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View Full Version : Obsidian Edge 2 Mod Update - Realism


[MyIS]Spawndemon
12-14-2006, 09:14 PM
Though this was posted awhile back on the Obsidian Edge 2 (http://www.obsidianedge.net/index.php) mod website, I feel it's important to raise the awareness of mods for Crysis and what they are aiming for. The OE2 team posted up an article about approaching realism within their mod. Here's an intro to what they said:

Often the discussion of realism comes up when talking about mods. There tends to be two camps on the issue of realism: The "I don't want realism because it's not as fun" camp, and the "If there isn't realism it's just a bunny-hopping fragfest" camp. Please note that these are my names for these groups...yours may vary.

There is some essential truth to both arguments. If a game is so realistic that you spend more time trying to remember what keypress turns the vehicle on, or some other trivial action, then you tend to lose the immersiveness of the game itself. On the other hand, if there is too little realism the game tends to devolve into an infinite loop of "spawn, kill, die, respawn". Neither situation is optimal for a game to be successful today.

In considering the balance for Obsidian Edge 2, the solution to the realism vs. non-realism issue is really wrapped into the idea of a game offering you decisions and then enforcing the consequences of those decisions.

To check out the full story about OE2 and realism, click here (http://www.obsidianedge.net/index.php?option=com_content&task=view&id=79&Itemid=48). Feel free to post how you think this feature should be tackled.