I will preface this by saying that I've played a fair selection of first and third person shooters in my time... and thoroughly enjoyed virtually none of them and I regard the label of 'realistic shooters' with almost complete and utter disdain.
Anyway, moving on...
Will (or perhaps 'should') game developers ever be willing or able to make a first-person or third-person shooter that is genuinely psychologically realistic? How would you personally define a 'genuinely psychologically realistic' shooter (I have my own take on this, but curious to see what variety is out there)? Would you be willing to play it (based on your own definitions of the aforementioned)? If so, do you think you would have fun playing it?
Spec Ops: the Line approaches this (IMO) and is probably one of the few (if only) examples that highlights the disconnect between the player's (generally) conscious decision to play the game (in whatever manner) and the character's involuntary psychoses. But it could only really succeed in doing so (with a part of the audience, presumably) by narrative devices and subtle (or sometimes not so subtle) cues that drove character descent. But what if a game came out that was able to tap into the natural (sane) human reaction of guilt and revulsion when they kill, even if only just a little?
Anyway, moving on...
Will (or perhaps 'should') game developers ever be willing or able to make a first-person or third-person shooter that is genuinely psychologically realistic? How would you personally define a 'genuinely psychologically realistic' shooter (I have my own take on this, but curious to see what variety is out there)? Would you be willing to play it (based on your own definitions of the aforementioned)? If so, do you think you would have fun playing it?
Spec Ops: the Line approaches this (IMO) and is probably one of the few (if only) examples that highlights the disconnect between the player's (generally) conscious decision to play the game (in whatever manner) and the character's involuntary psychoses. But it could only really succeed in doing so (with a part of the audience, presumably) by narrative devices and subtle (or sometimes not so subtle) cues that drove character descent. But what if a game came out that was able to tap into the natural (sane) human reaction of guilt and revulsion when they kill, even if only just a little?