Kerg3927 said:
Phoenixmgs said:
The main thing for me is a lot of cover shooters devolve into whack-a-mole...
If you ever watch a cop show shootout on TV, they play whack-a-mole, too. Real cops in shootouts probably operate similarly, except they're not playing.
... which just isn't good gameplay. Playing slow, using cover, and utilizing vantage points is good for a stealth-oriented shooter like a Sniper Elite but for standard shooters, that usually results in boring gameplay. It's a game, I wanna do stuff that doesn't fly in real life like when Uncharted is at its best or to the extreme of killing robot dinosaurs with a bow and arrow.
And that's understandable. Just difficult to do, IMO, without giving your character some magical super hero powers or sci fi equipment. Cover systems in games could probably be improved, but you probably can't do away with it and expect to maintain any semblence of realism. But if you'd rather have more fun gameplay than realism, that's fine. Just have to recognize that there is a tradeoff.
If a shooter about cop shootouts was just you controlling a single cop shooting from behind his car (and occasionally moving), the game would suck. However, if the game was an XCOM-like tactics game where the goal was eliminating the threat without losing any cops, that would be an immensely better game.
The whack-a-mole gameplay makes for bad, repetitive gameplay. There's nothing to improve your play besides getting better at aiming. And, of course, there's also no variety involved either. If you have a shooter that emphasizes strategy, tactics, and stealth; then you are doing more than just shooting as your gameplay. But most shooters are much more akin to the CODs, BFs, Spec Ops, Uncharteds, etc. where it's mostly linear corridor-like level design that is basically just a fancy shooting gallery. Even something like TLOU it works fine as most of the gameplay involves getting in a good position to take out 1 or 2 enemies at a time safely and then executing a good shot; it works especially well with the bow because you actually have to calculate drop and lead your target. Whereas guns in most shooters are far too accurate with barely any recoil to the point there's nothing to it but point and shoot. Thus, in "shooting gallery" shooters, most realism elements from cover shooting to real bullet damage make them worse games because those elements remove depth in that scenario. And, a cover system in those types of shooters should also allow for extending the movement system and making cover usage something that can be used offensively (like Ghost Recon Future Soldier) vs only being used defensively.