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File: HL_pistol.jpg (135 KB, 1114x1312)
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In a “game”, do weapon models actually serve any purpose other than blocking the screen thus impeding gameplay?
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>>12685143
they serve an aesthetic purpose, one half of a 'video game' is all about how rad it looks. or else we may as well never evolved past pen & paper games.
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>>12685143
I would rather imagine the weapon model being there. That's how we millennials grew up playing video games.
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>>12685143
i was going to make a sarcastic reply while quoting you depicting you as a retard but this reply is good enough >>12685147
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>>12685143
It lets you know what weapon you have equipped and what its status is (idle, firing, between shots, which stage of a reload it's in), some games also show how much ammo is in a given weapon on the weapon model itself
Plenty of games let you hide the weapon model, like all the Quake games, but there's good reasons why most people don't use that setting. Most 6DOF and 3D first-person space shooters also don't have on-screen weapon models but those typically feature HUDs that contain all the relevant info like the currently selected weapon.
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>>12685143
They helped you align your shots in Doom when the gun was in the bottom center and you had no crosshairs.
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>>12685143
This feature tells you at a glance which weapon you are using. It improves your sense of how the weapon is supposed to look and work in the game's world, which is mainly useful for worldbuilding and attempting to provide a feeling of immersion but can also have mechanical benefits. It shows you the current state of the weapon, which in many games is not helpful but can potentially be helpful - for example, maybe there's a light or numeric display on your gun that tells you something about how much ammo you have ready, or maybe the weapon has multiple modes or forms and actually seeing it tells you at a glance which of those it's currently in. If the weapon is a fist, it gives you an intuitive sense of how it would feel for someone to shake your character's hand - would the grip be strong? Would the skin feel smooth or rough? Would it be unpleasantly moist?
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>>12685143
Limiting effective screen space is a real balancing factor. Stronger weapons often let the player see less of the screen.
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>why is fun game fun?
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>>12685143
Without ADS they don't serve much purpose, you may as well have a pov of the gun's barrel.
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>>12685184
I hate when weapons do that. When has it been intentional? It just usually seems like poor design. Better off limiting ammo or something instead.
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They make the game more memorable and give it personality, on top of providing feedback that makes the guns feel cool to fire and look at.
Nobody's talking about GR1 anymore, I can tell you that for free.
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People like seeing the weapons they are using.
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>>12685143
It's for the purpose of immersion. Games as a whole not just vidya always have layers of abstraction and what level of that abstraction you are comfortable with will depend if a weapon model matters. At the end of the day it's a collection of shapes interacting in different ways. Every layer of immersion added beyond that is what makes up the entire rest of the game.

Plenty of games used no or very limited weapon models and I'm sure there are still new ones that do. Rainbow Six as an example just has a simple image of the firearm you are supposed to be using, no weapon model but that didn't negatively effect the game that much because the whole focus was more about making tactics and plans and watching them play out. A lot of these games let you remove your view model if you want to see for yourself how it would be, it's entirely playable but I find it lacking, as it turns out seeing bangs, flashes, bullets, slide movement all that really does add some flavor.

That said there's some really stinky shooters, such as Ethnic Cleansing where I don't think it's addition does anything for the game, it could be removed and it would be just as shit as it already was.

That's my take on it anyhow, it's a nice addition and I can't think of a single game where it's removal would be a good thing just games where it doesn't matter.
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>>12685143
of course, the weapon model adds a level of immersion and feel to the shots. back in HL 1.6 / CS 1.6 or CS Source, people would mod their weapon skins all the time giving them custom designs/sounds/effects too. it actually makes a pretty big difference in immersion even if it's just a visual difference.
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Serious games for mature gamers didn't use weapon models
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>>12685143
It doesn't impede gameplay in this situation. I can understand what you're getting at, but you've misunderstood your own statement.
Your intended meaning is not what your statement means.

The intended gameplay would account for weapon models on your screen.
What I mean is that by including models of any kind, gameplay is shaped by that, so it can never actually impede the gameplay.
It can impede intended gameplay, but that would be different gameplay.
So your statement would always be untrue.

What you're really meaning is being a stupid little competitive faggot.
>I NEED TO PLAY THE GAME REALLY SUPER GOOD I NEED TO SEE EVERYTHING SO I CAN REACT TO EVERYTHING
In this case you are correct. It can impede your ability to play games competitively, but why on Earth would you want to do that?
Playing games skillfully in multiplayer games can create added fun, but trying to squeeze out every drop turns you into a try hard, which is why multiplayer games are so fucking lame after 2010.
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>>12685371
cooked his ass
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>>12685156

No we didn't. Even Wolf3D had guns.
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>>12685143
In a "painting," do frames actually serve any purpose of context other than blocking the edges of the canvas thus impeding art?
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>>12685371
What about Rainbow Six, SWAT 3 and Ghost Recon
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>>12685456
No, frames are purely functional for making the display of the painting more practical.
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>>12685371
OP blown the fuck out
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>op got mad at the thread with the opposite premise to this one and got mogged in this thread, too
lol
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>>12685143
Interestingly, Cytadela for the Amiga is a Polish Doom clone you can get free in Linux repositories and it did away with the weapon sprite. It's actually a really good game and you get used to it,
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>>12685462
What about them? Adding a model would change the gameplay by changing how the player interacts sees the world around them. It doesn't impede it because it can't. It might impede "intended" gameplay, wherein games without a model is trying to immerse you in a different way, allowing your gameplay to be different.
Which is why those games you mentioned end up being more tactical, because peaking around corners with a gun model would get in the way of seeing something possibly missed. I must stress again that this doesn't impede the base gameplay, it only changes it by making it harder to peak.
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>>12685143
You might be autistic op
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>>12685143
i like seeing the guns go pew pew

the only instance of viewmodels "impending gameplay" I can think of is diehard quake 3/live players disabling them because it makes them "better" or whatever the fuck and that's retarded
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>>12685143
>impeding gameplay
Gameplay depends on fitting visuals and audio to feel good, the guns make the gameplay feel better.
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>>12685278
>It's for the purpose of immersion.
yes, but also by making the proportions of the gameworld seem more real (i don't know how to express this any better)
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>>12685143
A weapon model is a visual indicator.
It's information.
It's no different than a character model used for enemies with a game.

In a multiplayer game, a weapon model will tell you what your opponent is likely to attack you with and knowing this, even a fraction of a second in advance, gives you a better chance of countering them.
It would also inform you of what your allies are equipped with and what their roles in the team might be without you needing to ask them.

In a single player game it lets you know what you have currently equipped as some games only give you limited info on your HUD
Imagine forgetting you had a melee weapon equipped instead of an assault rifle, which wouldn't be possible if your currently equipped weapon is constantly in your field of view.
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>>12685817
tactical and realistic cannot be mutually exclusive though, you would see the gun while peeking in real life
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>>12685864
That might be for accuracy. Any gun that fires a projectile or has a visible trail is a problem for the programmer. You have a crosshair in the center of your screen so you want the bullets to go there, but the origin of the rocket isn't the middle of your nose, it's the gun, so the engine has to raycast from the gun to whatever is in the center of the display and use that as the vector. Quake with all its optimisations and client/server based gameplay has an issue where there's a slight offset in this calculation. So by removing the guns and setting the origin to the bottom of the screen you align the vector with your camera horizontally.
Modern games still have this problem too, but they hide it in bullet spread. Harder to notice your bullets are all slightly skew whiff when they are all spraying in a cluster.
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>>12685864
>>12686269
Quake's "handedness" setting lets you somewhat shoot around corners
at least in Quake 2, you can bind the handedness setting to a key, and also make a toggle alias to have one key switch values
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>>12685143
Fallout 4 taught me how much having ugly guns shits the game. Once I replaced all the vanilla guns for WW2 stuff, the game got a 10% better. Using a BAR, a Garand or an M1 carbine instead of shitty frankenguns is a great improvement. And using a Beretta 92 instead of a Glock is also better
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OP has no soul.
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>>12686336
>And using a Beretta 92 instead of a Glock is also better
Based

Its why the Blue Shift hd textured are better than the original hl ones
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Someone makes one ghost recon thread and now we're gonna have weeks of this low effort bullshit
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>>12686297
lol that filename
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>>12686679
What does it say I can't see it on mine
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>>12686689
>Steven Seagal plays Quake2.webm
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>>12686665
'Bout time Ghost Recon moved up in the world. Tom Clancy is gonna sweep this board.
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>>12686742
Ty
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>>12685143
Its okay anon, I also disable the gun after I play the game for some time.

>>12685371
I can understand thinking this way, but for me I find the gun very distracting after hundreds/thousands of hours of the same game. Or maybe if it sways or moves around, making it still or moving it out of the way can help. I like to make it transparent when I can, and for a few games I even disable it.
>play games competitively
>why on Earth would you want to do that
A lot of competetive games are very fun when they aren't mobas or counter strike. A lot of modern games have broken strategies where "playing competitively" involves using some broken strategies and just being generally annoying. Or some will require loads of reading and practice and theorizing about loadouts/lineups, something dumb like that. Some games (like quake, team fortress, halo) can get really fun as you go up the ranks, and improving can feel genuinely rewarding!

I'm surprised more people don't enjoy games both casually and competitively.

Also, some single player games when being speedran/played on the hardest difficulty can be more palatable when the game looks less cluttered. Never underestimate the value of accessibility options.

>try hard
>multiplayer games are so fucking lame after 2010
Could you elaborate on this?
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It helps you to feel like you're controlling a person and not a tank or drone
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>>12685143
stupid fucking autist
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>>12685143
r_drawviewmodel is cheat protected for a reason you utter dipshit
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>>12686259
I agree with you. Can you point out in my post where you think I am stating that? I'm not talking about realism in my posts.
In my specific post I was talking about tactical"ism".

Games trying to achieve realsim don't really work very well from a gameplay perspective. The closest we've achieved is ARMA and that is a super bitch to play, even after you get past the learning curve.
The reason being is that your controls are dictating the gameplay, which causes unfun because the player can't exactly do what they are wanting to do, and the devs can't make the intended gameplay correct because the controls are getting in the way of the realism.
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Disabling view models is something I could never get behind. My brain subconsciously needs to be looking at a cool gun and reload animations to function properly in an FPS. Even when I was in my "tryhard FPS faggot" phase and installing CS:S mods to make the game run better with less lag and shit I couldn't handle disabling the viewmodels.
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>>12685143
Ever play a text based game OP? They sound like they're more your speed.
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>>12686883
>I find the gun very distracting after hundreds/thousands of hours of the same game.
I disagree and I think most """"professional"""" gamers (unemployed loser faggots) would agree. After that amount of time, you tend to ignore unimportant things on your screen as in you just see past it.
It no longer becomes a distraction and you don't really see it anymore.
Which is why my comment about being a competitive faggot is there, when you're trying to become super duper skilled at a game, it no longer becomes a game. It becomes a job you are doing for free.

>A lot of competetive games are very fun when they aren't mobas or counter strike.
I agree, and all games can be competitive and enhanced
>>Playing games skillfully in multiplayer games can create added fun
All games can be competitive, but in context what I'm describing is when the game ceases to be a game.
>>I NEED TO PLAY THE GAME REALLY SUPER GOOD I NEED TO SEE EVERYTHING SO I CAN REACT TO EVERYTHING

>Some games (like quake, team fortress, halo) can get really fun, and improving can feel genuinely rewarding!
ALL games. ALL activities. Improving at something makes you feel good.
We are talking about a different concept.
The concept we are discussing is a competitive arms race.
For tons of reasons due to modern internet, influencers, esports, and the cancer that turned games into a dystopia, you can now NOT play a multiplayer game on equal footing without investing a huge amount of time and effort into this singular video game.
You either join the arms race or lose by default.

>Never underestimate the value of accessibility options.
In context, what you are describing isn't accessibility options. These are for disabled people, which I suppose maybe for you it does matter.

>single player games when being speedran
This isn't bolstering your argument. Referring to speedrunning exemplifies my argument and steelmans my position.

>multiplayer games are so fucking lame after 2010
Do you disagree? Why?
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>>12686297
>>12686679
KEK
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>>12686297
Fucking why. This is why console shooters are superior - no hidden mechanics that require using debugging tools to take advantage of.
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>>12687312
>Fucking why.
It basically functions as a lean, though a lot of Q2 players just used the middle/hidden view option.
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>>12685143
Does renderering walls serve any purpose other than obstructring the players view? Let's do away with those too.
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>>12685357
Rainbow six had so many different kinds of weapons it needed to do that. Later on they added the weapon models.
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>>12685143
maybe you should play ken's labyrinth
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>>12685143
Are there any FPS games without weapon models? I think it would be a cool gimmick to try.
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>>12688115
Lethal Endorcers
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>>12688115
There's a few. Also some games lets you toggle off rendering them, and quite a lot of games would let you replace them with an invisible dummy model/sprite.

Really don't understand why you would ever want to do that though, it just makes the game much lesser and worse in critical ways. Would be like making the cars invisible in a driving game, just an ablation of a large chunk of a game's soul.
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>>12686972
>r_drawviewmodel is cheat
You mean a console command you pleb?
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>>12689568
Reread his sentence in full. There's many console commands, and some of them aren't readily allowed because the dev considers it a cheat to use.
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>>12686269
Ah, I knew about TF2 doing that with the Original Rocket Launcher where the rocket comes from the middle as opposed to the side but I guess I couldnt put two and two together and think about Quake that way. Sorry for my ignorance anon.



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