![]() ![]() So, why do suppressors get limited shots? Because the designers identified that players of MGS games had often come to equate "stealth" with "just shoot everyone, but do it with a silenced weapon". There wouldn't be much gameplay benefit to that, though you already have the ammunition and resupply system there, weapon durability would just be one extra fiddly little bit on top of it annoying the player. If you wanted to be "realistc", it should be most firearms do suffer significant loss of reliability if they aren't cleaned relatively thoroughly after heavy use, especially if they're given time to "cool" between uses. You do have weapon durability-your silencer/suppressor degrades-but it isn't universal. (Veteran designers tend to realize that "verisimilitude" is actually the thing they want.) ![]() This is usually done out of a misguided desire for "realism", which tends to be the sort of thing that inexperienced designers put too much faith in, in general. ![]() Just putting "durability" mechanics into a game in a vacuum, without considering how it influences the rest of the game design, is what creates significant problems. Also like most mechanics, the problem tends to be that inexperienced designers assume it provides these benefits automatically, which is not the case. Like most mechanics, it can be quite useful and provide several pacing, thematic, and strategic benefits to a game design. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |