never get near the front lines" - would that be "fun"? I think most people would agree not.
Clearly, the statement "realism is fun" is essentially wrong. Does this mean "realism ISN'T fun" ? No. Likewise, we can show that unrealistic elements CAN be fun. Tetris, a classic game, is totally abstract and devoid from "reality", and yet is considered to be one of the best and most popular games ever devised.
Clearly we see that "fun" and "realism" are totally divorced, "realistic" aspects are not "fun" because they are real, but because they add an intrinsically "fun" aspect to the gameplay. This is why there are some "realistic" aspects that are clearly NOT fun, despite being "real".
Positive and negative aspects can be purely cosmetic, adding to the ambiance and helping everyone enjoy their game of "make-believe war". That's fair enough, PR backwards *is* "RP" afterall, but that doesn't mean that should be the goal of the game.
In conclusion - "War is hell", not "war is all s***s 'n' giggles."
So, what criteria should be used to weigh up the merits of including a "realistic" feature into the game?
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How real is reality?:
Clearly, if something is modelled accurately on "reality" - that's good enough reason for a feature to be implemented, right?
Well, yes and no. BF is NOT reality. In reality you can look in a different direction you are shooting, you can have your big toe shot dozens of times and not die, you can smell, your field of vision isn't locked into a 19" (or 21, or whatever) monitor, etc etc.
You can place a gun into BF2 that is perfectly modelled, with exactly the same MoA, RoF, etc etc, and *STILL* have it FEEL totally unrealistic. The stats for these guns are based on *real world* values, and these real-world values are totally MEANINGLESS when placed into a virtual game-world that isn't intrinsically tied to these values.
To illustrate this point, let me give you a purely hypothetical example:
You model an assault rifle, it's a real brute, uses massive slugs, has really high rate of fire, but IRL you can't fire it without falling over because it's got insane recoil, and it has massive deviation. You model all of these values exactly, using real life measurements of the speed of the gun, the deviation, etc. You put it into the game, and you expect it to "feel" like a mediocre gun. it's hot insane recoil and massive deviation, you can't hit shit with it IRL. Ah, but in this game the fogging distance is 40ft. At that range the deviation isn't significant. The recoil is vertical, and the engine doesn't support "knocking you over", so it is easy for a PLAYER to control, as they can just pull the mouse downwards to compensate.
So, this hypothetical gun, despite being realistically modelled, is an uber-weapon in the game, whereas another hypothetical gun, which IRL is easier to use and more manageable, is absolutely useless. The guns are "realistic", but they won't *feel* it to the player.
I can give dozens, if not hundreds, of examples where the BF2 engine is incapable of duplicating a real world phenomenon which means that a gun, although modelled accurately, will not behave accurately.
Their IRL values are correct, they are balanced, but because the ENGINE isn't *reality* - this symmetry is meaningless. The result? The game's unplayable.
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Stranger than fiction:
This means that other, "unrealistic", means need to be used to make up for the engine's short-comings. Rose tinted specs may have made you over-look them before, but they are there for all to see.
Rally points are NOT more "realistic" than spawning on squad-leaders, for example. Objectively, popping into existence next to a man or next to a bag, it's both equally fictional. Saying "rally points represent a reinforced / supplied position" is all well and good, but make no mistake, that is not REALISTIC - that is SYMBOLIC.
Whenever you find yourself saying "yes, that represents <a realistic phenomenon>" you are actually saying "well, yes, that's not realistic, but we need it to help the game FEEL more real."
That is no different to changing a gun's ROF or damage away from a quasi-real value to a totally arbitrary one in order to "represent" another shortcoming or limitation of the weapon that the game engine can't realistically depict.
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So, how can we maintain any semblance of reality then?
Well, there's a number of methods you can use. While the values used to represent a weapon's behaviours are arbitrary, you can still preserve the general ratio of them, and as such preserve the "feel", even though the "real" numbers are lost.
Another hypoethical example: IRL a real sniper-rifle's max effective range is say 1km, whereas an assault rifle's is half that. In the game, you can only see 500m because of fogging, which means that assault rifles are infact superior to sniper rifles, as they have a faster RoF, etc etc, and have the same effective range in the game (you can't snipe what you can't see). If you set the SR's max effective range to 500m, and the assault rifle's to 250m, you maintain the ratio, the guns will feel the same (IE the sniper rifle has twice the effectiveness at range as an assualt rifle), and the "feel" of reality is preserved better than if you had used the real world values.
Secondly, you can accept some factors as immutable (clip size, zoom length, etc), but then use the SUBJECTIVE factors to balance these out. The amount of elevation caused by recoil when firing a gun isn't a mathematical certitude. You can't say "every shot fired by an M16 will raise the gun by one inch" - or anything similar. What this means is you have a decent amount of leeway to adjust this numerical value in the game without it being "unrealistic."
Infact, one game example is the GL having something like 4x the force of recoil as the M16, but in the game they apparently raise the muzzle by roughly the same amount per shot.
Another obvious factor is "damage" - the BF2 system isn't capable of analysing wounds, weighing up damage to internal organs, the effects of shock, etc etc. It, completely unrealistically, models damage on a typical "HP vs DP" system. So, saying "up the damage of a 5.56 slug so it will kill in 3 shots instead of 4" has no bearing on "reality".
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Opinions are like a**holes, everybody's got one:
A lot of posters here are military / ex-military, and are keen to offer their valuable insights into what is and isn't realistic. Great, good stuff, however opinions are, by definition, subjective. And, as any fule kno, games don't model subjectively, they use numbers. Translating subjective feeling into a numerical model is not scientific, and as such your experience is pretty worthless in these specific instances. At best you can say stuff like "The M16 doesn't feel 'right'" with a degree of certainty, but then the common sense reply would be "well duh, you're using a mouse to fire it..."
So, just as I am sure you're annoyed at non-military putting forward their speculation as fact, you can bet your bottom dollar that there's just as many players annoyed at people putting forward their subjective experiences as "fact".
Yes, I am positive a lot of posters have in depth knowledge of weapons and how they behave in real life. Many have had it as an integral part of their careers and working life.
I, personally, have an in depth knowledge of games. I'd wager I've spent more hours gaming in the last twenty years than most posters have working. I have been lucky enough to combine gaming and working in a career and do both. So, while you (ex-) military personnel expect a little deference for your experience in that field, perhaps a little deference to the gamers here and their experience in this field would also be in order? Some players might not know the composition and behaviour of tracer rounds, but that doesn't mean they don't have a better insight into what will make a fun game than you do. And vice versa, obviously.
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Conclusion:
So, to sum up, I have yet to see a statement that indicates this mod is supposed to be a SIMULATOR, not a game. Saying "you'd better do some research into real life before you suggest a gameplay change" could just as equally be met with charges of "you'd better come up with some pretty convincing arguments before you start introducing realistic aspects to the game."
Oh, and can the people saying "go back to vanilla if you love it so much" please please please grow up? You're just inviting retorts of "if you like reality so much, go play Operation Flashpoint / America's Army / Red Orchestra / etc etc etc" at the least and "go fight in Iraq" at the worst...



