What is Realism?
Posted: 2009-12-21 00:48
Well, ever since I started playing Project Reality, I've begun to ask more and more often what is realistic in Project Reality and what isn't.
No matter what you say, Project Reality is still a game, but just more realistic then your standard headless chickens shooting at other headless chickens game.
So I suppose it boils down to a very basic question of whether unrealistic changes in the name of realistic behavior is better then realistic behavior being sacrificed for realistic equipment, ie deviation that is down to how well you control recoil, where it is down to how well you control your mouse and how well you gauge distance, and how well you compensate for it.
In essence, Project Reality follows the former school of thought, and another game, Red Orchestra, goes for the latter. In Red Orchestra, it is all about who can guess the range of the enemy better, who can get their tank shell to hit just the right place, and who can lead the most accurately. In Red Orchestra, I see that in general, most people lone wolf in pubs. People will, however, move and act in a general order. People who run into each other tend to stay together, and people back you up when clearing out rooms.
If you happen to run into a video of Red Orchestra: Heroes of Stalingrad, you'll see demonstrations of how they've tried to advance technical realism even further. Weapons collide with the world, they have realistic sway, you have free aim in iron sights, and you have zoom in iron sights that makes proportions more realistic. When you deploy your bipod, you pivot around your weapon, rather then the weapon pivoting around you.
So the question is whether realistic behavior is better or worse then realistic capabilities. Is the forcing of every weapon to be mostly suppressive an acceptable compromise in order to have realistic behavior, and is allowing players to do things alone an acceptable compromise for realistic capabilities?
No matter what you say, Project Reality is still a game, but just more realistic then your standard headless chickens shooting at other headless chickens game.
So I suppose it boils down to a very basic question of whether unrealistic changes in the name of realistic behavior is better then realistic behavior being sacrificed for realistic equipment, ie deviation that is down to how well you control recoil, where it is down to how well you control your mouse and how well you gauge distance, and how well you compensate for it.
In essence, Project Reality follows the former school of thought, and another game, Red Orchestra, goes for the latter. In Red Orchestra, it is all about who can guess the range of the enemy better, who can get their tank shell to hit just the right place, and who can lead the most accurately. In Red Orchestra, I see that in general, most people lone wolf in pubs. People will, however, move and act in a general order. People who run into each other tend to stay together, and people back you up when clearing out rooms.
If you happen to run into a video of Red Orchestra: Heroes of Stalingrad, you'll see demonstrations of how they've tried to advance technical realism even further. Weapons collide with the world, they have realistic sway, you have free aim in iron sights, and you have zoom in iron sights that makes proportions more realistic. When you deploy your bipod, you pivot around your weapon, rather then the weapon pivoting around you.
So the question is whether realistic behavior is better or worse then realistic capabilities. Is the forcing of every weapon to be mostly suppressive an acceptable compromise in order to have realistic behavior, and is allowing players to do things alone an acceptable compromise for realistic capabilities?