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Will there ever be an FPS akin to Gran Turismo?

BlindPsychicBlindPsychic Registered User regular
edited August 2009 in Games and Technology
It occurred to me earlier today thinking about what I'd want in a zombie game. Why is there no FPS equivalent to Gran Turismo that replaces cars with guns? Like, a game where the catalogue of guns is the selling point and the game is built around it. (and no I don't mean Borderlands)
Like:
Realistic bullet physics
Replicating the spread, the handling, the quirks and all sorts of those things that make guns unique.
Having an emphasis on the history of firearms
Having the usual multiplayer modes with various limitations on selections and such.
And why it occurred to me: a Zombie game akin to WaW's.

Basically a /k/ommando's wet dream.

You could even throw in an example of flint and matchlock guns for kicks.

A kind of 'gun simulator' would be pretty cool. The amount of history and accuracy put into guns is one of the things that makes Red Orchestra special.

Any way, what do you guys think, is there some market for this?

BlindPsychic on
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  • Forever ZefiroForever Zefiro cloaked in the midnight glory of an event horizonRegistered User regular
    edited August 2009
    Just offhand, I think there is, especially with how much people around here enjoyed the reloading animations in RE4, how thorough and realistic they were.

    Forever Zefiro on
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  • UnbreakableVowUnbreakableVow Registered User regular
    edited August 2009
    Just offhand, I think there is, especially with how much people around here enjoyed the reloading animations in RE4, how thorough and realistic they were.

    Nearly half of the enjoyment derived in RE4, for me, was finishing a massive firefight using multiple weapons, going through my inventory and reloading all my weapons.

    In fact, I stayed with the bolt-action sniper rifle instead of upgrading to the automatic becuase I liked the reloading animation more.

    This would be pretty cool to me, but the realism would have to stop at guns. I don't want to be shot and then game over.

    UnbreakableVow on
  • BlindPsychicBlindPsychic Registered User regular
    edited August 2009
    There's still a few things that people haven't really fixed after counterstrike messed them up:

    -Ammo pools instead of having a set amount of magazines (all the major fps's pretty much do this now)


    -And left handed weapons held righty. Gooseman messed it up for everyone when he did that. I know TF2 has left handed shotguns and pistols, Counterstrike does, and there's probably more.

    BlindPsychic on
  • NuzakNuzak Registered User regular
    edited August 2009
    /k/ommando

    :?

    Nuzak on
  • BlindPsychicBlindPsychic Registered User regular
    edited August 2009
    I've never been there. Just the first gun-nut on the internet place I could think of.

    BlindPsychic on
  • The_ScarabThe_Scarab Registered User regular
    edited August 2009
    Any way, what do you guys think, is there some market for this?

    There is a market. But it's small and probably Russian.

    Firing a realistic gun is not fun. It has tangible quality because of the simulation, but it does not make for an exciting experience. Emptying an entire magazine in two seconds, carrying only three magazines around with you. At most you could have 10 minutes of actual gameplay. It's been tried before but always falls flat. Unlike say hardcore flight sims (Il-2) or racers.

    The_Scarab on
  • TehSpectreTehSpectre Registered User regular
    edited August 2009
    Wasn't Black kinda what you're describing?

    230232817.jpg
    Criterion intended to "do for shooting what Burnout did for racing - tear it apart"[2], with dual emphasis on destructible environments and the handling and behavior of real-world firearms. Bullets that hit buildings, terrain and objects leave visible damage; moreover, the guns are rendered with great detail and accuracy (though some weapons' features are stylized or exaggerated)[3]. The emphasis on the appearance, function, and sounds of the weapons led the developer to label the game as "Gun-Porn."[4] Another notable and original feature is the use of real-time blur whilst reloading, giving a depth of field and more perspective to the game. Similarly, when the player drops below 2 bars of health, the screen turns black and white, the sound of the character's heartbeat become the dominant noise and the game goes slower, almost as if in bullet-time, and the large and small motors in the control pads match the sound of systolic and diastolic part of the heartbeat.

    TehSpectre on
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  • BlindPsychicBlindPsychic Registered User regular
    edited August 2009
    Yeah I guess Red Orchestra and STALKER fit both of those catergories. Although STALKER still did the ammo pool thing IIRC.

    I honestly like when games have magazines instead of ammo pools. But thats from years of playing AHL and I enjoy reloading being a tatical decision instead of a "Just remember to always do it"

    eta: Never actually played Black, but I do remember it. That really came out on Ps2?

    BlindPsychic on
  • donhonkdonhonk Registered User regular
    edited August 2009
    Just offhand, I think there is, especially with how much people around here enjoyed the reloading animations in RE4, how thorough and realistic they were.

    Oh god yes, those animations give me a boner.


    Black isn't what hes describing at all. Considering how unrealistic that game is. The models were nice, but they were exaggerated. The whole game is over the top. We have plenty of those kind of games already me thinks.

    Isn't ARMA II supposed to have super hyper crazy realism?

    donhonk on
  • korodullinkorodullin What. SCRegistered User regular
    edited August 2009
    The 1.13 fanpatch for Jagged Alliance 2 is pretty much gun porn. Not heavy on the eye candy, but heavy on the semi-realism.

    korodullin on
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  • MalaysianShrewMalaysianShrew Registered User regular
    edited August 2009
    Firearms, an old Half Life mod, had magazines. You could only carry 3, I think, and there was a button to combine them so you could pick up more. This took some time and you couldn't fire, so you had to be careful.

    MalaysianShrew on
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  • BlindPsychicBlindPsychic Registered User regular
    edited August 2009
    In RO, there's a button to change the barrels on the MG42 to prevent overheating. That's the kind of stuff I'm talking about here.

    BlindPsychic on
  • Lord YodLord Yod Registered User regular
    edited August 2009
    ArmA?

    Lord Yod on
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  • ButtcleftButtcleft Registered User regular
    edited August 2009
    People want hyper realism until they get it, then they start bitching about the game becomes a chore, and if they wanted to deal with all the minutiae they'd just go out and do it for real etc etc.

    Buttcleft on
  • SorensonSorenson Registered User regular
    edited August 2009
    Having tweaking in a hardcore FPS like they do in GT would be fun, I bet.

    Mod something to fire one round size larger than it should? OOPS, YOU FUCKED UP AND BLEW YOUR HANDS OFF, RETIRE

    EDIT: SNOWBLIND: Yeah, games tend to suck when you load them up only to get an error.

    Sorenson on
  • SnowblindvictimSnowblindvictim Flying casual Registered User regular
    edited August 2009
    ii.jpg

    It sucked

    Snowblindvictim on
  • NuzakNuzak Registered User regular
    edited August 2009
    if we are on soldiers as well as guns, getting shot anywhere would be a problem

    Nuzak on
  • BlindPsychicBlindPsychic Registered User regular
    edited August 2009
    I'm talking guns here, the actually shooting bullets at each other part can be whatever. Although hypothetically speaking, whoever was making this would probably end up in one shot one kill zone.

    BlindPsychic on
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    edited August 2009
    Buttcleft wrote: »
    People want hyper realism until they get it, then they start bitching about the game becomes a chore, and if they wanted to deal with all the minutiae they'd just go out and do it for real etc etc.

    Not me, I never wanted hyper realism. I want more Unreal Tournament-style stuff like flak cannons, bio rifles, rippers, and rocket launchers, to hell with realistic weapons. :P

    Darmak on
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  • SynthesisSynthesis Honda Today! Registered User regular
    edited August 2009
    Black is more accurately described as gun pornography than a hyperrealistic shooting game. The fact that some guns carried far more bullets then they possibly could comes to mind.

    I'd say the closest thing coming up to that might be Red Orchestra: Ostfront and Operation Flashpoint, though I'm less familiar with the later. I don't know if hyperrealistic first-person shooters would be fun--I mean, a certain degree of realism is very immersive, which is why I'll take Red Orchestra over any Battlefield game ever. But it's not like reproducing an aircraft simulator or the like.

    Synthesis on
  • BlindPsychicBlindPsychic Registered User regular
    edited August 2009
    Yeah I'm imagining something like RO but with more guns

    BlindPsychic on
  • SynthesisSynthesis Honda Today! Registered User regular
    edited August 2009
    The_Scarab wrote: »
    Any way, what do you guys think, is there some market for this?

    There is a market. But it's small and probably Russian.

    I seriously doubt that. Maybe if it was for planes or tanks, but guns? If that market exists, it's probably American. And it's likely sponsored by people educated on the subject from large, well-established institutions. There is no Russian analog to the NRA. Nothing comparable in size, anyway.

    Synthesis on
  • BlindPsychicBlindPsychic Registered User regular
    edited August 2009
    Yeah but it seems like the russians eat up simulation stuff more than anything.

    BlindPsychic on
  • SynthesisSynthesis Honda Today! Registered User regular
    edited August 2009
    Yeah but it seems like the russians eat up simulation stuff more than anything.

    I could be mistaken, but I want to say that the United States is the FPS shooter capital of the world.

    It might not be the case, but it certainly fits the well-established archetypes. I've discussed just this with English and German guys over Xbox Live who generally assumed that Americans liked FPS more than Europeans of different nationalities did. They couldn't offer a reason (nor can I), since plenty of people own guns in various European nations. It's just how it is. The same way soccer sports games do a lot better in Europe, and certain types of role playing games tend to do better in East Asia?

    Certainly, if Russian contributions to PC (and with the new Il-2 game on Xbox 360, both developed and published by Russian companies, consoles) are anything to show, the Russians are the last great market for hardcore simulations. They make them, they play them, and they are proud of them. In fact, they're pretty much the only people who make them, with games like Lock On: Modern Air Combat and Il-2: Sturmovik being entirely Russian in development. Americans bailed out long ago when Janes' stopped making games, with the occasionally WWII-related knockoff being the only exception.

    As Fred Dalton Thompson would say in a Tom Clancy film adaptation, "Your average Russian doesn't take a shit without enjoying a highly accurate flight simulation."

    Synthesis on
  • PolishElvisPolishElvis Registered User regular
    edited August 2009
    I think this is what the OP is looking for: http://www.giantbomb.com/alliance-the-silent-war/61-24813/

    Too bad it's "on hold" (read canceled) I recall the devs even describing it as Gran Turismo with guns.

    PolishElvis on
  • BlindPsychicBlindPsychic Registered User regular
    edited August 2009
    Oh man I remember hearing about that game a long time ago. Crap, yeah that was going in the direction I was thinking.

    BlindPsychic on
  • ArasenArasen Registered User regular
    edited August 2009
    I would love to see a zombie game where you decide between trying to hold up somewhere and establishing a safe zone or keep moving alone or in a small party. Rationing food and supplies and scouting out a place before deciding whether or not it's worth the risk to go in and try to grab resources. Jury rig some kind of advance warning system or assign sentries to your camp. Deciding whether the noise of a motorcycle is worth the speed over a bike or walking. I know it'll never happen but I think that would be damn cool.
    Yeah, I go stuck on the first line of OP.

    As for realism, there are games that try to simulate it but nothing seems to get it right. The "realistic" shooters always seem to get bogged down by poor AI and bugs. I think the best we can hope for right now is something like the Call of Duty games that strike a decent blend between arcadey and realistic. There's only so much you can do with the hardware we have. Were always going to feel a disconnect either through visuals, controls, or general limitations of a flat screen. Plus there doesn't seem to be a market for the realistic shooters. Games like Arma and Operation Flashpoint aren't gathering the attention that Halo, Gears of War, or Call of Duty do. Developers will go for the money until somoene decides to take a risk and try something new. For now though, there doesn't seem to be a huge cry for the realistic shooter and I don't see it happening anytime soon. Though I wouldn't mind being proven wrong.

    Arasen on
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  • TaranisTaranis Registered User regular
    edited August 2009
    I haven't played a single game that was completely realistic. Neither Arma 2 (which is very unrealistic) or RO are completely realistic.

    Most of the features/details that are missing from milsims are left out because the developers don't have much (if any) experience with weapons in real world scenarios or the technology doesn't exist to implement it.

    I'd like to see anatomically correct hit models with vital organs an arteries mapped out.

    Hell I'd be more afraid to get shot in the pelvis or thighs than I would in the chest (as long as I wasn't shot in the heart), but in most games you'll do more damage with a shot to the torso than to the legs.

    Taranis on
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  • ueanuean Registered User regular
    edited August 2009
    Doesn't sound like a bad idea, but then the game strays into simulation territory and the entire rest of the game has to adjust.

    Like, why spend all that time modelling and recreating guns to the nth degree of perfection, just to throw them into a game to SNIPE N00BZ and blow up aliens and zombies? The people who are going to love the realism are going to want to use them in a realistic environment with realistic results. Mr. Quake and his friends aren't going to want their AK to jam over and over and die consistently from one shot to the chest, and Mr. Gun Magazine Subscriber and his friends aren't going to want to be shooting at half-man-half-mutant creatures in a warehouse filled with explosive barrels and electrified swamp ooze on the floor.

    Likewise, you will blow everyone's mind when the Uzi is capable of shooting straight and an M1911 can take someone out with 1 shot. I just think that in the age of console shooters and fast paced action the necessary realism to back up the weapons modeling will be lost on all the people that would line the game producer's pockets.

    uean on
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  • L|amaL|ama Registered User regular
    edited August 2009
    Common FPS territory wouldn't really get affected by having really realistic guns, except for rates of fire and magazine reloading. Bullet drop is minimal over those distances is (it was in battlefield 2, but it was barely even noticeable and a lot of that was wider ranges than most FPSs), and the same with wind drift.

    WW2 Online: Battleground Europe might do something for you, basically if you get hit once you die about 80% of the time immediately or have to limp around until you do. It's also an MMO with a semi-persistent world (it's based on the German invasion of France and the low countries, and each campaign ends once one side gets pushed back far enough). You don't have a whole bunch of different guns though, one rifle for each army (French, German and British), one SMG, one LMG, one antitank rifle and some other stuff. The infantry is easily the worst aspect of the game though, there are big ass destroyers and tanks up to Tiger Is, and a whole lot of different aircraft which are the best part of the game (in my opinion at least). It's a really difficult game to get into though, and doesn't have a huge amount of people playing. They have an incredibly detailed physics engine to figure out damage from shots and everything, it's not just "hitting this tank here with this weapon does x damage", it actually uses momentum and kinetic energy of the shell as well as impact angle and armour thickness to figure out whether it penetrates, causes some metal to spall off inside (go flying around at a huge speed and kill the crew inside) or just bounces off.

    L|ama on
  • ueanuean Registered User regular
    edited August 2009
    L|ama wrote: »
    WW2 Online: Battleground Europe might do something for you, basically if you get hit once you die about 80% of the time immediately or have to limp around until you do. It's also an MMO with a semi-persistent world (it's based on the German invasion of France and the low countries, and each campaign ends once one side gets pushed back far enough). You don't have a whole bunch of different guns though, one rifle for each army (French, German and British), one SMG, one LMG, one antitank rifle and some other stuff. The infantry is easily the worst aspect of the game though, there are big ass destroyers and tanks up to Tiger Is, and a whole lot of different aircraft which are the best part of the game (in my opinion at least). It's a really difficult game to get into though, and doesn't have a huge amount of people playing. They have an incredibly detailed physics engine to figure out damage from shots and everything, it's not just "hitting this tank here with this weapon does x damage", it actually uses momentum and kinetic energy of the shell as well as impact angle and armour thickness to figure out whether it penetrates, causes some metal to spall off inside (go flying around at a huge speed and kill the crew inside) or just bounces off.

    Dang that sounds awesome. Why is it hard to get into and how many people play?

    uean on
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  • L|amaL|ama Registered User regular
    edited August 2009
    It's really hard to learn how to play effectively, plus you have to play for a while to get access to the cool toys (limited supply). Most of the time when you die at the start, you will have absolutely no idea where the shot came from or what you were doing wrong. Once you're quite good, you will have no idea where the shot came from and have half an idea of what you were doing wrong.

    It is really goddamn fun once you can do something useful, diving in on a tangled mess of 20 or so fighters where the silly germans have tried to turn with the spitfires and lost all their speed and oh god I want to play again now

    I've got no idea how many people play and can't seem to find a number, sorry

    L|ama on
  • Roland_tHTGRoland_tHTG Registered User regular
    edited August 2009
    The_Scarab wrote: »
    Any way, what do you guys think, is there some market for this?

    There is a market. But it's small and probably Russian.

    Firing a realistic gun is not fun. It has tangible quality because of the simulation, but it does not make for an exciting experience. Emptying an entire magazine in two seconds, carrying only three magazines around with you. At most you could have 10 minutes of actual gameplay. It's been tried before but always falls flat. Unlike say hardcore flight sims (Il-2) or racers.

    No offense intended, but you being from the UK makes me curious. Just how often do you fire real guns?

    As to the op, I can't see a game like this being much more popular (if as much) than a big game hunting type.

    Roland_tHTG on
  • RobmanRobman Registered User regular
    edited August 2009
    The Rainbow Six series is probably what you're looking for, Raven Shield had awesome gun models and very accurate behaviour.

    Robman on
  • Roland_tHTGRoland_tHTG Registered User regular
    edited August 2009
    Hold on a second. How did I miss the word zombies in the op? What kind of game are we talking about here anyway?

    Roland_tHTG on
  • Skull2185Skull2185 Registered User regular
    edited August 2009
    In fact, I stayed with the bolt-action sniper rifle instead of upgrading to the automatic becuase I liked the reloading animation more.



    Man it was the best!

    Also, there's just something sexy about the precision and effeciency of bolt action rifles. Anytime I play a WWII shooter, I usually dump my garand for a mauser

    Skull2185 on
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  • HeirHeir Ausitn, TXRegistered User regular
    edited August 2009
    I'd kill for an almost MMO'esque game that is based on World War Z and the Zombie Survival Guide. You could only be humans (though you could choose to be a survivor, or a scavenger who preys on other humans).

    It'd be set during the worst of World War Z. You'd live in one of the several large metropolitan areas in the US. You'd need to set yourself up in such a way (with a group of people) so that when you log out you won't eaten.

    Time spent logged in would entail scavenging for food, fighting off random hordes, or possibly trying to make it to the west coast (where the US government has still has a foothold). Going through the country would be incredibly dangerous because there would be very few opportunities to hide if it came to that.

    I'm sure something like this would never really work, but man it sounds fun to me.

    Heir on
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  • AlejandroDaJAlejandroDaJ Registered User regular
    edited August 2009
    Firearms, an old Half Life mod, had magazines. You could only carry 3, I think, and there was a button to combine them so you could pick up more. This took some time and you couldn't fire, so you had to be careful.

    Truth. I used to map for them. The modelers, animators, and advisors all treat the content as gun porn.

    Good news everyone! Their Source engine mod, naturally titled Firearms: Source, will probably be released imminently! Standard caveats apply to first releases of mods with no listed date of arrival, but these guys have had closed alphas for months now that could have plausibly been released as a finished product. Keep an eye on it.

    AlejandroDaJ on
  • Hockey JohnstonHockey Johnston Registered User regular
    edited August 2009
    Re: the Gran Turismo of gun games

    I think you'll find that there are exponentially more people in the world who care deeply about cars than there are people who care deeply about guns.

    I care about gun realism in FPS games about as much as I care about car physics in GTA. It's an important part of the immersion that the mechanics *feel* like the real thing, but addressing my level of frustration is much more important to me than a developer spending a bunch of time perfectly modeling reality.

    Hockey Johnston on
  • RobmanRobman Registered User regular
    edited August 2009
    Re: the Gran Turismo of gun games

    I think you'll find that there are exponentially more people in the world who care deeply about cars than there are people who care deeply about guns.

    I care about gun realism in FPS games about as much as I care about car physics in GTA. It's an important part of the immersion that the mechanics *feel* like the real thing, but addressing my level of frustration is much more important to me than a developer spending a bunch of time perfectly modeling reality.

    Eh it depends. Over short distances, realistic gun behaviour means shooting while moving slowly is dodgy, and anything but point blank is a waste of time at high speeds. The R6 realism style, basically.

    Over very long range stuff (like ARMA II) really realistic guns are very frustrating, since most of us haven't spent 2-3 years learning how to shoot mans 500 meters away from us. I'm sure ARMA is great for real soldiers, but shooting at barely discernable lumps hundreds of meters away from you is more simulation then shooter.

    Robman on
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