Weapons as related to Video Games (and what you hate about them)
Posted: Fri Jun 22, 2012 8:12 am
Basically since the beginning of shooter games, their have been three major templates in video game weapon balance, selection, and design: Doom style, Counter Strike-style, and Class based.
-*Doom style is set up with each weapon having a specific function and behavior, with the weapons themselves being placed in the maps. Doom style weapons tend to have a mix between classic design (boomstick, ssg) and hi tech weapons. Most modern shooters that are not class based are Doom-styled.
-* Counter Strike-style has several similar acting weapons, usually being selected at the start of the match or game. They tend to have modern weapons with a fixation on small arms. All of the big name shooters are Counter Strike styled.
-* Class based is not based upon the actual weapons, but rather based on player classes that break up roles in the game. These tend to have very strong co-op and team play. These are commonly made into hybrids with the other two.
Now, that aside almost all shooters use the template of weapon selection in Doom. Some have a great deal more weapons, but they basically fall into the weapon categories of Doom. There hasn't been a real fundamental change in weapon balance since Doom.
Now all of that being said, I have a few bones to pick.
Pistols in particular are a massive pet peeve to me. Most games make them in the same fashion of Doom, that is, an immediately obsolete weapon. Anybody familiar with pistols in real life can tell you that pistols are used for their portability and consistency. They may not have the firepower of an assault rifle but they are far from a last ditch weapon. Borderlands uses what I would consider to be the best model for pistol usage: a reliable, accurate weapon to be used in light to moderate firefights. Borderlands even distinguishes significantly from automatics and revolvers.
Shotguns are another thing that irk me in video games. To me a shotgun is a weapon of versatility; I could use a shotgun to accomplish most goals another weapon could. They can't be a rocket launcher or a long range sniper rifle, but anything in between is doable. So it really pisses me off when shotguns are only useful to shoot things three feet from me. (Infinity Ward and Treyarch seem to think you can dodge buckshot by walking backwards) Thankfully, developers are allowing more diverse usage of a shotgun these days. I will, however, not defame the iconic purpose of a shotgun. I only hate that people only think it has that one usage. Fallout: New Vegas has the best usage of shotguns to my knowledge, with Battlefield 3 coming up close behind. (Although I hate to tell you guys, you can't use FRAG 12 rounds in an automatic shotgun in real life. They're blowback operated and the frag rounds don't kick back enough.)
Melee weapons are either hit or miss in most shooters. One shot knife kills on any part of the body isn't realistic or fair for that matter. Not to say it doesn't make for some interesting styles of play, but every knife slash doesn't decapitate in real life. It's also not realistic to survive eighty stab wounds and walk it off. Doom and COD are some of the worst offenders here. Battlefield 3 does it okay, but I have yet to see a game that does melee perfect.
Assault rifles, smgs, and sniper rifles do not have similar ballistics most of the time. LMGs and Sniper rifles do. Hitscan games make it seem like you can walk off a 7.62 from an AUG but not from an M14. It's the same damn bullet. If it hits, you die. COD is definitely the worst offender in all history here. (I wonder if Infinity Ward and Treyarch have even heard of the word ballistics.) This really isn't an issue unless you strive for realism. Then it makes you look retarded. Battlefield 3 (again) tries very hard to make up on this.
Rocket launchers are supposed to kill people; Not wound them. A flak jacket is not going to keep you from being blown apart. (Guess who fucks this up?) The idea that you can take a rocket to the chest with a suit of body armor will not hold up in real life. (Even Doom got that right.) Claiming it helps balance is a half ass argument. If you don't want people to have powerful weapons, don't put them in the game. Don't make a one shot kill survivor vest just so you can help campers. Grenades, similarly, don't go poof just because you have a vest on. Get away from the damn things and you'll live to tell about it.
Peon or Runner classes serve no realistic purpose. They are cannon fodder and are only played by people who like to run away with flags or die a lot. I can stand light classes with mobility, but some classes like the scout from TFC have no real purpose other than to fetch things. Removing them has virtually no effect on balance. Why have them in the first place?
In the future, I hope that people will look to the crappy excuses for weapon design and selection in the past and learn from them. But for the moment, we have to contend with the reality that developers make things suck for balance. Your comments are appreciated. :)
-*Doom style is set up with each weapon having a specific function and behavior, with the weapons themselves being placed in the maps. Doom style weapons tend to have a mix between classic design (boomstick, ssg) and hi tech weapons. Most modern shooters that are not class based are Doom-styled.
-* Counter Strike-style has several similar acting weapons, usually being selected at the start of the match or game. They tend to have modern weapons with a fixation on small arms. All of the big name shooters are Counter Strike styled.
-* Class based is not based upon the actual weapons, but rather based on player classes that break up roles in the game. These tend to have very strong co-op and team play. These are commonly made into hybrids with the other two.
Now, that aside almost all shooters use the template of weapon selection in Doom. Some have a great deal more weapons, but they basically fall into the weapon categories of Doom. There hasn't been a real fundamental change in weapon balance since Doom.
Now all of that being said, I have a few bones to pick.
Pistols in particular are a massive pet peeve to me. Most games make them in the same fashion of Doom, that is, an immediately obsolete weapon. Anybody familiar with pistols in real life can tell you that pistols are used for their portability and consistency. They may not have the firepower of an assault rifle but they are far from a last ditch weapon. Borderlands uses what I would consider to be the best model for pistol usage: a reliable, accurate weapon to be used in light to moderate firefights. Borderlands even distinguishes significantly from automatics and revolvers.
Shotguns are another thing that irk me in video games. To me a shotgun is a weapon of versatility; I could use a shotgun to accomplish most goals another weapon could. They can't be a rocket launcher or a long range sniper rifle, but anything in between is doable. So it really pisses me off when shotguns are only useful to shoot things three feet from me. (Infinity Ward and Treyarch seem to think you can dodge buckshot by walking backwards) Thankfully, developers are allowing more diverse usage of a shotgun these days. I will, however, not defame the iconic purpose of a shotgun. I only hate that people only think it has that one usage. Fallout: New Vegas has the best usage of shotguns to my knowledge, with Battlefield 3 coming up close behind. (Although I hate to tell you guys, you can't use FRAG 12 rounds in an automatic shotgun in real life. They're blowback operated and the frag rounds don't kick back enough.)
Melee weapons are either hit or miss in most shooters. One shot knife kills on any part of the body isn't realistic or fair for that matter. Not to say it doesn't make for some interesting styles of play, but every knife slash doesn't decapitate in real life. It's also not realistic to survive eighty stab wounds and walk it off. Doom and COD are some of the worst offenders here. Battlefield 3 does it okay, but I have yet to see a game that does melee perfect.
Assault rifles, smgs, and sniper rifles do not have similar ballistics most of the time. LMGs and Sniper rifles do. Hitscan games make it seem like you can walk off a 7.62 from an AUG but not from an M14. It's the same damn bullet. If it hits, you die. COD is definitely the worst offender in all history here. (I wonder if Infinity Ward and Treyarch have even heard of the word ballistics.) This really isn't an issue unless you strive for realism. Then it makes you look retarded. Battlefield 3 (again) tries very hard to make up on this.
Rocket launchers are supposed to kill people; Not wound them. A flak jacket is not going to keep you from being blown apart. (Guess who fucks this up?) The idea that you can take a rocket to the chest with a suit of body armor will not hold up in real life. (Even Doom got that right.) Claiming it helps balance is a half ass argument. If you don't want people to have powerful weapons, don't put them in the game. Don't make a one shot kill survivor vest just so you can help campers. Grenades, similarly, don't go poof just because you have a vest on. Get away from the damn things and you'll live to tell about it.
Peon or Runner classes serve no realistic purpose. They are cannon fodder and are only played by people who like to run away with flags or die a lot. I can stand light classes with mobility, but some classes like the scout from TFC have no real purpose other than to fetch things. Removing them has virtually no effect on balance. Why have them in the first place?
In the future, I hope that people will look to the crappy excuses for weapon design and selection in the past and learn from them. But for the moment, we have to contend with the reality that developers make things suck for balance. Your comments are appreciated. :)