One of the things I didn't like about Max Payne was when you shoot a
guy with a shotgun, he would fly backwards about ten feet(rather
jerkily animated, I might add) . Who knows, maybe it happens in bad
action movies, but not in real life.
Lots of games now days have lens flare, even thought this is
something you only see in films.
How about the whole jumping puzzle thing? That's pretty cinematic.
The hero jumps across a chasm and hugs the ledge with his arms. In
reality he'd probably crack a rib or two, or lose his fall and plummet
to his death. How often can any human jump three feet in the air, let
alone across a pit? Humans just don't jump like Mario in the real
world, sorry.
When Ghost Recon came out, many people said the gun sounds didn't
have enough power , even though they were sampled from the real guns.
I guess we can blame Hollywood action movies, where alot of the movies
have fake sound for the guns- usually Hollywood preffers bassy sounds
for weapons. Or how about when you throw a hand grenade in a game or
movie and you get a fireball (I remember a post a while back about why
BF 1942's grenades don't explode with a fireball)?
And there hasn't been a space sim yet that hasn't had sound in
space.
>Do gamers expect realism in games, or do they expect cinematic
>realism?
>
I want a fun game with nice eye candy to help me try and justify the
stupid amounts of money I spend on my PC habit.
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For example, if a flight sim was really realistic, then the player would
have to walk out to run way, climb into cockpit, do preflight checklist,
wait 10mins for tower to give clearance, taxi, takeoff, fly 2 hours to
tanker, spend 20mins waiting to gas up, fly 2 hr to target, spend 5 mins
bombing, and then spend 3 hrs flying home.
Jonathan
"KIRBY325" <kirb...@aol.com> wrote in message
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Jonathan
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For example, if a flight sim was really realistic, then the player would
have to walk out to run way, climb into cockpit, do preflight checklist,
wait 10mins for tower to give clearance, taxi, takeoff, fly 2 hours to
tanker, spend 20mins waiting to gas up, fly 2 hr to target, spend 5 mins
bombing, and then spend 3 hrs flying home.>>>>
in some ways, what you mention appeals to me despite.a little. sometimes when I
play operationfllashpoint and I have to load up a troop helicopter transport
with the types of troops I hand picked and then fly them to the other side of
the island and drop them off in the combat zone it is alot of preperation and
time, yet it seems more satisfying rather than magically starting off in the
air 2 seconds from the dropoff point, but I can see how what you mentioned
above does seem a bit too far out realism wise.
And don't forget writing the mission report...
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[Insert joke here.] ----
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an...@studcs.uni-sb.de (Andreas Baus)
They already have that game. It's called Falcon IV.
This reminds me of the racing game Le Mans 24 hours, in which you can set
the simulation to real-time and literally race for 24 hours. To a lesser
extent the Gran Turismo games also offer long-term endurance races that can
last 2-3 hours in real time.
I remember completing a mission in the original MAGIC CARPET could
involve some 2-3 hours of real time, and there was no in-mission
saving.
stePH
--
NP: Ozric Tentacles, THE HIDDEN STEP - "Tight Spin"
> I guess we can blame Hollywood action movies, where alot of the movies
> have fake sound for the guns- usually Hollywood preffers bassy sounds
> for weapons.
Last night I watched _Red Dragon_ [1] on video. There's a brief scene where
the hero's wife is doing a bit of pistol practice out in an open field.
Gun go BOOM! and echoes come rolling in. I don't know much about guns, but
I do know that you don't get echoes off hedges.
[1] prequel to _Silence of the Lambs_. Previously filmed as _Manhunter_
--
David Cowie david_cowie at lineone dot net
All the excitement, none of the boredom.
Remember that the Moulin Rouge's director said?
"Not artificial reality, real artificiality!"
--KC
I want flight sims with nukes, damn it.
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>Do gamers expect realism in games, or do they expect cinematic
>realism?
I certainly don't want realism. I for one do NOT like the slew of WW2
games of the last 10 years. Realism in these games (I mean 'real'
realism) would mean that for 2 weeks you would actually be bored
and/or pissed off, wet from constant rain, dirty from hunkering down
in trenches, and then for 2 seconds, when the shit hits the fan,
absolut chaos rains down on you. After that you are either a) scared
like a rabbit, 'cause left and right from you your buddies are
screaming for their life, or b) you are dead. If the WW2 games would
show that realism nobody would like to play them. Actually I don't
want to play them anyway, because they are absurd. I want to play
games for surreal experiences, and not for 'almost real' experiences.
Anyway, I look forward to Half-Life 2 because I KNOW (or I hope) that
encounters with strange creatures will be part of the game. And while
I can do without lens flare, jumping puzzles, bass-centered weapons'
sounds, I don't mind them too much to be bothered with it. If the
setting is right I mean.
-Arnulf
> They really don't mean that.
>
> For example, if a flight sim was really realistic, then the player would
> have to walk out to run way, climb into cockpit, do preflight checklist,
> wait 10mins for tower to give clearance, taxi, takeoff, fly 2 hours to
> tanker, spend 20mins waiting to gas up, fly 2 hr to target, spend 5 mins
> bombing, and then spend 3 hrs flying home.
>
> Jonathan
>
>
I guess you haven't played Falcon 4.0 with the recent "Service Packs,"
because that's just what it is. There is a 30-point preflight checklist.
The instructions on firing Mavericks are pages long. And do I play this
sim? No way!
Heck, that's why Lucas had droids as the "bad guys" in Episode I.
- FF
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Jonathan
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