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Immersive

Realism

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Maybe the game just isn't for the unrealists

 

I agree with you that too much real is not very entertaining at times. I mean, most of us play to escape reality for a few hours in our day.

 

Market rules, please the ma$$es, that is unless you're realising an idea and money isn't the main motive.
So maybe this isn't every bodies cup of tea but they play it and then expect (almost demand) the game is changed to suit.

 

And as implied insults go; being called a fan boy when you're actually a fan of the game as is it is, is pretty lame.

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K guess if I want to climb up a ladder In real life I can jus-

"You are dead"

Zombie apocalypse in real life? Better run to this safe building! The zombies will never get in here! *zombie walks through wall like it never existed.*

zombies aren't real, maybe they can walk through walls. 26am.jpg

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zombies aren't real, maybe they can walk through walls. 26am.jpg

Too much scare for me. Am scare of RL noclip zombies. Much scare. Wow.

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I enjoy the game as is but when my Omni comes I may try it for a while but trying to trek across the whole map on that thing would be intense o_o.

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See that kind of realism is just overboard. I'd would pass out from exhaustion and god help me if I was pissed.

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Dayz mod was built on a mil sim.

 

Had dayz had the shooting mechanics of any other game it would have not been anywhere near as successful.

 

What makes dayz special is the realism and the more it has the better.

 

The game should go for 100 percent realism.

 

...erm... like when you getting killd and the game deletes itself from your harddisk and in the same time you will be put on some R.I.P.-Blacklist which ensures that you wont be able to play ever again?

 

now, that's realism

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http://www.pcgamer.com/2013/03/28/dayz-panel-gdc-2013/
 

 

“The other design pillar is the idea that complexity is not bad," Hall said during his presentation. "This is something that has really stuck with us in the development of the standalone. So the approach we take, it’s choosing things that the players know. People understand the need to eat. They understand the need to drink. They realize that if you get shot, you’re gonna bleed. So these things, we don’t have to really explain them. And because we don’t have to explain them, it meant to figure out how to [play the game] properly, you needed to talk to people about it. And DayZ has this real thing where, you’re talking to people, and you’re experiencing it with other people. And even installing it was this incredible right of passage."

 

“The idea with DayZ was to put the players in a situation. And this is something I delved a lot into when I was working with the army. So if we take the example of, if you broke your leg in DayZ, and you have to use morphine before you can walk--now that’s absurd, that’s not realistic at all. Unless you’re like, I don’t know, Chuck Norris or something. And then the morphine needle would break on his leg. So it’s not realistic in that sense. But because the act of getting your leg broken causes a change in the situation that’s quite dramatic, it has a sense of authenticity to the people involved."

 

 

 

Discussing the origin of this design tenet, Hall told an anecdote from his time spent modding Arma 2 for use in military training in New Zealand.

“What I found was, when soldiers would do a scenario, they’d get shot and die, but they’d carry on with the mission, which is ridiculous. In the army, if someone gets injured, everything stops. And your mission becomes then recovering that person--even if they die, recovering their body. So when I introduced this health system I noticed that the soldiers completely changed in the way they played the game. And some of the most compelling experiences I get out of that was when it went bad, and the team rallied, and actually started putting down covering fire and getting supplies in and evacuating people. And that translated through to DayZ. I think it’s using those authentic experiences to generate the experience, rather than the realism. To be honest, there’s a lot about DayZ that isn’t realistic at all. But I think that it’s that authenticity that provides an emotional context."

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DayZ isn't supposed to be realistic, the word Dean uses to describe it over and over again is authentic. From what I can gather he means, is that the game isn't meant to be realistic per say, it's just supposed to put players in situations where the emotions are real. It's more about evoking reactions from players through complex scenarios of their own making, which involves using things people understand-- real things. So realism is a tool, not a goal.

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DayZ isn't supposed to be realistic, the word Dean uses to describe it over and over again is authentic. From what I can gather he means, is that the game isn't meant to be realistic per say, it's just supposed to put players in situations where the emotions are real. It's more about evoking reactions from players through complex scenarios of their own making, which involves using things people understand-- real things. So realism is a tool, not a goal.

strong post solid logic and backed up by the words of rocket so who can argue with this .. Oh wait people on this forum already have argued against something even when they are shown what rocket said.

 

I look forward to the responses to this and hope you stand your ground as it is sound very sound in my opinion.......

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DayZ isn't supposed to be realistic, the word Dean uses to describe it over and over again is authentic. From what I can gather he means, is that the game isn't meant to be realistic per say, it's just supposed to put players in situations where the emotions are real. It's more about evoking reactions from players through complex scenarios of their own making, which involves using things people understand-- real things. So realism is a tool, not a goal.

This.

I'd add 'plausible' to the mix. Yeah zeds are not 'realistic' - what I'm interested in is "What would it be like if there was a zombie apocalypse?" Not "this is a big scale death match (which is fun but there are other games that focus on that) with zombies". From its inception DayZ has been different to other games. Rocket has made a lot of design calls that people have wailed about because it departed from classic game design, but it has made the game what it is. That's my contribution, but seeing as this thread is just a bit of a demonizing rant I hope it dies about now.

Edited by Roshi

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