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File: 520c78311e0b83b⋯.png (184.64 KB, 600x300, 2:1, receiver_header[1].png)

c80d9e No.14732361

If someone made a game with "realistic" gun gameplay similar to receiver but expanded on it and made it an actual game rather than randomly wandering through a bad level looking for tapes, would that still be too similar?

Where do you draw the line between drawing inspiration and straight up copying?

Are there any games that have gunplay similar to Receiver or is it unique?

547c51 No.14732385

I think it's a waste of time and crosses the boundary between mechanical complexity and detail into boring autism simulator. Good mechanical complexity is something like Nero's taunt which has a few frames of an attack animation which can trigger a parry and open up an opponent while granting a huge amount of style. bad is receiver.


c80d9e No.14732397

>>14732385

I feel you. It does go a bit too far with the complexity but I do believe that if that were dialed back a bit and the game were expanded with good level design and exploration it could be really fun.

Even just having actual human enemies and a bit more health would improve it by a lot.


46fcdd No.14732411

I draw the line between inspiration and plagiarism at success. If you manage to blow Receiver out of the fucking water, none of it will matter.


54dc82 No.14732433

>>14732361

It doesn't really matter so long as the product is good and you didn't steal any actual assets or anything. I could imagine a game where a primary challenge is constantly switching guns and having to quickly figure out how to operate them in the middle of danger. A /k/ trial by fire game.


547c51 No.14732436

>>14732397

I'll be honest, I'm tired of shooting games. I don't want to play a single game that's semi-realistic again in my entire life if it deals with guns. I'd much rather play something with a sense of levity, ridiculousness, or have the focus taken away from the guns.


c80d9e No.14732448

>>14732436

Really?

There's really not that many realistic gun-sim games, especially ones that are actually fun


fcb2cf No.14732505

I'd love if someone were to straight up copy Receiver's gameplay and place it on another game. Fiddling with the gun to reload it as fast as possible lead me into some of the tensest moments I've had in a while, so I had my share of fun with it.

>Where do you draw the line between drawing inspiration and straight up copying

Hard question, even harder answer. I`d say so long as they improved or simplified the mechanics already present, it'd not be plagiarism, meaning that so long as they understand that they're paying homage to another game and implementing in their own way, it's fine, but straight up copying and leaving the mechanics exactly the same is fucked up.


9245e2 No.14732522

personally i'd really like a really, really autistic combined arms game that isn't some stupid RP shit like ARMA but actually requires knowledge and practice to be good at

>ground-pounding infantry

>rifle jams, no huge prompt on screen saying PRESS R TO CLEAR JAM, game simply expects you to either know what to do, ask what to do, or die

>this would encourage players to mess around in the shooting range and/or look up what to do in a real situation, thereby teaching them a real-world skill, or at the very least a better technical knowledge of how the firearm works

>people who already know this would be at an advantage

or

>be combat transport driver (humvee etc)

>have extremely autistic driving physics

>someone with extensive driving experience would have a much better idea of what to do in bad terrain/damaged tires/etc than someone who has no idea

>maybe even add basic field maintenance ie changing a tire, swapping out a spark plug or whatever, ramped up in complexity to things that deeply affect the vehicle such as losing a tire, repairing a fuel tank puncture, whatever

>this would encourage people to learn what vehicles are actually like and a basic knowledge of how most wheeled combustion vehicles work

and i am a simfag so i'd also want to see sim-level piloting as a factor but i know that no game would ever gamble that hard on players learning something that hard and with that steep of a learning curve

so i guess this entire post was a way of saying to OP that i think it could be fun given the right team making it, but no matter what happens if it has even passing similarities to receiver it'll be compared to it. that said >>14732411 gets it; nobody will give a shit as long as it surpasses the original


729460 No.14733435

>>14732436

Fuck off faggot.


639f15 No.14733445

>>14733435

No, he's right. Fuck off yourself cunt.


66d24e No.14733478

>>14732436

I'm on the same boat.

Realism doesn't make a game better or worse nor does it add or subtract fun by itself.

What I often see is devs implementing shit because "realism" and really focus on it neglecting actual fun or interesting gameplay.

I'm not even asking for arena shooters where everyone carries 12 guns and rocket jumps in the air without a care. I'd simply like to go back to when games were weird/experimental and the focus was on being a unique experience diferent from everything else.

>>14732448

That anon might have played one too many of those (like I did).

Yeah, there's not a lot of them, and you get tired of replaying them over and over again.

Worse: sometimes you'll boot another actually fun game and wonder why the fuck do you torture yourself with Arma or wathever flavour of autism you prefer.


4934f5 No.14733554

>>14732361

It would need something like the powerglove (that actually works) to not be infuriating to play.

Played it when it first came out from a download an anon provided in a thread, neither /v/ nor /k/ liked it since it was basically Trespasser with QWOP reloading made by a leftist dev.


abd4a9 No.14733613

>>14732361

No, of course not. Why does some furfag indie dev have the sole right to make games involving intricate gunplay? Despite the detailed nature of it in Receiver, that's still only a small part of a fleshed out and enjoyable game, which is why Receiver is more of a fun proof of concept than a full game. The most important things are still level design, enemy design, pacing etc.


abd4a9 No.14733614

>>14733554

>with qwop reloading

I found the controls in that game to be quite good actually. I'm not surprised that /k/ is subpar at video games.


66d24e No.14733625

>>14733614

Are the kind of person that uses TCIO instead of WASD?


abd4a9 No.14733629

>>14733625

Nope, I just didn't find the controls to be difficult at all once you understand the order of actions. Sucks to suck.


88fcb8 No.14733635

Realism isn't fun so no.


66d24e No.14733637

>>14733629

Same can be said about TCIO instead of WASD.


abd4a9 No.14733648

>>14733637

I literally didn't know TCIO existed before you mentioned it so I really don't know where you're going with this strawman.


adac3a No.14733652

>>14733635

Realism is fun. "Realistic games" are often not fun, because they're trying to be realistic, but are inherently not because they're video games. When a game tries to be ultra-relaistic but then you can't do shit you would easily consider in real life, it makes the game insufferable


66d24e No.14733669

>>14733648

Nowhere. I was making a joke about obstuse controllers. Now it's a joke about an obtuse anon.

>>14733652

>Realism is fun.

No. Realism is realism. It's not inherently fun or boring. It's how the game uses that realism in it's gameplay that make it fun or not.


abd4a9 No.14733706

>>14733669

You can't expect people to magically know what you are thinking over the internet unless you spell it out in text, equally obtuse anon.


547c51 No.14733754

>>14733478

I'd rather play a faux tactical shooter where you're running on the walls, sliding through door ways, and quickly mantling up to gain a vantage point instead of yet another game where you're slowly peeking through corridors and seeking out the top of peoples heads on a horizon to click on.


88fcb8 No.14733758

>>14733652

Realism is never fun. Any attempt to be realistic leads to cinematic stuff with no gameplay beyond 'press-button-watch-animation' e.g. most Western AAA games like Uncharted or niche autismsims e.g. Arma.


da45a3 No.14733764

>>14732361

I've always thought a larger-scale game with Receiver-style mechanics would be fun, particularly if it had a multiplayer component.

Something that's always frustrated me about FPS games is how quickly and effortlessly most weapons reload, under any conditions. This is not realistic.

The games that come closest to solving this problem are Receiver, and the various VR shooters that require the player to complete the proper actions to reload their weapon.


2dfc1b No.14733893

File: 5c85730ead395ad⋯.jpg (10.89 KB, 321x322, 321:322, yeah.jpg)

File: 783b41ecbcbef7d⋯.jpg (49.46 KB, 740x543, 740:543, receiver underwater level.jpg)

>>14733764

>CWOP Receiver Arena 3D


f99444 No.14734386

>>14733758

>Realism is never fun

that's such a bullshit accusation. of course being too realistic can bog down a game, Squad comes to mind. But then there's Red Orchestra 2 that has a great mix of realistic gameplay and arcade game structure. It's not for everyone, but the people who do play those games love them to death.

Also, why do you come into a thread about something you inherently dislike?


583ff0 No.14734469

>>14732522

>>this would encourage players to mess around in the shooting range and/or look up what to do in a real situation, thereby teaching them a real-world skill,

Learn to fight in war for the defense of the chosen people, goyim!


7b2f4f No.14734495

File: 89230fe311e317b⋯.png (745.09 KB, 1280x781, 1280:781, 4bf0aa4ab77114db916d39ccfd….png)

>>14734469

>Learning how to shoot a gun is now kikery

Remember, you can make anything seem bad by referring to jews! Use this to prevent the uprising by all means. Alternatively, just use to to try much too hard to fit in, and look even newer.


f99444 No.14734526

>>14734495

this is your brain on too much /pol/


7b2f4f No.14734540

>>14734526

"Too much /pol/" level was reached by someone calling the second amendment a jewish plot, friend.


bd1feb No.14734710

Remake it as a prequel to Metal Gear, where you play as Ocelot.

"I love to reload during a battle, There's nothing like the feeling of slamming a long silver bullet into a well greased chamber."


5bf5d0 No.14734728

>>14734469

Reported for failing to comprehend what natural rights are.

>>14734526

Reported for not even trying.


4cde8b No.14734775

>>14733764

You could also make a horror game ala RE7 minus the unskippable cutsences and lack of enemy variety the basement dlc did get tense when you were swapping empty weapons from your loadout.


2dc232 No.14734882

Vr games have this already


9245e2 No.14737379

>>14734386

>Squad comes to mind

what's too realistic about Squad? i find it's basically ARMA without the LARPing bullshit that makes every single round of ARMA last three hours too long


4934f5 No.14739133

File: 9a72cd5f73df34d⋯.mp4 (465.2 KB, 640x480, 4:3, READ NIGGA READ.mp4)

>>14733614

<I'm not surprised that /k/ is subpar at video games.

>NEITHER /v/ nor /k/ liked it


925f58 No.14746170


dc5b6b No.14748569

File: fc082725263bd7e⋯.jpg (35.98 KB, 305x551, 305:551, fc082725263bd7ea06a181c784….jpg)

>>14732385

>If someone made a game with "realistic" gun gameplay similar to receiver but expanded on it and made it an actual game rather than randomly wandering through a bad level looking for tapes, would that still be too similar?

That's just how a gun works. It'd be like asking if putting cars in your game would be plagiarizing GTA.

That said, I would absolutely play the shit of a game like this. I love to figure out complex games, and the realism of the gun makes for a lot of unique moments you'd never see in standard fps.


925f58 No.14754232

>>14748569

>That's just how a gun works. It'd be like asking if putting cars in your game would be plagiarizing GTA.

It's boring.


c6895e No.14754513

>>14732436

>tfw we'll never have games with dumb but fun to use weapons like Perfect Dark or Turok 2 again.


7b5bcf No.14754552

>>14754513

>tfw we'll never again have weapons with actual depth to the way they work

>instead we'll just have retards who mistake complexity and obtuseness for depth

>they'll feel smart for playing a game where they can feel the ridges of a bullet and games will only become more masturbatory than what call of duty brought in with constant point spam popping up on screen


de9192 No.14754595

I played the fuck out of Receiver (including the shotgun and Thommy gun mods), finished the game more than 10 times and honestly, the complexity fades away after you brain remember the keys for what a gun does.

It got to the point where I would reload faster than the reload animations in games like Arma, all while dodging bullets from the turrets, because I figured out their shooting pattern and timing.

It's all a matter of playing the game enough.

Having said all of that, I would love to have a World of Guns 2 with this level of gun play. It would make competitive environment much more hectic.


da45a3 No.14754794

>>14754552

t. guy who is too dumb to play receiver


5befb4 No.14756205

>>14732361

>Where do you draw the line between drawing inspiration and straight up copying?

Could always go in another direction and have an original sci-fi gun weapon with its own unique detailed disassembly mechanics and gunplay.


7b5bcf No.14756242

>>14754794

>receiver requires intelligence

no lol


885680 No.14756274

File: 221cae2a9ec78b0⋯.jpg (49.42 KB, 682x502, 341:251, 221cae2a9ec78b038c11f6a0a8….jpg)

I've played Receiver a lot and thought often about how it could be used for a real game instead of what is basically a gamejam demo. When you start off playing there's a tension that very few games actually achieve, the same kind of tension you'd feel if you was learning to ride a bike for the first time except you're learning on a mountain cliff. The thing is, there's a fine line between tension and just frustration because of the controls; the controls aren't bad but they can be cumbersome to remember even after a few hours. It leads me to think of two scenarios in which this could work.

1: A hyper realistic military sim

2: A horror game

Personally I'd love a horror game with this concept, imagine blundering around with a gun desperately trying to reload the very few ammunition you have left while a clear threat comes at you. The panicking would be similar to what you'd feel if you was actually in that situation, how when suddenly scared you can easily lose motor functions. Trying to manage a gun manually in a horror game would be great for it. If anything it would capture the feeling of old Resident Evil games where the tank controls worked to increase tension because of how unwieldy it felt.


002744 No.14756294

>>14756242

t. guy who is too ignorant to play videogames in general


dc5e01 No.14756729

>>14732361

Receiver feels like a VR gun sim without the VR. having spent a fair amount of time in both Receiver and H3VR, I can say for a fact that having intuitive controls can make or break (semi-)realistic gun handling.

there was way too much abstraction happening with Receiver's controls, since even if you knew exactly what to do with the physical gun to use it. you'd have to punch in the hotkeys for each step.

there's still some abstraction happening in H3VR (safety, ejecting clips), but the majority of your weapon handling happens nearly 1:1, like loading clips, pulling the slide, pumping your shotgun, and of course aiming. with the oculus touch controllers, handling the guns feels amazingly natural.


da45a3 No.14757927

>>14756729

>ejecting clips

>loading clips

>clips


dc5e01 No.14759204

>>14757927

fuck, mags. i was tired




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