Too much realism?

CyberSh33p

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It seems like every mod team out there is making another "Half-Life2 realism modification"

no offense to any individual team, but it seems like theres going to be about 20 nearly identical mods coming out. Sadly, I don't think I've seen anything new or interesting halflife2-mod wise yet =\ who's with me, or preferably, someone prove me wrong?
 
The mod I'm with actually is pretty out-there. Mutants battling on a prison planet in the future. Not very realistic at all.
Kinda different from all the HL2 realism.
Maybe that's why our team decided to switch over to Doom3 engine? :P

In any case, all the realism mods are flocking to HL2, because it has the most realistic physics system out there so far, and the best mod support. I think.

Good physics = Realism.
 
Ive seen several mods that look very promising...and im sure there are plenty that havent been announced yet...and/or will be sarted after hl2 is released so people can get a better idea of what source is capable of.
 
actually when I wrote that post I was thinking "except maybe entropy" :P but I decided not to because I'm not ocnfident in the ability of that mod to play well. Looks pretty sweet though. Just some of the social aspects of it are too much to count on, if you understand what I mean.
 
I agree with MechaZilla, HL2 is one of the first games that we know will be easily moddable and have physics. Physics really add to these tactical based mods, but that's what we have Counter-Strike 2 for. :)
(I aint really a big fan of CS... But it would be fun to play with physics on ANY mod)
 
Realism mods aint that bad. What ticks me off is how people decide to start mods. Personally if a team first decided on an interesting way to Play the game before shoving it into an atmosphere then we'd have better mods out there. Sadly this is what happens, games based aroud whatever era, sci-fi, war etc they will always follow the standard CS playstyle runaround shooting everybody, to then start a new round (surley theres a way not to use the round system I hate it so much).
 
Mechagodzilla said:
The mod I'm with actually is pretty out-there. Mutants battling on a prison planet in the future. Not very realistic at all.
Kinda different from all the HL2 realism.

Hmm....mutants on a futuristic prison planet. Sounds way cool. :P
 
Threads like this makes me want to work on my mod even more :)

I agree to 100% about the flood of WW2 and realism mods.

Edit: Change my avatar to the main character in my mod - Malin!

Kawaii ^_^
 
Neutrino said:
Hmm....mutants on a futuristic prison planet. Sounds way cool. :P

Yes, one could call it less of a mod, and more an experience, to dazzle the senses and enlighten the mind!
:D

---

I'm also kind of bugged about how a lot of guys pick the timeframe and setting first, and the actual gameplay second. There's way too many mods out there based entirely on a 1-for-1 copy of whatever movie was their ultimate favorite.

A Ninja Turtles mod, however, would be awesome no matter what!
 
Mechagodzilla said:
The mod I'm with actually is pretty out-there. Mutants battling on a prison planet in the future. Not very realistic at all.
Nonsense, people round by my area are always battling mutants. Bloody trouble makers.
 
i dont really hang around in the mods section, so i dont know a lot about mods- but are there any really good looking mods out there? apart from the ones allready posted, obviosly. I really want to play a good HL mod- something less realistic than CS, but more realistic than the strange Sven co-op.
 
CyberSh33p said:
It seems like every mod team out there is making another "Half-Life2 realism modification"

Realism mods are a proven formula. There is pretty much a defined set of features in a realism mod that will make it be of acceptable qualty. Proven formulas are inheirently less risky and are easy to do becuae every modeler out there has his own version of the MP5, M16, AK-47, G6, etc already done.

Its also easy to get people "into" a realism mod. They know whats suppoosed to happen and what they're supposed to do. Realims mods are like sitcoms. It is easy to become popular doing one.

Even though I could probably make a realism mod that would kick the tar out of every other realism mod out there I chose to do something creative becaue thats what I like to do and to me, modding is more about creativity and innovation more than it is popularity or status.

Anyway, if you want to check out my mod just go to http://www.defensecommand.com or click the link at the bottom of my post.
 
Hmmmm... Edge of Justice...

I'd have to say it's trying for realistic technology, if only so that people don't look at it and go "OMFG! SIENSEN00B!". I try to reasearch at least a little on what the mod will contain (I'm pretty sure the plasma weapons would work in real life, for instance)... but it's also set on an alien world with sentient plantlife, 400 or so years in the future...
 
Brian Damage said:
(I'm pretty sure the plasma weapons would work in real life, for instance)

I can see a plasma thower working, but after that I cant see how a weapon is supposed to keep a ball of superheated gas from expanding as soon as it leaves the barrel. I have thought about it quite a bit, yet a solution has always eluded me.

Do you mind explaining yoru thoughts on the subject?
 
el Chi said:
Nonsense, people round by my area are always battling mutants. Bloody trouble makers.

London folk at night can get pretty roudy.
 
Would you consider a Vietnam mod with dinosaurs instead of Charlie realistic?
 
People have their own perception of a 'realistic' game.

Here is what I think basically...

Three types of realism: a) individual, b) team, and c) replication

Individual Realism:

This is the most common and what people associate 'realism' to. This is your typical features of: iron sights, one shot kills, recoil, etc.

With "extreme," "ultra," "super," (or whichever adjective you would like to use) levels of these features comes generally bad gameplay. It is boring and slow.

Team Realism:

This is not all too often featured in a game and only really being developed. If you read up about Brothers at Arms and Full Spectrum Warrior you will find that the use of realistic tactics and strategy will help to succeed the mission at hand.

Many Half-Life 2 mods that you see and claim to be 'realistic' do not incorporate this type of realism.

My mod ( Operation: CO-IN | www.opcoin.net ) is going for a high level of team realism with most of the gameplay and team features that we have (check the website for full list: www.opcoin.net ).

Replication Realism:

Another common form of realism seen in many non-realistic games as well. This is making a game historically accurate or replicating fine details. Such examples can include in Firearms how you reload a magazine and there is still a round in the chamber, that round will remain (so, with a fresh mag, there is a total of 31 rounds).

- -

That is just my 'expert' opinion on the matter (being involved with 'realistic' games/mods and developing one.

There can be more to this, which would be much better suited to an article... If I find time I can write one defining what realism in games are.

One final note:

I don't think any mod/game should not be anything more than 'realistic.' It is either not realistic, semi-realistic, or realistic. No 'ultra' or 'super' or anything thing like that.

There is also never a 'completely realistic' game/mod. I am in the Army and know that there cannot be. You can't simulate the physical and much of the mental stress that soldiering involves in a video game. It is just not possible.
 
ductonius said:
I can see a plasma thower working, but after that I cant see how a weapon is supposed to keep a ball of superheated gas from expanding as soon as it leaves the barrel. I have thought about it quite a bit, yet a solution has always eluded me.

Do you mind explaining yoru thoughts on the subject?

The gas is not only superheated, but supercharged. Ball lightning is believed by many to be a natural form of plasma... and that stuff is really stable. Unless it recives a shock, in which case it has a tendency to explode...

The attraction between dissassociated electrons and ionised atoms inside the plasmoid would, I believe, counteract the heat expansion under certain circumstances...

You can even create fairly stable plasmoids in a microwave, by sticking a candle to a plate, lighting the wick, blowing it out, and microwaving it while it's still smoking...

The tricky thing is to contain the plasma inside the weapon, and to accelerate it...
 
Suicide42 said:
i dont really hang around in the mods section, so i dont know a lot about mods- but are there any really good looking mods out there? apart from the ones allready posted, obviosly. I really want to play a good HL mod- something less realistic than CS, but more realistic than the strange Sven co-op.


Well then, it looks like Sven Co-op v3.5 will be right what you're looking for. We're doing a lot of work updating the weapon models and behaviors, more streamlined and realistic. (ALA Half-life 2)
 
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