Disclaimer: Im about to touch a few sensitive subjects and maybe insult a game or two, so if you're going to whine about it, do it elsewhere, I wont have it here. Its a discussion about games in general, not specific ones, I just use them as examples. Im not claiming to know a heck of a lot about it, so... Yeah. Take your whining elsewhere.
Hmm... Realism... Let me give you two examples...
The statistics for an M16:
Rate of Fire: 12-15 rounds/min sustained, 45-60 rounds/min semi-automatic, 700-950 rounds/min cyclic
Weight: 7.8 lb (3.5 kg) (unloaded)
8.79 lb (4.0 kg) (loaded)
Length: 39.625 in (1,010 mm)
Barrel length: 20 in (508 mm)
Muzzle velocity: 3,110 ft/s (948 m/s)[3]
Effective range: 550 Meters (point target), 800 Meters
The second example is...
The emotion of Guilt:
Guilt is a cognitive or an emotional experience that occurs when a person realizes or believes?accurately or not?that he or she has violated a moral standard, and bears significant responsibility for that violation.
Thank you, Wikipedia.
Take a good hard look at the two... They have something in common... Can you guess what it is?
Well, here's the solution anyways... Both are related to war. The M16 for obvious reasons and guilt in another form... Known as survivor's guilt. Its also something that people who survive a catastrophe might get hit by.
You can hold a replica of an M16 in your hands, or even a real one if you're lucky, at your local gunshop/Dragon's Lair (or the likes). You can fire one, designed to look, fire and act just like the real thing in a game. The only thing you cant get is the feeling from the recoil and somewhere, I think we should be happy for that... That's technical realism, where you replicate a real thing, right down to even the most minor of details. But, there's a counterpart to technical realism.
Guilt is, as we all know it, an emotion. You can get it from stealing from the cookie jar, stealing from your mother's wallet, punching someone and all that stuff... Or from watching your friends die around you. Which happens a lot in war. You can of course, also get it from killing another person. Let it go through your head for a bit... You just shot someone in a lethal manner. He died in front of your eyes and blood is slowly leaking from his body and this is when it hits you... This guy has a family, kids, friends... People who will never see him again and why? Because you put a bullet in the man's body... Its hard to shrug off, I've had conversations with people who have killed others in Iraq/Afghanistan and they've said it doesn't feel good but it's either them or you... and of course you'd prefer it to be them and not you, so you shoot them. Your friends might also die around you, maybe even right next to you and that begs the thought of "Why did that bullet hit him and not me?" and that's survivor's guilt, that nagging thought of "Why not me?" at the back of your head. That's emotional realism.
I've just presented, to you, two kinds of realism. We can easily replicate the technical one, that's a bunch of numbers and variables you just need to tap in and woopie-do, you got a weapon/grenade/car/armchair, ready to go. That's what we've been doing in most of the big shooters nowadays, like Call of Duty, Battlefield and whatever else there is. Emotional realism is... Harder... and then we're putting it lightly. In order to achieve emotional realism, you need to make not only the hero and the people around him seem real and human, you also need to make the enemy seem real and human too. No matter whether its you or the enemy, you both have families and lives and friends to get back to and preferably in one piece. In current games, the enemies and people you kill are just generic, random bunches of code, while the protagonist or his companion(s) seem much more human.
Lets take a great example of... Humanification(?) straight out of the box! For those of you who have played Mass Effect, I present to you Tali'Zorah nar Rayya/vas Neema/vas Normandy, whatever you like to call her... Let's stick to Tali for now. Tali here is a great example of what a good voice-actor and great dialogue can do with a character. Tali is the most... Interesting character I have long had the honor to meet in a game. She isn't your standard galaxy saving hero, she is just some girl with some father-issues who happened to be at the wrong place at the wrong time and got weaved into it all. The fact that she didn't just go around and talked about saving the galaxy as if it was a piece of cake, but that it actually was quite a major task on top of dealing with her father-issues made her seem... Real. Genuine. Relatable... Say that word again... Relatable... Im not referring to the fact that you can pursue a relationship with her but the fact that you can maybe see a bit of yourself in her. Maybe even a lot.
Now take a look at say... Alex Mason from Call of Duty: Black Ops. How relatable is he? Spec-Ops guy with balls the size of basketballs? The whole cast in that game and not a single relatable character to your Average Joe.
Game developers keep saying "Realism enhances immersiveness" to some extent, more or less... Let me put things in perspective...
I was able to immerse myself more into a sci-fi game that gave technical realism the finger before chucking it out the window than I could with a game that hung onto it as if it was the life-support system keeping it alive. To any day, I would rather go shooting people in a world where everyone seems genuine and human with their own quirks and issues, even if it was the enemy, instead of some bland, generic G.I. Joe straight out of the printing press.
Don't sit on your butt and marvel at the fact that they can replicate a gun to perfection... Any AAA developer worth their salt can do that nowadays. Marvel at the fact that the developers have managed to make you feel something emotional, like grief, joy, loss, maybe even love. And it's a bit odd and maybe even slightly shameful to admit but... I think I managed to get a crush on Tali on my first playthrough... And that's emotional realism for you
This is not a plea to game developers. This is a request to you, the people, the gamers, the poster that the next time you use the word "Realism", you might want to think about what kind of realism you're talking about... Happy hunting.
P.S It might be that the cake is a lie, but it's still cake!
Hmm... Realism... Let me give you two examples...
The statistics for an M16:
Rate of Fire: 12-15 rounds/min sustained, 45-60 rounds/min semi-automatic, 700-950 rounds/min cyclic
Weight: 7.8 lb (3.5 kg) (unloaded)
8.79 lb (4.0 kg) (loaded)
Length: 39.625 in (1,010 mm)
Barrel length: 20 in (508 mm)
Muzzle velocity: 3,110 ft/s (948 m/s)[3]
Effective range: 550 Meters (point target), 800 Meters
The second example is...
The emotion of Guilt:
Guilt is a cognitive or an emotional experience that occurs when a person realizes or believes?accurately or not?that he or she has violated a moral standard, and bears significant responsibility for that violation.
Thank you, Wikipedia.
Take a good hard look at the two... They have something in common... Can you guess what it is?
Well, here's the solution anyways... Both are related to war. The M16 for obvious reasons and guilt in another form... Known as survivor's guilt. Its also something that people who survive a catastrophe might get hit by.
You can hold a replica of an M16 in your hands, or even a real one if you're lucky, at your local gunshop/Dragon's Lair (or the likes). You can fire one, designed to look, fire and act just like the real thing in a game. The only thing you cant get is the feeling from the recoil and somewhere, I think we should be happy for that... That's technical realism, where you replicate a real thing, right down to even the most minor of details. But, there's a counterpart to technical realism.
Guilt is, as we all know it, an emotion. You can get it from stealing from the cookie jar, stealing from your mother's wallet, punching someone and all that stuff... Or from watching your friends die around you. Which happens a lot in war. You can of course, also get it from killing another person. Let it go through your head for a bit... You just shot someone in a lethal manner. He died in front of your eyes and blood is slowly leaking from his body and this is when it hits you... This guy has a family, kids, friends... People who will never see him again and why? Because you put a bullet in the man's body... Its hard to shrug off, I've had conversations with people who have killed others in Iraq/Afghanistan and they've said it doesn't feel good but it's either them or you... and of course you'd prefer it to be them and not you, so you shoot them. Your friends might also die around you, maybe even right next to you and that begs the thought of "Why did that bullet hit him and not me?" and that's survivor's guilt, that nagging thought of "Why not me?" at the back of your head. That's emotional realism.
I've just presented, to you, two kinds of realism. We can easily replicate the technical one, that's a bunch of numbers and variables you just need to tap in and woopie-do, you got a weapon/grenade/car/armchair, ready to go. That's what we've been doing in most of the big shooters nowadays, like Call of Duty, Battlefield and whatever else there is. Emotional realism is... Harder... and then we're putting it lightly. In order to achieve emotional realism, you need to make not only the hero and the people around him seem real and human, you also need to make the enemy seem real and human too. No matter whether its you or the enemy, you both have families and lives and friends to get back to and preferably in one piece. In current games, the enemies and people you kill are just generic, random bunches of code, while the protagonist or his companion(s) seem much more human.
Lets take a great example of... Humanification(?) straight out of the box! For those of you who have played Mass Effect, I present to you Tali'Zorah nar Rayya/vas Neema/vas Normandy, whatever you like to call her... Let's stick to Tali for now. Tali here is a great example of what a good voice-actor and great dialogue can do with a character. Tali is the most... Interesting character I have long had the honor to meet in a game. She isn't your standard galaxy saving hero, she is just some girl with some father-issues who happened to be at the wrong place at the wrong time and got weaved into it all. The fact that she didn't just go around and talked about saving the galaxy as if it was a piece of cake, but that it actually was quite a major task on top of dealing with her father-issues made her seem... Real. Genuine. Relatable... Say that word again... Relatable... Im not referring to the fact that you can pursue a relationship with her but the fact that you can maybe see a bit of yourself in her. Maybe even a lot.
Now take a look at say... Alex Mason from Call of Duty: Black Ops. How relatable is he? Spec-Ops guy with balls the size of basketballs? The whole cast in that game and not a single relatable character to your Average Joe.
Game developers keep saying "Realism enhances immersiveness" to some extent, more or less... Let me put things in perspective...
I was able to immerse myself more into a sci-fi game that gave technical realism the finger before chucking it out the window than I could with a game that hung onto it as if it was the life-support system keeping it alive. To any day, I would rather go shooting people in a world where everyone seems genuine and human with their own quirks and issues, even if it was the enemy, instead of some bland, generic G.I. Joe straight out of the printing press.
Don't sit on your butt and marvel at the fact that they can replicate a gun to perfection... Any AAA developer worth their salt can do that nowadays. Marvel at the fact that the developers have managed to make you feel something emotional, like grief, joy, loss, maybe even love. And it's a bit odd and maybe even slightly shameful to admit but... I think I managed to get a crush on Tali on my first playthrough... And that's emotional realism for you
This is not a plea to game developers. This is a request to you, the people, the gamers, the poster that the next time you use the word "Realism", you might want to think about what kind of realism you're talking about... Happy hunting.
P.S It might be that the cake is a lie, but it's still cake!