Unpopular Opinions about Video Games

This is mid-high BR frustration in War Thunder personified given the game's current state. It is a perfect example of why realism for the sake of it is a rage magnet and why actual developers like GabeN was against it in the first place.
https://youtube.com/watch?v=MGpFEv1-mAo

Totally different thing. If someone during development says, "that's not realistic," they are likely being pedantic and not thinking about fun. If a player says, "that's not realistic," what he means is, "I'm not having fun because something unexpected happened to me," or "I'm not having fun because real-world skills and tools I expected to work completely failed."

More simulationist games cater to those people. To use obvious example from racing games, somebody expecting realism slams his brakes going into a hairpin, slowing all the way down to 25 mph, and mashes the accelerator the instant he passes the apex, maintaining perfect traction and an optimal racing line. To him, this kind of skilled driving is fun. However, he's playing Need for Speed, and his opponent drifts the hairpin and magically maintains 85 mph the whole way, in total contravention of the laws of physics. He complains, "This isn't realistic," because for him, not being able to rely on his superior cornering skills isn't fun. The solution for him, of course, is to stop playing an arcade racer and switch to a sim like GT or Forza.

Players actually do complain about all kinds of tactics and tools that don't work as expected in FPS games, but the reason they don't work is the core mechanics are extremely non-physical, and if you made them even somewhat more physical, they'd probably complain even more. So we don't get to have FPS games where tactics like covered advance work as expected, and we probably never will.
 
https://youtube.com/watch?v=ZeUH53vWb-I
These comparisons with Mafia: The Old Country from Red Dead Redemption are pointless. Obviously, they are two different games running on two different engines. Why do people need to focus on hyperrealism like how a log chops in games?
MUH IMMERSION!

Seriously though, it is like people are way too obsessed with wanting that one game that is going to take them away from the monotony of their lives. They want to live in them, while forgetting they're playing a game.
 
https://youtube.com/watch?v=ZeUH53vWb-I
These comparisons with Mafia: The Old Country from Red Dead Redemption are pointless. Obviously, they are two different games running on two different engines. Why do people need to focus on hyperrealism like how a log chops in games?
One's a game that puts autistic levels of focus on world simulation with a Triple A budget. The other's a Double A game. If they intended to give the same experience I'd maybe say a comparison is valid but that's not the aim. Better question is how tight-fisted is Mafia's missions with how you do or do not play them? RDR two is notorious for having a plan for each one and if you divert off the path it will slap the keyboard from your hands and restart it. You will stay on the rails or so help you the horse is turning around. Are the controls for Mafia: Old Country as clunky?

In the case of Triple A studios putting out dogshit like the Star Wars: Outlaws I can understand. It's an ubisoft backed game so it does not lack cash nor is it working off a smaller brand. That one was worse in every regard both immersion, voice acting, animation, gameplay, and so on.
 
You will stay on the rails or so help you the horse is turning around. Are the controls for Mafia: Old Country as clunky?
I can understand the criticism that Mafia: The Old Country is limiting in gameplay in place of its story. A rebuttal for that would be to price TOC for a budget price. But, comparing it to Red Dead Redemption from a higher budget and productive value is unfair. Also, all those details in RDRII like shrinking horse testicles is why game budgets are ballooning in cost with little ROI.
 
Fallout 3 has the best gaming experience of the modern Fallout titles. New Vegas might have better writing, but when it comes to moment-to-moment gameplay & map design, Fo3 is much more enjoyable. Literally everything good gameplay-wise from FNV is ripped straight from 3 and everything about FNV's gameplay that sucks ass is almost always one of the few points where they've deviated.

Bethesda is just much better in regards to environmental design, PoIs, random events, and player engagement. NV's writing is good for video game standards, but if I cared that much about good writing I'd rather just read a book; 80% of my time playing games is outside of the dialogue screen, so that's what's more important to me.

Fallout 4 suffers from it's questionable enemy and crafting systems + performance issues makes it below 3 imo if we're comparing everything vanilla, but Survival Mode is peak. Either way I think NV is the worst of the three in this regard.
 
Fallout 3 has the best gaming experience of the modern Fallout titles. New Vegas might have better writing, but when it comes to moment-to-moment gameplay & map design, Fo3 is much more enjoyable. Literally everything good gameplay-wise from FNV is ripped straight from 3 and everything about FNV's gameplay that sucks ass is almost always one of the few points where they've deviated.

Bethesda is just much better in regards to environmental design, PoIs, random events, and player engagement. NV's writing is good for video game standards, but if I cared that much about good writing I'd rather just read a book; 80% of my time playing games is outside of the dialogue screen, so that's what's more important to me.
This is cope, every single aspect of NV is better. Skills actually do something and all weapon types are more or less treated equally. The level design is a thousand times better than 3's open field. Also 90% of your time in 3 will be spent in procedural subway tunnels that all look the same. New Vegas may be lacking in the dungeon department but that's because every single one is hand crafted to be unique.
 
This is cope, every single aspect of NV is better. Skills actually do something and all weapon types are more or less treated equally. The level design is a thousand times better than 3's open field. Also 90% of your time in 3 will be spent in procedural subway tunnels that all look the same. New Vegas may be lacking in the dungeon department but that's because every single one is hand crafted to be unique.
Hard disagree on the level design, I personally think the Mojave is boring as hell to traverse and suffers from having less interesting landmarks outside of its major settlements. The subways also really don't take up much playtime if you don't get lost in them constantly; they're concentrated in downtown DC which is, what, maybe 15% of the map?
 
Players actually do complain about all kinds of tactics and tools that don't work as expected in FPS games, but the reason they don't work is the core mechanics are extremely non-physical, and if you made them even somewhat more physical, they'd probably complain even more. So we don't get to have FPS games where tactics like covered advance work as expected, and we probably never will.
Would it even be possible to make a realistic FPS as video game without needing physical gear? Like you mentioned with racing sims, those are people who enjoy that realism so much they'll invest money into getting the perfect gear for these games. I did quick search and found these guys, their highest costing platform was $11,499 with extras ranging from $500-$1500 each.

However FPS games and Racing sim games have the stark difference in that you can sit down and play a racing sim, if you wanted a immersive realistic FPS game you'd need the space to run around and the physical gear to do so (stamina of player not accounted for). You could have a high-rise skyscraper perfectly over-designed down to the singular ft² with 1-1 replicas of all the equipment needed/wanted for an FPS experience but the average FPS player hasn't got the stamina to be a FPS player character, think about how quickly the pc moves in COD, twitch shooters, Doom clones, despite their equipment's weight or how the weighed down the Milsim/"realistic" tacticool PC moves due to their equipment's weight.

Try to imagine (Extra: Without laughing) the average FPS player doing that and for as long as a FPS PC would. Obviously all of us here have the stamina to engage in such activities for extended periods of time despite the equip load but the average FPS player doesn't and doesn't want to be reminded that they can't. If you want a realistic FPS the closest thing there is, either you go paint-balling, air-soft or going to a gun range where they offer packages like that, however they all involve going outside with the first two requiring you to be social with the people you're about to shoot at and the stamina to do so.

I don't think it's possible to make a realistic FPS game for PC, as you focus on making it realistic, accounting for the weight of the gear, using real life tactics, how a human would move being weighed down by gear, the noise the gear makes impacting stealth, bullet caliber, penetration power v body armour, bullet velocity, wind speed, bullet drop over distance and weather affecting how well your shots travel. It's such an extensive list that K&M being the input device lies at the bottom, as the more concerning question of how are you going to have enemy AI work takes priority? They'd be dismissed as stupid cause they can't hit you from far distances with a sniper and/or rifle or aim-bots who somehow manage to hit you with through the wall despite them seeing you run into the building (building material has been taken into account for realism) and lead the shot, it'd be similar rock and hard place for close quarters, they're either cheating hit scan enemies who are too OP cause they use a shot gun/rifle at 10 feet or brain-dead cause they didn't hear the weight of the player gear or any noise from their behind as I crab walk towards them. It's a losing battle as some people find that level of realism fun but not the vast majority of people and they'll still complain that it's not realistic enough.
 
Here it goes my autistic schizo rambling, hopefully (not) this will be really unpopular.
I think more stupidly realistic and complex complex games are needed.
No, i don't mean the usual cinematographic hdr ray traced third person 4k "photorealistic" scripted slop full of post-processing effects, i mean like literal simulators, resource manager, games where every detail matters, injuries, equipment, physics, fatigue, morale, social roles, historical accuracy, all that crap... Idk something like jagged alliance 2, asetto corsa, arma, whatever kcd1 was trying to do, etc... Games where everything has a cause and effect like and an internal justification and every detail, every mechanic must exists within the logic of that world, it doesnt really must be 100% like our world, there can be some scfi and fantasy shit here and there but with complex mechanics and interactions and some realistic details, like the now extinct immersive sims, cuz what i am seeing now days is shit like so called "realistic", let's say, military war game based on real conflicts, bastardizing and sanitizing history, my mind melts trying to rationalize why i'm seeing tacticool reloads and trans soldiers in 1941, i mean, if you're going to make a game about a real war why don't you stick to what it really happened? just what it is, weapons, sounds, vehicles, terrain, make it believable and take advantage of it, even if the game end up being as ugly as my ass like verdun.
I want to be very clear, something graphically complex does not make it truly realistic or mechanically complex: Look at BFV, all that fostshite muscle and it looks like a bland alternate steampunk universe with female superhero classes and all that; leaving warslop aside, it also sucks when simulators due to licensing or censorship issues lack certain features, like visual damage or even the option to crash (flight simulator).




tldr, realistic and complex mechanics can actually be a good thing in certain games, hell, even realistic art style and sound design (i'm tired of artificial muffled surround shit) it's just that normalfags don't even know what realistic even means anymore, dramatic is not realism, raw graphical fidelity is not realism, dark cynical message is not realism, cinematographic is not realism, detailed is not accuracy; Honestly i think this is mostly hollywood's fault and product of the influence of movie jews in mainstream gaming, also jeet coders... And niggers... And fags... And your mom...
If any of you fags did read any of this unbearable schizoid wall of text, uh... have a nice, huh.., nice day or whatever, nigger.
K
 
I don't think it's possible to make a realistic FPS game for PC, as you focus on making it realistic, accounting for the weight of the gear, using real life tactics, how a human would move being weighed down by gear, the noise the gear makes impacting stealth, bullet caliber, penetration power v body armour, bullet velocity, wind speed, bullet drop over distance and weather affecting how well your shots travel. It's such an extensive list that K&M being the input device lies at the bottom, as the more concerning question of how are you going to have enemy AI work takes priority? They'd be dismissed as stupid cause they can't hit you from far distances with a sniper and/or rifle or aim-bots who somehow manage to hit you with through the wall despite them seeing you run into the building (building material has been taken into account for realism) and lead the shot, it'd be similar rock and hard place for close quarters, they're either cheating hit scan enemies who are too OP cause they use a shot gun/rifle at 10 feet or brain-dead cause they didn't hear the weight of the player gear or any noise from their behind as I crab walk towards them. It's a losing battle as some people find that level of realism fun but not the vast majority of people and they'll still complain that it's not realistic enough.
this is possible but the rest of your post is peak niggatry as you use a very specific part of a community that is way beyond and above what your general niggercattle care about and try to rule it as a general thing for everyone.
to have a "realistic FPS set" you'd need to waste as much as the guys that go for a "realistic driving sim set" unless you go for cheap stuff like exit suit.
 
New Vegas may be lacking in the dungeon department but that's because every single one is hand crafted to be unique.
I think I remember seeing something years ago about how Obsidian didn't like the overabundance of dungeons Bethesda had in their games and NV's lack of dungeons was a deliberate design decision, though I wouldn't doubt it might've been an excuse to cover for not being able to include them due its short development time. Has any Fallout autist heard this before or am I completely off the ball?
 
People were mad about Old Country because the game was literally a lie, I know all game devs lie and overhype to a certain extent but it was especially bad here.

All the trailers and pre release press marketed Mafia as an open world game, it was even called an "Open World Action Game" at Summer Games Fest.

The final product was a linear corridor shooter with a six hour mission based campaign. There were no open world mechanics whatsoever.
 
Would it even be possible to make a realistic FPS as video game without needing physical gear? Like you mentioned with racing sims, those are people who enjoy that realism so much they'll invest money into getting the perfect gear for these games. I did quick search and found these guys, their highest costing platform was $11,499 with extras ranging from $500-$1500 each.

People have already enjoyed racing games based on realistic physics without $11,499 setups; I don't know why you think this is impossible.

if you wanted a immersive realistic FPS game you'd need the space to run around and the physical gear to do so

People have already programmed more realistic movement systems than Quakelook without making the user wear heavy gear and a VR helmet; I don't know why you think this is impossible.

I don't think it's possible to make a realistic FPS game for PC, as you focus on making it realistic, accounting for the weight of the gear, using real life tactics, how a human would move being weighed down by gear, the noise the gear makes impacting stealth, bullet caliber, penetration power v body armour, bullet velocity, wind speed, bullet drop over distance and weather affecting how well your shots travel.

People have already programmed nearly all of these in various video games; I don't know why you think this is impossible.

They'd be dismissed as stupid cause they can't hit you from far distances with a sniper and/or rifle or aim-bots who somehow manage to hit you with through the wall despite them seeing you run into the building

People have already programmed AIs that can't see through walls; I don't know why you think this is impossible.

I also genuinely don't understand why you think that if you're not going to have Quakelook in a game, you need to do all this shit, because you don't. It's like saying that if I would like to play a racing game more realistic than Mario Kart, then my only option is an $11,499 setup, and the game has to accurately model the fuel sloshing around in the gas tank and enable the user to simulate the accumulation of Doritos crud on his steering wheel, and if I don't want those things, then the game has to be Mario Kart.
 
Ostatnio edytowane:
People were mad about Old Country because the game was literally a lie, I know all game devs lie and overhype to a certain extent but it was especially bad here.

All the trailers and pre release press marketed Mafia as an open world game, it was even called an "Open World Action Game" at Summer Games Fest.

The final product was a linear corridor shooter with a six hour mission based campaign. There were no open world mechanics whatsoever.
The previous two installments weren't much better in that regard. There was barely anything to do outside of missions and even those weren't all that fun. I still have an ancient clip from Mafia 2 where I play a mission whose only goal is to drive to point A for 3 minutes and then go back. Nobody's chasing you and there's no surprises along the way.
 
Also, all those details in RDRII like shrinking horse testicles is why game budgets are ballooning in cost with little ROI.
There's been a long standing rumor that the ball shrinking mechanic was from a much larger horse breeding mechanic that got completely cut because it was simply no fun at all, which would honestly make the whole "Rockstar wastes money on stupid shit" even more ridiculous.
@Hentai-Semitism
The previous two installments weren't much better in that regard.
Right? I don't know where this idea that The Old Country was going to be an open world game came from because I barely followed the damn game and knew it wouldn't be.

The Mafia series outside of Mafia III were never "open world" games. They were always linear cinematic games that just happened to have a big boring city for you to waste time driving from point a to point b in.

Sure, there were "free ride" modes, but they didn't offer what people associate with "open world" games all that much. There were maybe collectibles and possibly a few checkpoint races?
 
Ostatnio edytowane:
Wstecz
Top Na dole