catbarf on 21/11/2023 at 17:21
Quote Posted by demagogue
Arma 3 replaced the jump mechanic with a "climb over obstacle" mechanic, and after so many hours playing that game, I've never encountered any occasion where I thought that that wasn't the right way to handle it.
I have also played a fair bit of Arma 3 and have run into situations where the lack of jump is unrealistic and frustrating. It's usually things like a narrow but deep crevasse, stream, or trench, and the right way to get past in real life is to take a running leap across. Arma won't let you do (
https://c8.alamy.com/comp/DWG4H3/us-army-soldiers-jump-across-an-irrigation-ditch-during-a-reconnaissance-DWG4H3.jpg) this, it forces you to wade through, and there are times when that is not appropriate.
I'd argue the problem is less that people in real life never leave the ground, and more that the representation of jumping in shooters is just a purely vertical impulse, a mechanic originally to provide the ability to traverse vertical terrain in otherwise simplistic FPS engines. It's a way to interact with the physics engine, rather than representing how people interact with the real world. If you have mantling (preferably with a generous height allowance to simulate jumping, grabbing, and pulling yourself up) and climbing over things, that's the two vertical movement use cases accounted for through fixed animations rather than bunny-hopping over things. Add in an ability to clear horizontal gaps as above and that pretty much covers it.
Speaking of Arma and interacting with the world, one thing I really like in it that I haven't seen anywhere else (except System Shock, I guess, of all things) is the ability to vary your stance more incrementally than just standing/crouching/prone. It makes taking cover feel more natural, and avoids the common FPS situation where a window or sandbag is too short for standing but too tall for crouching.
Quote Posted by Sulphur
It's why I tend to have this background sense of dissatisfaction when games default to killing as the default goto for any conflict-ridden situation. I mean, I'll be the last one to tell you that it isn't
fun, and I'm not arguing to take away your Quakes and Dooms. But when you have a realistic enough setting and a grounded-enough protagonist, like Drake in Uncharted (yeah, I'm invoking the hoary old ludonarrative dissonance chestnut), it does make me wonder if roleplaying psychopathy should in fact have been something we've normalised in the genre. In a roundabout way, this leads back to the walking sim, because one of the first walking sims, Dear Esther, was made by Dan Pinchbeck. And he made a Doom 3 mod called (
https://www.moddb.com/mods/conscientious-objector) Conscientious Objector, which is about as ludicrous as it sounds*. And really, the funny thing is
why that's ludicrous - if it wasn't demons from hell in Doom 3, but just a bunch of humans you need to kill instead, the game would be different, but it would play just fine to us anyway. That's pretty interesting, because we're taking a heuristic shortcut in our brains that says 'if they're enemies, they must die', and then reinforcing the dopamine loop from killing them over and over again without thinking too hard about it.
Yeah, this is one thing that especially stands out to me in videogame adaptations of other media. Metro 2033 is a book with a lot of danger but not a lot of actual violence, but then in-game you slaughter your way through hundreds of bandits and mutants, and nobody seems to comment on the body count. The moral system is symbolized by one NPC outright telling you 'if it's hostile, you kill it', while another encourages you to try to understand the world, but either way you're going to shoot a lot of dudes and critters and your moral points just determine what ending you get.
I can think of a number of RPGs and imm-sims that play with the idea that killing everyone maybe shouldn't be the default conflict resolution, but they often achieve it through heavy-handed moral systems and finger-wagging at you for using the gameplay systems as designed. The one that always comes to mind first is Dishonored, where there are major consequences to killing, but if you go the stealth route you deliberately forgo a ton of game content.
I'd say Thief is a strong example of a game that subverts the 'if they're enemies, they must die' expectation. Combat is an option, but mechanically it's a bad way to get through the levels. It's a game that's very close in design to a traditional FPS, but successfully manages to discourage violence as your go-to solution without making you feel like you're missing out on gameplay. I suppose you could also lump in a lot of survival horror, where combat might be an option but only as a last resort. Alien: Isolation did that pretty well; most other survivors will not kill you on sight, and avoiding them is a better idea than engaging in a gunfight and attracting the alien. But even then, you can kill every survivor you meet and the game doesn't comment on it.
On the flip side, there's Spec Ops: The Line, which dives headfirst into the protagonist-as-psychopath trope and does one of the most direct critiques of it that I've seen in a game.
Kamlorn on 21/11/2023 at 17:36
Quote Posted by Sulphur
I think one of the most meaningful things video games can do, like any other art medium, is to interrogate our assumptions about ourselves and the world and what we take for granted.
Well said! I think that it is not just the "art medium's" case. "Why should that apple always descend perpendicularly to the ground?" Example of such "interrogation" (again, well said!) of what we took for granted. From a XVII century scientific perspective this time.
Really strange question, by the way. Hmm... Maybe I should do another topic about science as a strange questions generator...:D