TS: video games that feature worlds that could only ever work according to some intrinsic playful logic versus bullshit "realistic" ones

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You know, like Donkey Kong, Burgertime or Super Mario Bros. versus Grand Theft Auto

river raider, Sunday, 8 May 2005 23:44 (twenty-one years ago)

where does "Simpsons: Hit & Run" fall on this spectrum?

kingfish, Sunday, 8 May 2005 23:49 (twenty-one years ago)

i think a case could be made for either pole, but I'd side with the worlds that only ever work according to some intrinsic playful logic one.

river raider, Sunday, 8 May 2005 23:51 (twenty-one years ago)

GTA is only, like, Mountain Dew commercial degree realism.

Dan I. (Dan I.), Sunday, 8 May 2005 23:58 (twenty-one years ago)

There is no call for realism in video game ever. Ever ever ever. Apart from Halflife 2

Andrew Farrell (afarrell), Monday, 9 May 2005 00:05 (twenty-one years ago)

yeah, one of the greatest parts of GTA:VC was running a motorbike at top speed, then deliberately colliding with an oncoming car just to see how far your guy would fly.

kingfish, Monday, 9 May 2005 00:06 (twenty-one years ago)

Dude must've meant Grand Tourismo. Now THAT shit is hard.

giboyeux (skowly), Monday, 9 May 2005 00:30 (twenty-one years ago)

Yeah what the hell? If GTA is realism, how come the dudes never die.

Trayce (trayce), Monday, 9 May 2005 00:33 (twenty-one years ago)

Bcause they're fake.

giboyeux (skowly), Monday, 9 May 2005 00:35 (twenty-one years ago)

and where does Tenchu or Metal Gear fall on this gradient? in MGS, you could see heat signatures and other neat physics things, but the one dude also had an arm that talked to him.

kingfish, Monday, 9 May 2005 00:49 (twenty-one years ago)

I want to play a game that follows complete realism. So if you get shot, you bleed and get slower and cant run and if you don't get it fixed you die, etc. If something kills you, thats it - game over. Running a lot tires you out. Not eating tires you out. The Sims (and to a lesser ext, GTA) does this but few else do. Smashing a car means IT WONT GO ANYMORE. Petrol runs out. Rain makes mud that gets in the way and bogs one down. etc etc etc.

My bf says no one makes games this way because people would get too fed up and frustrated with it, and I guess he's right. Is realism a good idea? I mean games are escapism really.

Trayce (trayce), Monday, 9 May 2005 01:09 (twenty-one years ago)

Also, pls to stop putting crates and boxes everywhere because you are a lazy level designer, kthx.

Trayce (trayce), Monday, 9 May 2005 01:10 (twenty-one years ago)

But then where will people store all the power-ups?

Stupornaut (natepatrin), Monday, 9 May 2005 01:13 (twenty-one years ago)

Backpacks and vaginas duh nigga *SIGH*

LeCoq (LeCoq), Monday, 9 May 2005 01:52 (twenty-one years ago)

the non-realistics ones, please.

Realistic worlds is what killed my interest in video games for me.

donut debonair (donut), Monday, 9 May 2005 03:35 (twenty-one years ago)

There was a WWII game like Trayce described, I think. It was shit.

Andrew Farrell (afarrell), Monday, 9 May 2005 06:10 (twenty-one years ago)

9 times outta 10 sports and racing games are better in "bullshit" realistic terms (exceptions being f'rinstance NBA Street Vol. 3 and Midnight Club 3)

Stupornaut (natepatrin), Monday, 9 May 2005 06:24 (twenty-one years ago)

So there are actually *no* realistic games out there? What is this argument all about then?

Ste (Fuzzy), Monday, 9 May 2005 07:30 (twenty-one years ago)

and where does Tenchu or Metal Gear fall on this gradient? in MGS, you could see heat signatures and other neat physics things, but the one dude also had an arm that talked to him.

-- kingfish (stil...), May 9th, 2005.

i think of metal gear as akin to james bond, with "realistic" visuals but completely implausible, fanciful, and fun.

which is why i dislike splinter cell so much, it goes for a more "realistic" approach to stealth/spy stuff and is just boring. plus tom clancy is a fucking facist.

latebloomer: the rebel sound of grits and bacon (latebloomer), Monday, 9 May 2005 07:56 (twenty-one years ago)

There seemed to be some subversive stuff in the last Splinter Cell. I saw a clip where you're sneaking around behind some enemies, and one of them is telling the other one how he had a nice quiet life on the pampas, and then one night the yankees arrived..

Though that's just slightly lefty content on top of righty form.

Andrew Farrell (afarrell), Monday, 9 May 2005 10:00 (twenty-one years ago)

For a lot of genres what you need is just a tiny bit of unrealism in amongst the heavy reality - sports management sims, for instance. In that example the 'unrealism' tends to be a slight tweaking of the rewards system - eg clubs in Championship Manager not having real-world levels of mind-boggling debt.

Tom (Groke), Monday, 9 May 2005 10:14 (twenty-one years ago)

full spectrum warrior was pretty realistic in a way (if they'd done the AI better it'd have been shit hard - and thus great)

Bushido Blade tried to be realistic as a sword fighting game (to win you have to hit a fatal shot on your opponent - other hits will just slow your opponent down/make them unable to stand up), it could have been done even better obv.

ken c (ken c), Monday, 9 May 2005 10:30 (twenty-one years ago)

In general though I like games to be an interactive exploration of fantastic and beautiful worlds, rather than a motor skills challenge, so I like my realism and difficulty turned way down.

Tom (Groke), Monday, 9 May 2005 10:32 (twenty-one years ago)

when i was young i actually had an idea for a game of "ACTUAL DRIVING", where you basically drive around roads like a normal driver. you can mess around but if you're not good at it you'd get into pileups and stuff and die, or just get arrested, or get caught by speed cameras.

and then they made grand theft auto.

ken c (ken c), Monday, 9 May 2005 10:33 (twenty-one years ago)

SimTower was based on a highly realistic elevator simulation program that was originally designed to help building superintendents and elevator companies determine the optimum waiting floor for elevators when not in use during certain hours of the day so as to provide the best service possible with the smallest number of shafts.

SimTower is a highly bullshit game.

At the end of the day, realism is an interesting exercise for computer scientists to try and achieve as best as possible, and the results of this research provide video games with nice tools that can be incorporated into a satisfying experience. People asking for more "realism" in video games, though, that's kind of like saying you don't enjoy the Star Wars films because none of the characters ever seem to have to use the toilet.

TOMBOT, Monday, 9 May 2005 13:43 (twenty-one years ago)

Realism is nice inasmuch as it provides a thrilling experience for the senses, pretty pictures, surround sound, weather effects, etcetera, but forcing HARSH TRUTH down the players' throat is no way to win hearts and minds. Andrew's comment about Half-Life 2 is kind of funny, I mean, GRAVITY GUN?!?!?

TOMBOT, Monday, 9 May 2005 13:50 (twenty-one years ago)

I'm not saying it's totally reaslistic, I'm saying that it's a game where the pursuit of a form of realism (physics) isn't a complete red herring. The fact that the system makes an aspect of stuff happen in the same way as the outside world, in a non-scripted way, lets you improvise stuff. So to take a stupid example, if you see bad guys up on those ramshackle bridges, you can tell that if you knock out the front legs they'll fall forwards, and if you knock out the back ones they'll fall backwards, but there's no specific bit of code saying "if shoot here, man fall back".

Andrew Farrell (afarrell), Monday, 9 May 2005 14:22 (twenty-one years ago)


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