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How Would You Explain [Un]Realistic Aspects Of Gameplay/Story/World Of Any Video Game ~~

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Paperboy
Posts: 28
Joined: 11 Jun 2008

~~ any video game you played ? how would you explain them with the view of your gaming experience and video gamer perceiving ?

can anyone help me to clarify realistic/unrealistic issue about video games ?

you have played many video games , i assume .

+ definition of Realistic :

Tending to or expressing an awareness of things as they really are: She gave us a realistic appraisal of our chances. Of or relating to the representation of objects, actions, or social conditions as they actually are: a realistic novel about ghetto life.

+ definition of Unrealistic :

not accepting the facts of a situation and not dealing with them in a practical way: he had unrealistic expectations of his son . not true to life: an unrealistic portrayal of Scottish life

a video game is constructed and consisted of mainly on story , background , gameplay .

+ GAMEPLAY :

Gameplay includes all player experiences during the interaction with game systems, especially formal games. Proper use is coupled with reference to "what the player does". Arising alongside game development in the 1980s, gameplay was used solely within the context of video or computer games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, the term gameplay in video game terminology is used to describe the overall experience of playing the game excluding factors like graphics and sound. The term game mechanics refers to sets of rules in a game that are intended to produce an enjoyable gaming experience. Current academic discussions tend to favor terms like game mechanics specifically to avoid 'gameplay'.

Despite criticism, the term gameplay has gained acceptance in popular gaming nomenclature, being the only common phrase describing story quality, ease of play, and overall desirability of a game all in one word. Some gaming reviews give a specific score for gameplay, along with graphics, sound, and replay value. Many consider "gameplay" to be the most important indicator of the quality of a game.

+ BACKGROUND WORLD : The environment of the game.

+ STORY : a narrative that a writer creates from imagination . refers to all aspects of the narrative that we do not see on screen; these aspects may include events before, during, or even after the plot of the film. ...

these ones are my thought :

- how can gameplay be realistic or unrealistic ? i mean your gameplaying experience-oriented and perceiving-oriented :

gameplay of Gears Of War or Metal Gears Solid is realistic . all of those weapons and killing ways exist in this real world or all of them can be made in real future .

gameplay of Final Fantasy is unrealistic . no real person can cast natural force spell attacks like casting a fire ball , or calling blizzard by barehands or by stuff .

- how can background be realistic or unrealistic ? can those beautiful , interesting , exotic backgrounds you seeing be in real life by realistic construction and building ?:

background , landscapes , cityscapes , dungeons , areas , buildings ... of any video game . aircities , hells or heavens , so high sci-fi cities , space colonies , parallel worlds are unrealistic and there are many obstructions like gravity , space-time continuum , light-speed , advanced technology ... to construct and to make and to discover them in real future .

there are so many video games being designed on [un]realistic backgrounds .

- how can story be realistic or unrealistic ? do you think that the story of a video game you playing can be real or occur in this real world ? :

how [un]realistic story of Resident Evil or Grand Theft Auto or Halo can be ?
how [un]realistic story of Final Fantasy or Diablo can be ?

these stories can be made real ? do they just stay tuned unrealisticly ?

what do you think about how [un]realistic gameplay+background+story of video game can be defined ? Thanks !

how do you perceive and experience these [un]realistic parameters (gameplay+background+story) of any video games you playing ?

Muckraker
Posts: 268
Joined: 1 Jul 2008

Am i the only one who finds this really confusing?
I'm not really getting the question. How can unrealistic gameplay, background and story be defined?

Pulitzer Laureate
Posts: 886
Joined: 24 Nov 2007

Uh, what? I don't quite get what they're asking here.

If the game reacts as if the situation could, and had, occured outside of the virtual world (i.e. if it could really happen in the way depicted), then its realistic. If, however, a realistic situation is approached in a surreal or otherwise unrealistic manner, then it is unrealistic.

Can't get much clearer than that.

Press Junketeer
Posts: 399
Joined: 6 Jul 2008

I think the art style has more to do with whether a game looks realistic than how good the graphics are. Just my 2 cents.

BANNED
Posts: 12958
Joined: 30 Jan 2008

Umm....
Best I can give you for realistic artwork in a game is that Gran Turismo 5 Prologue. People have thought it was a live race until I paused. It manages to actually cross the uncanny valley successfully.

As for realistic gameplay, you're not likely to get that, because it makes for frustrating gameplay. We play games to live out our fantasys - we want to escape from reality (hence why the site is called the Escapist) into a world with limitless possibilities. Even the health is gonna break realism, cause real life is one shot kill.

Beat Writer
Posts: 162
Joined: 27 Feb 2008

have to agree with L4Y Duke, and by that token. no gears is NOT realistic (think hammer of dawn and locust.)

and yes, it was a very confused and unstructured post :/

Gone Gonzo
Posts: 2904
Joined: 12 May 2008

Indigo_Dingo:
Umm....
Best I can give you for realistic artwork in a game is that Gran Turismo 5 Prologue. People have thought it was a live race until I paused. It manages to actually cross the uncanny valley successfully.

As for realistic gameplay, you're not likely to get that, because it makes for frustrating gameplay. We play games to live out our fantasys - we want to escape from reality (hence why the site is called the Escapist) into a world with limitless possibilities. Even the health is gonna break realism, cause real life is one shot kill.

I want a game that has limb sensitive damage. Shot in your heart or near your vital organs you die, shot in the leg you move with a limp, or you crawl, shot in the arm, can't use that arm, shot in the chest, lung punctured, you die. something like that.

Press Junketeer
Posts: 382
Joined: 2 Jan 2008

Take the very first computer game designed ever (debatable, but anyway): Spacewar

The missiles in those games used to behave realistic; they strayed sometimes, were unpredictable. It was more fun to have reliable missiles.

unrealistic gameplay? but it was fun!
In games, realism < fun, most of the times

BANNED
Posts: 12958
Joined: 30 Jan 2008

Aries_Split:

Indigo_Dingo:
Umm....
Best I can give you for realistic artwork in a game is that Gran Turismo 5 Prologue. People have thought it was a live race until I paused. It manages to actually cross the uncanny valley successfully.

As for realistic gameplay, you're not likely to get that, because it makes for frustrating gameplay. We play games to live out our fantasys - we want to escape from reality (hence why the site is called the Escapist) into a world with limitless possibilities. Even the health is gonna break realism, cause real life is one shot kill.

I want a game that has limb sensitive damage. Shot in your heart or near your vital organs you die, shot in the leg you move with a limp, or you crawl, shot in the arm, can't use that arm, shot in the chest, lung punctured, you die. something like that.

I wouldn't know, as I never played it, but wasn't that Killzone? And isn't it being carried over to the second?

Gone Gonzo
Posts: 2904
Joined: 12 May 2008

Indigo_Dingo:

Aries_Split:

Indigo_Dingo:
Umm....
Best I can give you for realistic artwork in a game is that Gran Turismo 5 Prologue. People have thought it was a live race until I paused. It manages to actually cross the uncanny valley successfully.

As for realistic gameplay, you're not likely to get that, because it makes for frustrating gameplay. We play games to live out our fantasys - we want to escape from reality (hence why the site is called the Escapist) into a world with limitless possibilities. Even the health is gonna break realism, cause real life is one shot kill.

I want a game that has limb sensitive damage. Shot in your heart or near your vital organs you die, shot in the leg you move with a limp, or you crawl, shot in the arm, can't use that arm, shot in the chest, lung punctured, you die. something like that.

I wouldn't know, as I never played it, but wasn't that Killzone? And isn't it being carried over to the second?

Killzone had limb specific damage, but you didn't walk him a limp if you were shot in the leg, nor did you drop your gun if shot in the arm, and the only instant kill was a headshot...so no. I don't know about Killzone 2 ,but I know that for online multiplayer a game that had my kind of limb sensitive damage would own.

Muckraker
Posts: 348
Joined: 14 Jul 2008

I get bricks of what you are saying, But the secret ingredient of realism are...

Brown. And lots of it.

Muckraker
Posts: 268
Joined: 1 Jul 2008

Also so for posting twice in one thread.
GTA IV screwed it up a bit with realism me thinks. They took out all the good parts like flying planes, tanks, large enviroments like in San Andreas and just put in a new realistic physics engine. As said before
Realism does not equal fun!

Press Junketeer
Posts: 399
Joined: 6 Jul 2008

Deus Ex had limb damage, but I'm not sure how realistic it was.

Paperboy
Posts: 38
Joined: 18 Jul 2008

Die By The Sword had realistic limb damage. If you lost your leg on level one, then you hopped along for the rest of the game. You also used the mouse to wave your sword around in a semi-realistic fashion (but this was 1997, so nothing compared to Wii standards).

Pulitzer Laureate
Posts: 886
Joined: 24 Nov 2007

J'aen:
Deus Ex had limb damage, but I'm not sure how realistic it was.

If your 'leg health' went to 0 you had to crawl everywhere, if your 'arm health' went to 0 you couldn't handle any recoil.

Or, something like that.

On the Record
Posts: 7319
Joined: 23 Dec 2007

Indigo_Dingo:
Even the health is gonna break realism, cause real life is one shot kill.

Correction: one shot disablement to either slow recovery, slow painful death, or slow treatment to painful death.

I prefer fun and crazyness versus realism, firsty due to the fact that there's more to enjoy visually in a cartoony enviroment as a 3D animator as opposed to realism, which gets really samey and hard to impress oneself unless there's some kind of new effect that costs alot of money.
Second, Realism demands lots of things in design that n'ere a thought would occur if the game wasn't realistic, like demanding physics capabilities, higher quality depth for every frame, complex character animation and... I guess mostly texturing. Look at Sly 3 and look at Grand Theft Auto 4: which one would have simpler texture maps? The one with simpler would be able to handle more textures since the textures themselves are file-size smaller. Cartoony (or at least simplified) graphics demand less detail, and in some instances, less characteristics alltogether, such as Normal Maps, SHeen effect or reflections.

Yeah, I'm a spokesperson for the technical aspects of game production, and I say that Realism is not should not be a demanded feature.

Gone Gonzo
Posts: 2904
Joined: 12 May 2008

Anarchemitis:

Indigo_Dingo:
Even the health is gonna break realism, cause real life is one shot kill.

Correction: one shot disablement to either slow recovery, slow painful death, or slow treatment to painful death.

I prefer fun and crazyness versus realism, firsty due to the fact that there's more to enjoy visually in a cartoony enviroment as a 3D animator as opposed to realism, which gets really samey and hard to impress oneself unless there's some kind of new effect that costs alot of money.
Second, Realism demands lots of things in design that n'ere a thought would occur if the game wasn't realistic, like demanding physics capabilities, higher quality depth for every frame, complex character animation and... I guess mostly texturing. Look at Sly 3 and look at Grand Theft Auto 4: which one would have simpler texture maps? The one with simpler would be able to handle more textures since the textures themselves are file-size smaller. Cartoony (or at least simplified) graphics demand less detail, and in some instances, less characteristics alltogether, such as Normal Maps, SHeen effect or reflections.

Yeah, I'm a spokesperson for the technical aspects of game production, and I say that Realism is not should not be a demanded feature.

but with the capabilites of Blu-ray, we are no longer restricted by texture size.

Gone Gonzo
Posts: 3664
Joined: 21 Jan 2008

Anarchemitis:
Yeah, I'm a spokesperson for the technical aspects of game production, and I say that Realism is not should not be a demanded feature.

I'd actually argue against that...- wait, hear me out. In certain games, the type of game where people want utter realism, they should be given it. I myself really have a thing for military shooters, so I love it if they put in more realism to further the experience. So, if the audience is looking for realism then the feature should be demanded, but it doesn't fit in all games.

Oh, and I'd reply on topic but I don't get what they're asking.

On the Record
Posts: 7319
Joined: 23 Dec 2007

Aries_Split:
but with the capabilites of Blu-ray, we are no longer restricted by texture size.

Yeah, we're constrained by Game Engines and Render Accelerators. If I could make something half as nice as a single frame in Garry's Mod that only elapses for 1/45th of a second in 3Ds Max in ProductionRender quality, it would take 6 minutes to render with dedicated 100% of the processor [thus several days straight for an animation]. That's why it takes lots of fancy-pants things in computers/consoles to make games look nice.
Don't get me started on the differences between Production and Real-Time.

Gone Gonzo
Posts: 1085
Joined: 25 Feb 2008

Aries_Split:
but with the capabilites of Blu-ray, we are no longer restricted by texture size.

Were we? Blu-ray just reduces the ammount of disks you need to install a game instead of changing any "limits"

Paperboy
Posts: 29
Joined: 18 Jul 2008

ladyparvati:
How Would You Explain [Un]Realistic Aspects Of Gameplay/Story/World Of Any Video Game

How would I explain them? By reminding myself it's a Video Game.

Pulitzer Laureate
Posts: 886
Joined: 24 Nov 2007

stompy:
In certain games, the type of game where people want utter realism, they should be given it. [...] but it doesn't fit in all game.

What he said. God Hand wouldn't have been nearly as much fun if you couldn't knock people into orbit, or across vast distances.

Gone Gonzo
Posts: 3252
Joined: 8 May 2008

Can anyone explain how flinging a cimbine soldier 200 yards at a strider with the super gravity gun not send YOU flying 200 feet back? Newtons third law of motion is ignored in a game that prides itself on physics.

On the Record
Posts: 7319
Joined: 23 Dec 2007

That's because Newton's 3rd didn't get along with the Gravity Gun at the party where health bar got drunk.

Gone Gonzo
Posts: 3252
Joined: 8 May 2008

Anarchemitis:
That's because Newton's 3rd didn't get along with the Gravity Gun at the party where health bar got drunk.

well...that...or ragdolls have significantly less mass, you know, without and constricintg joints and all.

Gone Gonzo
Posts: 3664
Joined: 21 Jan 2008

the monopoly guy:
Can anyone explain how flinging a cimbine soldier 200 yards at a strider with the super gravity gun not send YOU flying 200 feet back? Newtons third law of motion is ignored in a game that prides itself on physics.

Uh, the Gravity Gun's got a dampener in it somewhere? I remember reading somewhere that one possible way the Gravity gun works is by utilising a black hole or something, so I wouldn't put it past the creators to get the same thing that powers the device to absorb the recoil.

Gone Gonzo
Posts: 1085
Joined: 25 Feb 2008

In the first few minutes on Ep2 Alyx almost knocks herself down trying to shoot away a train door. Most of the impact is absorbed by Gordon's power armor.

Press Junketeer
Posts: 399
Joined: 6 Jul 2008

That would explain how he can actually lift it, what with how much trouble Alyx and Dr. Breen have.

Well, Dr. Breen's a feeble old man anyway, but Alyx is pretty damn strong.

Copy Clerk
Posts: 85
Joined: 9 Jul 2008

Realistic gameplay, story and graphics have to balance each other out nicely. It goes like this:

If something is lacking in graphics, or the physics engine is off, you are constantly reminded that you are playing a game, and the experience is kind of ruined. Conversely if something is totally realistic a la Gears of War, you tend to get lost looking for a gray blob in a gray background and that just isn't fun when you have to squint.

A totally realistic story has to have a lot of work put into it to make it seem believable, yet support fun gameplay, like the Fallout backstory. If the story is not realistic, however, you are left wondering about plot holes and inconsistencies, and this just waters down the experience. I remember my friend constantly asking me questions as to the various unanswered questions the original Halo posed (what happened at Reach, etc) and the credibility of said story.

Traditionally, incredibly realistic gameplay is not fun, hence one hit kill anywhere on your body is generally frowned upon. However, totally unrealistic gameplay also jars the player. Make an unarmoured civilian a walking bullet magnet who tanks into machine guns and can withstand a mine or artillery hit and a lot of people are going to raise their eyebrows. However, I think Halo made an excellent compromise. The Master Chief is a walking tank, but he has body armour and shields to withstand a god-damned rocket.

Paperboy
Posts: 13
Joined: 24 Jun 2008

I want a game that has limb sensitive damage. Shot in your heart or near your vital organs you die, shot in the leg you move with a limp, or you crawl, shot in the arm, can't use that arm, shot in the chest, lung punctured, you die. something like that.

The closest I've seen to that was MGS, shoot a guard in the arm and they drop their gun, shoot them in the leg and the limp, head and their dead, in the heart region they die, in the penis they die :P
It would be cool to shoot people in the spine and paralyze them or be take out an eye if you angle it right and stuff like that.

as for realism, the closest I've seen was Siren, you had no health bar or anything, no healing items, extremely steath based, really good AI, two shots from enemies and you were dead, you couldn't run for an infinite amount of time, and you could take a very limited number of melee hits. Very clumsy and limited movement killed the immersion effect though.

 
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