1) How do you see the game design industry depictions/uses of firearms in games?
2) How visually accuracy are firearms used in games? (Please do not refer to sci-fi guns as they are doubtfully intended to resemble a realistic firearm.)
3) What would you say the most glaring problem in regards to firearms are in games?
4) What would you like to see implemented in the future of games in regards to firearms and the culture surrounding them?
5) Anything else that comes to mind. I’d love to hear it.
1: Arcadish in most cases. Bad guys swarm, player shoots swarm. Even in war games. NPC interaction needs beefed up.
2:Accurate enough. A Mosin looks like a Mosin, etc. Red Orchestra did this very well.
3:Only recently has use of sights been better stressed. Delta Force: Blackhawk Down had okay implementation years ago. Red Orchestra has probably the best currently, as you can shoot without sighting, but it's likely to miss, even at short range. Damage is modeled okay, but not perfect.
4:Accurate damage modeling, including wall/object penetration. Visual cover is not the same as hard cover. HL2 had tritium sights on the pistol, but you never use them!!!
5: An IDPA/USPSA game would be great, especially in a FPS form. Player control of movement, as well as gun would be important, as simply being moved by the comp (a la Gun Club-PS2) sucks.
Shooter games that have stuck out in my mind are as follows:
-Trespasser: You actually had to align the sights on the gun with the mouse and hit a critical part of the dino to stop it. Action was not always fast, so this was possible. Damage modeling of weapons was relative. A rifle killed easier than a pistol. A 44mag killed easier than a 9mm. None would kill easily unless you get a head shot.
-Operation Flashpoint: Cold War Crisis: One hit, you're usually dead. Ammo was stingy. Could hide in tree-line from tanks, but sometimes could be seen and then a platoon would swoop in to find you. Cons- Annoying that you can die so easily and often.
-Red Orchestra: Great implementation of visuals and realism, except barriers. A crate could stop rifle rounds, rather than penetrate through to the BG behind it. Lack of single-player campaign. Not everyone spends their day online.
-Call of Duty: Good campaign work, good visuals, allows use of sights. Damage modelling is arcadish.
The issue with making a game that meets the demands of gunnies is that it likely won't be appreciated by the casual gamers. Can you market such a finely tuned game to just Gunnies? Yes. Will it make ton of money? No.