Okay, so basically there are two directions shooters can go: Aim for realism, or aim for... admittedly a much broader direction, 'flavour'.
Flavour tends to come in a pretty wide array of packages. You get your Space Marine, your Halo, your Lost Planet, etc. etc. Realism, to counter, is just that. It aims to be an at least semi-simulation of an actual war scenario. Obviously there are still going to be embellishments, but overall it definitely tilts more towards the realistic side of the field. No health bars, real-world weapons, and realistic health levels.
COD and Battlefeild and such games fit into the latter category. They aim to be as realistic as they can without sacrificing the fun outright. I, personally however, feel like they still make sacrifices for it. The learning curve, for example, is immense. It's hard to see your opponents and you can die within seconds of an encounter happening. For a player jumping in for the first time, you will get cut to ribbons. The first time I played I think I got a single kill, and bear in mind that playing video games is literally my
job. I'm no major league gamer, but I'm not shit either.
There are other elements I'm not sure I agree with, such as the positive feedback loop inherent in the packages you get for kill streaks(Get enough kills and it becomes easier to get more kills), but overall I feel like the approach towards realism makes the game less fun because of the wall that it poses to new players. Once you can get past that I'm sure those same frustrating features can actually be quite gratifying in their own way - low health means that encounters are quick and intense and also ensures, perhaps ironically, that even and intermediately skilled and equipped players stands a bit of a chance against experts. Legitimate battle tactics and teamwork become emphasized, and your focus is up for the entire match, really. However, when I do play shooters I still gravitate towards a bit of flair and gratuity. I'm a pacifist. If I'm going to shoot at someone I don't want it to feel real. I want them to explode into a shower of meaty chunklets that paint the walls red so I can laugh at it.
Like I said, there are a lot of personal factors involved in it. They're well designed games, but I disagree with the premise of their design, both from a player and a designer standpoint.
Teal Deer: They're designed for realism, and they're designed very WELL for realism, but I don't want realism in my shooters.
edited 27th Mar '13 6:46:31 AM by kegisak