[Narrator] Oftentimes when we talk about realistic things in games, we’re talking about ones that are annoying or that just suck.
But today we’re gonna talk about some that are awesome.
Hi folks, it’s Falcon and today on “Game Ranks” 10 realistic gameplay mechanics that don’t suck.
So recently we did a video
that’s the exact opposite
of this video and it’s a good video.
There’s a lot of realistic mechanics
that are really more annoying
than anything else, but
that got us thinking once
in a while games
introduce something that’s
both realistic and flat
out makes the game better.
And that’s the type of stuff
we’re looking at today.
Starting off with number 10,
destructible environments.
Now this could easily go
in the number one spot
but we wanna start off the
list with a bang ’cause like
I mean how do you not say
destructible environments?
There’s probably a few
things more satisfying
than a good destructible environment.
Even now in 2022, it’s not
something you see in every game.
Yeah, it’s used like
sparingly all over the place
but not a lot of games go all the way
and really let you cut loose
and destroy everything you see.
Rent Faction Gorilla,
like the whole series is
good, but gorilla is great.
You can go destroy an entire
building with just a hammer
and some explosives
and while you might not
really be able to destroy
a building with a hammer
that’s not necessarily super realistic,
it’s more realistic than
not being able to destroy
a building at all.
It’s not just for show either.
You can smash through walls
to get the drop on enemies.
You can take out sniper towers
by just blowing up the
supports and collapsing them.
You can take out cover,
you want to completely end something
take out a building that just lands
on an entire squadron of enemies.
The destruction really adds a layer
of strategy to those games.
Again, particularly Gorilla.
The Battlefield Series pretty similar.
Not every game lets you destroy buildings
but when it does it’s great.
Especially in Bad Company 2.
We’re getting rid of campers is as simple
as blowing up the building.
They’re in probably the best example, tear
down the entire game is
about creating the most
efficient route through a level
so you can steal something
and get out before you
get caught by police.
(engine running)
It’s a little bit more
visually simple, it’s voxels
but the destruction
simulation is probably some
of the most advanced out there.
And trust me, I’ve wasted
a ton of time on that game.
It’s so fun.
And number nine is last
known position mechanics.
One of the more frustrating things
about old stealth games
that you could caught
by a dude and suddenly every single guy
with a gun knew exactly
where you were at all times.
All the enemies are just somehow connected
by a psychic link or something.
It doesn’t make any sense.
I mean obviously it’s just
simple AI but it’s not realistic.
It also made sneaking in games
all or nothing which meant
that most people would
just unload the entire ammo
cash the second they got caught.
Eventually AI started to improve
and they made it so enemies
were a little less psychic.
But I think the game that
really codified the whole
last known position mechanic
was splinter cell conviction
with that game and pretty
much every other game
that followed they made it so that when
an enemy loses sight of you
your last known position
appears telling you where
the enemies last saw you.
Now instead of just giving up
a randomly searching enemies
try to investigate the
spot they last saw you
and that gives you the
opportunity to flank them.
It’s kind of a simple sounding
mechanic at very least
but it’s pretty essential
for stealth games.
It shows up at pretty
much every single one.
Now from Sniper Lead
to Hitman to metal gear
Solid five to Modern Ninja.
Taking advantage of this
mechanic is almost essential
in the last of us games too.
We’re getting a straight firefight.
Often is it’s just death
on harder difficulties.
I mean this is a mechanic
that is both realistic
and just playing makes
stealth games way more fun.
And number eight is fire
that actually spreads.
If there is one thing that
is almost as fun as blowing
up a building, it is watching
that building burn down.
Now fire shows up constantly in games
but rarely does it behave
in any way that could
be considered realistic.
Most of the time you start firing games is
a burning spot that
eventually times out right
Not burns out, Times out,
you know it’s on or off.
Some games are a little more realistic.
Of course there’s Far Cry 2,
which is well known for
really good fire effect
which is a single Molotov cocktail.
You can burn an entire
field set fire to have
a base whatever and
fire hurts your enemies
just as much as it hurts you.
Now another game from
around that time said pretty
impressive fire effects
was Alone in the Dark.
The remake reboot or whatever that was.
One of its big selling
points is how many puzzles
were solved using fire.
And it’s still pretty impressive today how
reactive that fire could be.
(epic music)
You didn’t think I was just
gonna mention Tear Down
once on this list, did you?
It is a game that has some
pretty impressive destruction
effects but it’s fire effects
are actually jaw dropping.
It’s entirely procedural.
Fire spreads damages buildings
in a super realistic way
and it generates this intense amount
of smoke that honestly
it’s beyond satisfying.
Like destruction, fire’s actually
a really important mechanic
in the game because yes,
it can be useful for destruction
but a lot of buildings also
have fire alarms that go off
if they detect too much fire smoke.
It’s just a ton of fun when games
let you indulge your inner fire bug.
And number seven is sliding down ladders.
You know what sucks?
Climbing ladders is boring and it feels
like every game in the world has ladders.
A lot of games are okay about ’em, but
for third person games
it’s like painfully slow
to go up and down ’em.
It’s bad enough when you have to go up em.
But going down a ladder, I that sucks
’cause it’s usually
when you’re backtracking
and the game is too
realistic to make it so just
fall back down without taking damage.
And situations like these, it almost feels
like the game is punishing
you for taking a ladder.
So whoever it was who first made it
so you can slide down a ladder, thank you.
Almost any game with a ladder
these days lets you slide down.
But that was not always the case.
If you ever wondered
if it was even possible to
slide down a ladder, then yes
and it’s also apparently
relatively easy to do as long
as you’re wearing gloves,
like don’t try this at home.
But it’s a real move that
people can actually do even
though I probably wouldn’t do it.
I mean I can also do probably basically
everything in Jackass but I’m not
gonna does that make Jackass unrealistic?
I don’t think so.
But all in all here this is just one
of those times where
making it more realistic
makes the game more fun.
A lot of the time people think
of realistic mechanics is slow or annoying
but this one kind of goes to show you
that’s not always the case.
Sliding down a ladder
while maybe not something
you would actually do
in real life is something
I have to imagine
like a firefighter would do.
And number six is aiming down sites.
This is just a fundamental part of
basically every shooter now.
It’s kind of easy to forget
that it’s not something
that was just always a part
of first person shooters.
Like you know what I’m talking about here?
Pretty much every FPS you
can either shoot from the hip
or aim down sites so that
your shots are more accurate.
But the downside is like you get
a more narrow field of view.
Sometimes it even blurs
like the background
so that the only part you can see
through is the scope depending
on what kind of gun it is.
I know some other games had it
before this one but it didn’t
really become mainstream
in FPS games until the
original Call of Duty in 2003.
Like we often talk about how
golden I was such a innovative
and incredible game.
But if you remember the
aiming system in that game
it’s kind of absurd.
And unless an FPS is just trying
to be intentionally retro,
it’s gonna have aim downsides
nowadays that’s pretty
much how ubiquitous the mechanic is.
And for the most part I don’t mind
but I think it adds like another layer
of strategy to how you decide
to shoot and I like that.
I think it makes it much more interesting
and also having am down sites
(gun firing)
In other words having two
levels of difficulty to shooting
makes shooting from the hip accurately
and succeeding in what you’re trying to do
without aiming downsides
that much more satisfying.
And number five, map updating.
So this one’s really specific, it’s
it’s when the protagonist makes
a note on the map for you.
Like the primary example I can think of
for this one is Silent Hill
’cause it’s kind of rare
that this one shows up, but
like the Silent Hill example
you explore the environment
and the map actually changes.
And I’m not talking about
like the Fog of War reveal,
that’s pretty common in games.
I mean the map, which is a physical object
in the character’s inventory has
like lines and notes written on it
as you explore around like
your character marks hallways
and passages that are inaccessible
doors that are blocked marks
down spots that are important
and like adds little
clues for certain puzzles
like the thoughts that
the protagonist is having.
It’s realistic because seriously
why wouldn’t someone keep notes
on a map if they had one,
especially in this situation?
And it’s a helpful mechanic
because it makes the game
quite a bit easier to
explore these environments
as it saves you the trouble
of having to take all
these notes yourself.
Which hey you could do,
you probably thought
of this already, but the uncharted
games have a similar kind
of mechanic where Drake keeps
a notebook and when you come
across a new puzzle he jots
everything down from the room.
Sometimes you actually see him do it like
in a cut scene or what have you.
And I think that’s kind of to
remind you that it happens.
But sometimes these notes
just make solving the
puzzle a little easier.
That said, it’s not all the time.
Sometimes you actually have
to look at these notes.
They are essential to solving the puzzle
but either way it’s a nice
little realistic edition
the ancient puzzles
that somehow still work
and mechanically speaking
after being hundreds
of years old or whatever, that’s
not maybe super realistic.
But the note taking part certainly is.
And number four, realistic loot mechanics.
Don’t you hate it when you
playing an RPG or something?
You kill a guy in cool armor
and a sweet sword and
you can’t take any of it.
I guess just cause.
I mean it’s really common.
Pretty much every RPG
works this way except
for Bethesda Games like
Skyrim (indistinct) 3 and 4.
These games basically have somewhat
realistic loot mechanics.
Like let’s say you fight a guy
who has armor that you want
you kill him and you take that armor.
It’s realistic obviously ’cause
in the real world there
would be nothing stopping you
from taking everything off that corpse.
You still run to the problem
of fighting enemies that
can fire an endless amount
of bullets at you
and when you kill ’em they’ve
got like three shells on ’em.
But for the most part
if an enemy has a gun
sword or armor on ’em
the games just led you
pick that stuff right up
and it is great, I like that a lot.
I often rib them for continuing to
use their engine through the years
but that is something that
they just do completely right.
And number three is climbing ledges
and sliding over low covering obstacles.
This mechanic’s about as basic as it gets
but for a long time a lot
of the most basic actions were too much
for the common video game protagonists.
It was very likely technologically imposed
like collision didn’t
used to be what it is now.
And it used to be that waste
high fences or small piles
of debris were enough to stop
somebody in their tracks.
They couldn’t do anything.
Those something there,
even when games started to
include some kind of functional jump
actually getting up on ledges
could be pretty frustrating.
Like remember crouch
jumping and Half Point 1?
Did anyone actually
like having to do that?
Maybe somebody did.
I didn’t though.
When games started to include simple ledge
climbing mechanics, it kind
of felt like a miracle.
Now you don’t have to
perfectly land a jump anymore
because your character
was completely capable
of using their hands.
So you jump toward a ledge
if you don’t quite make it
the player just grabs
the side and climbs up.
Now platform and games aren’t
actually a realistic concept
but if somebody who were capable
of doing all of the
platform and we see in games
weren’t capable of grabbing the ledge
and pulling themselves
up, that would be strange.
But like this I think is even
more in the realism territory.
Having some way to get over
low obstacles and debris.
Like being able to hop fences
or you know, quickly climb
over things in games like
Call of Duty, that’s great.
It was ridiculous that little obstacles
were impossible barriers.
But now they’re the minor inconvenience
they always should have been.
Again probably technologically imposed.
But it’s another example
of where just a little bit
of realism makes games
more fun to play instead
of the other way around.
And number two is swords
that can actually cut.
And a lot of games
swords and braided weapons
are not really realistic.
They might as well be
long narrow clubs instead
of cutting tools because they
don’t actually cut anything.
Now there are rare games
out there that come
along and actually make
it possible to cut things
like a sharp blade would.
But even in those games it’s kind of just
like an occasional thing.
Zombie games like Dead Rising
or Dying Light would let
you slash zombies to pieces
if you’re equipped with an
appropriately powerful sword.
But it’s purely cosmetic
it doesn’t really have an
effect in the game play,
it just looks cool.
With the appropriate cheats activated.
You can slice up Storm Troopers
to your heart’s content in Jedi Night 2.
And I think one of the
only Star Wars games where
you can actually cut things
is shown in the movies.
But even then it’s only when
you’re cheating probably one
of the rare games that
actually lets you cut things
and it’s a real game play mechanic.
And you know what I’m gonna say
it’s Metal Gear Rising or vengeance.
It’s such a ridiculously named game
but it’s also ridiculously entertaining.
It’s a metal gear sound
spinoff where you place riding
and you directly control
the angle of your cuts.
And those cuts are precise.
You can cut enemies and obstacles
and even certain puzzles
are cutting oriented.
There are very few things as satisfying
as taking a tough boss and
then just slashing them
into a million pieces the
way you can in that game.
It is so fun.
To be fair, the level at which
you are able to cut things, not realistic,
but the fact that the blade
actually does slicing damage
and physically changes the
other things and how they behave
how physics works on them, et cetera
that is what we’re talking about
in terms of realistic here.
And finally at number one,
physics, I just mentioned it
in the previous point, but
it doesn’t get more realistic
than just having the fundamental nature
of matter and energy.
Like in video games, physics kind of boils
down to anything that can fall
down realistically in a procedural way.
Environmental destruction
and the ragdoll effect
that type of stuff.
It’s all physics, it’s a graphical effect
but it’s also a mechanic in a lot
of games like go way back to Half Life 2.
Where a lot of the puzzles
are solved by moving around.
Objects are sliding things down ledges.
Grant Theft Auto IV
and Red Dead Redemption
use the Euphoria Physics Engine.
So you could do some pretty
impressive stuff like
cause enemies to get knocked
off balance after getting shot
or help games like the
Outer Wilds have some pretty
realistic physics systems as well.
So just flying through space
can be pretty dangerous
’cause too much momentum
will literally kill you.
My personal favorite use of physics
as a mechanic is probably
one of the most basic though.
The kick, giving an enemy a kick
and sending ’em flying off
a ledge just never gets old.
Physics simulations are everywhere
in video games these days.
They’re realistic or
at least more realistic
than not having a physics simulation
but for the most part they’re fantastic.
A quick bonus for you,
maybe a little less intense
than everything else on the
list though, is animal petting.
Because seriously the fact
that you couldn’t pet a cat
or a dog in a game that included
them just wasn’t realistic.
It doesn’t add a whole lot to the game
and it’s barely a mechanic,
but it just feels right.
And any game that actually
lets you pet the animals
feels more immersive as a result.
And that’s all for today.
Leave us a comment, let
us know what you think.
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thank you very much for
watching this video.
I’m Falcon, you can follow
me on Twitter @falconthehero.
We’ll see you next time
right here on game Ranks.
Recommend 10 good video games with realistic effects
[Narrator] Oftentimes when we talk about realistic things in games, we’re talking about ones that are annoying or that just suck.
But today we’re gonna talk about some that are awesome.
Hi folks, it’s Falcon and today on “Game Ranks” 10 realistic gameplay mechanics that don’t suck.
So recently we did a video
that’s the exact opposite
of this video and it’s a good video.
There’s a lot of realistic mechanics
that are really more annoying
than anything else, but
that got us thinking once
in a while games
introduce something that’s
both realistic and flat
out makes the game better.
And that’s the type of stuff
we’re looking at today.
Starting off with number 10,
destructible environments.
Now this could easily go
in the number one spot
but we wanna start off the
list with a bang ’cause like
I mean how do you not say
destructible environments?
There’s probably a few
things more satisfying
than a good destructible environment.
Even now in 2022, it’s not
something you see in every game.
Yeah, it’s used like
sparingly all over the place
but not a lot of games go all the way
and really let you cut loose
and destroy everything you see.
Rent Faction Gorilla,
like the whole series is
good, but gorilla is great.
You can go destroy an entire
building with just a hammer
and some explosives
and while you might not
really be able to destroy
a building with a hammer
that’s not necessarily super realistic,
it’s more realistic than
not being able to destroy
a building at all.
It’s not just for show either.
You can smash through walls
to get the drop on enemies.
You can take out sniper towers
by just blowing up the
supports and collapsing them.
You can take out cover,
you want to completely end something
take out a building that just lands
on an entire squadron of enemies.
The destruction really adds a layer
of strategy to those games.
Again, particularly Gorilla.
The Battlefield Series pretty similar.
Not every game lets you destroy buildings
but when it does it’s great.
Especially in Bad Company 2.
We’re getting rid of campers is as simple
as blowing up the building.
They’re in probably the best example, tear
down the entire game is
about creating the most
efficient route through a level
so you can steal something
and get out before you
get caught by police.
(engine running)
It’s a little bit more
visually simple, it’s voxels
but the destruction
simulation is probably some
of the most advanced out there.
And trust me, I’ve wasted
a ton of time on that game.
It’s so fun.
And number nine is last
known position mechanics.
One of the more frustrating things
about old stealth games
that you could caught
by a dude and suddenly every single guy
with a gun knew exactly
where you were at all times.
All the enemies are just somehow connected
by a psychic link or something.
It doesn’t make any sense.
I mean obviously it’s just
simple AI but it’s not realistic.
It also made sneaking in games
all or nothing which meant
that most people would
just unload the entire ammo
cash the second they got caught.
Eventually AI started to improve
and they made it so enemies
were a little less psychic.
But I think the game that
really codified the whole
last known position mechanic
was splinter cell conviction
with that game and pretty
much every other game
that followed they made it so that when
an enemy loses sight of you
your last known position
appears telling you where
the enemies last saw you.
Now instead of just giving up
a randomly searching enemies
try to investigate the
spot they last saw you
and that gives you the
opportunity to flank them.
It’s kind of a simple sounding
mechanic at very least
but it’s pretty essential
for stealth games.
It shows up at pretty
much every single one.
Now from Sniper Lead
to Hitman to metal gear
Solid five to Modern Ninja.
Taking advantage of this
mechanic is almost essential
in the last of us games too.
We’re getting a straight firefight.
Often is it’s just death
on harder difficulties.
I mean this is a mechanic
that is both realistic
and just playing makes
stealth games way more fun.
And number eight is fire
that actually spreads.
If there is one thing that
is almost as fun as blowing
up a building, it is watching
that building burn down.
Now fire shows up constantly in games
but rarely does it behave
in any way that could
be considered realistic.
Most of the time you start firing games is
a burning spot that
eventually times out right
Not burns out, Times out,
you know it’s on or off.
Some games are a little more realistic.
Of course there’s Far Cry 2,
which is well known for
really good fire effect
which is a single Molotov cocktail.
You can burn an entire
field set fire to have
a base whatever and
fire hurts your enemies
just as much as it hurts you.
Now another game from
around that time said pretty
impressive fire effects
was Alone in the Dark.
The remake reboot or whatever that was.
One of its big selling
points is how many puzzles
were solved using fire.
And it’s still pretty impressive today how
reactive that fire could be.
(epic music)
You didn’t think I was just
gonna mention Tear Down
once on this list, did you?
It is a game that has some
pretty impressive destruction
effects but it’s fire effects
are actually jaw dropping.
It’s entirely procedural.
Fire spreads damages buildings
in a super realistic way
and it generates this intense amount
of smoke that honestly
it’s beyond satisfying.
Like destruction, fire’s actually
a really important mechanic
in the game because yes,
it can be useful for destruction
but a lot of buildings also
have fire alarms that go off
if they detect too much fire smoke.
It’s just a ton of fun when games
let you indulge your inner fire bug.
And number seven is sliding down ladders.
You know what sucks?
Climbing ladders is boring and it feels
like every game in the world has ladders.
A lot of games are okay about ’em, but
for third person games
it’s like painfully slow
to go up and down ’em.
It’s bad enough when you have to go up em.
But going down a ladder, I that sucks
’cause it’s usually
when you’re backtracking
and the game is too
realistic to make it so just
fall back down without taking damage.
And situations like these, it almost feels
like the game is punishing
you for taking a ladder.
So whoever it was who first made it
so you can slide down a ladder, thank you.
Almost any game with a ladder
these days lets you slide down.
But that was not always the case.
If you ever wondered
if it was even possible to
slide down a ladder, then yes
and it’s also apparently
relatively easy to do as long
as you’re wearing gloves,
like don’t try this at home.
But it’s a real move that
people can actually do even
though I probably wouldn’t do it.
I mean I can also do probably basically
everything in Jackass but I’m not
gonna does that make Jackass unrealistic?
I don’t think so.
But all in all here this is just one
of those times where
making it more realistic
makes the game more fun.
A lot of the time people think
of realistic mechanics is slow or annoying
but this one kind of goes to show you
that’s not always the case.
Sliding down a ladder
while maybe not something
you would actually do
in real life is something
I have to imagine
like a firefighter would do.
And number six is aiming down sites.
This is just a fundamental part of
basically every shooter now.
It’s kind of easy to forget
that it’s not something
that was just always a part
of first person shooters.
Like you know what I’m talking about here?
Pretty much every FPS you
can either shoot from the hip
or aim down sites so that
your shots are more accurate.
But the downside is like you get
a more narrow field of view.
Sometimes it even blurs
like the background
so that the only part you can see
through is the scope depending
on what kind of gun it is.
I know some other games had it
before this one but it didn’t
really become mainstream
in FPS games until the
original Call of Duty in 2003.
Like we often talk about how
golden I was such a innovative
and incredible game.
But if you remember the
aiming system in that game
it’s kind of absurd.
And unless an FPS is just trying
to be intentionally retro,
it’s gonna have aim downsides
nowadays that’s pretty
much how ubiquitous the mechanic is.
And for the most part I don’t mind
but I think it adds like another layer
of strategy to how you decide
to shoot and I like that.
I think it makes it much more interesting
and also having am down sites
(gun firing)
In other words having two
levels of difficulty to shooting
makes shooting from the hip accurately
and succeeding in what you’re trying to do
without aiming downsides
that much more satisfying.
And number five, map updating.
So this one’s really specific, it’s
it’s when the protagonist makes
a note on the map for you.
Like the primary example I can think of
for this one is Silent Hill
’cause it’s kind of rare
that this one shows up, but
like the Silent Hill example
you explore the environment
and the map actually changes.
And I’m not talking about
like the Fog of War reveal,
that’s pretty common in games.
I mean the map, which is a physical object
in the character’s inventory has
like lines and notes written on it
as you explore around like
your character marks hallways
and passages that are inaccessible
doors that are blocked marks
down spots that are important
and like adds little
clues for certain puzzles
like the thoughts that
the protagonist is having.
It’s realistic because seriously
why wouldn’t someone keep notes
on a map if they had one,
especially in this situation?
And it’s a helpful mechanic
because it makes the game
quite a bit easier to
explore these environments
as it saves you the trouble
of having to take all
these notes yourself.
Which hey you could do,
you probably thought
of this already, but the uncharted
games have a similar kind
of mechanic where Drake keeps
a notebook and when you come
across a new puzzle he jots
everything down from the room.
Sometimes you actually see him do it like
in a cut scene or what have you.
And I think that’s kind of to
remind you that it happens.
But sometimes these notes
just make solving the
puzzle a little easier.
That said, it’s not all the time.
Sometimes you actually have
to look at these notes.
They are essential to solving the puzzle
but either way it’s a nice
little realistic edition
the ancient puzzles
that somehow still work
and mechanically speaking
after being hundreds
of years old or whatever, that’s
not maybe super realistic.
But the note taking part certainly is.
And number four, realistic loot mechanics.
Don’t you hate it when you
playing an RPG or something?
You kill a guy in cool armor
and a sweet sword and
you can’t take any of it.
I guess just cause.
I mean it’s really common.
Pretty much every RPG
works this way except
for Bethesda Games like
Skyrim (indistinct) 3 and 4.
These games basically have somewhat
realistic loot mechanics.
Like let’s say you fight a guy
who has armor that you want
you kill him and you take that armor.
It’s realistic obviously ’cause
in the real world there
would be nothing stopping you
from taking everything off that corpse.
You still run to the problem
of fighting enemies that
can fire an endless amount
of bullets at you
and when you kill ’em they’ve
got like three shells on ’em.
But for the most part
if an enemy has a gun
sword or armor on ’em
the games just led you
pick that stuff right up
and it is great, I like that a lot.
I often rib them for continuing to
use their engine through the years
but that is something that
they just do completely right.
And number three is climbing ledges
and sliding over low covering obstacles.
This mechanic’s about as basic as it gets
but for a long time a lot
of the most basic actions were too much
for the common video game protagonists.
It was very likely technologically imposed
like collision didn’t
used to be what it is now.
And it used to be that waste
high fences or small piles
of debris were enough to stop
somebody in their tracks.
They couldn’t do anything.
Those something there,
even when games started to
include some kind of functional jump
actually getting up on ledges
could be pretty frustrating.
Like remember crouch
jumping and Half Point 1?
Did anyone actually
like having to do that?
Maybe somebody did.
I didn’t though.
When games started to include simple ledge
climbing mechanics, it kind
of felt like a miracle.
Now you don’t have to
perfectly land a jump anymore
because your character
was completely capable
of using their hands.
So you jump toward a ledge
if you don’t quite make it
the player just grabs
the side and climbs up.
Now platform and games aren’t
actually a realistic concept
but if somebody who were capable
of doing all of the
platform and we see in games
weren’t capable of grabbing the ledge
and pulling themselves
up, that would be strange.
But like this I think is even
more in the realism territory.
Having some way to get over
low obstacles and debris.
Like being able to hop fences
or you know, quickly climb
over things in games like
Call of Duty, that’s great.
It was ridiculous that little obstacles
were impossible barriers.
But now they’re the minor inconvenience
they always should have been.
Again probably technologically imposed.
But it’s another example
of where just a little bit
of realism makes games
more fun to play instead
of the other way around.
And number two is swords
that can actually cut.
And a lot of games
swords and braided weapons
are not really realistic.
They might as well be
long narrow clubs instead
of cutting tools because they
don’t actually cut anything.
Now there are rare games
out there that come
along and actually make
it possible to cut things
like a sharp blade would.
But even in those games it’s kind of just
like an occasional thing.
Zombie games like Dead Rising
or Dying Light would let
you slash zombies to pieces
if you’re equipped with an
appropriately powerful sword.
But it’s purely cosmetic
it doesn’t really have an
effect in the game play,
it just looks cool.
With the appropriate cheats activated.
You can slice up Storm Troopers
to your heart’s content in Jedi Night 2.
And I think one of the
only Star Wars games where
you can actually cut things
is shown in the movies.
But even then it’s only when
you’re cheating probably one
of the rare games that
actually lets you cut things
and it’s a real game play mechanic.
And you know what I’m gonna say
it’s Metal Gear Rising or vengeance.
It’s such a ridiculously named game
but it’s also ridiculously entertaining.
It’s a metal gear sound
spinoff where you place riding
and you directly control
the angle of your cuts.
And those cuts are precise.
You can cut enemies and obstacles
and even certain puzzles
are cutting oriented.
There are very few things as satisfying
as taking a tough boss and
then just slashing them
into a million pieces the
way you can in that game.
It is so fun.
To be fair, the level at which
you are able to cut things, not realistic,
but the fact that the blade
actually does slicing damage
and physically changes the
other things and how they behave
how physics works on them, et cetera
that is what we’re talking about
in terms of realistic here.
And finally at number one,
physics, I just mentioned it
in the previous point, but
it doesn’t get more realistic
than just having the fundamental nature
of matter and energy.
Like in video games, physics kind of boils
down to anything that can fall
down realistically in a procedural way.
Environmental destruction
and the ragdoll effect
that type of stuff.
It’s all physics, it’s a graphical effect
but it’s also a mechanic in a lot
of games like go way back to Half Life 2.
Where a lot of the puzzles
are solved by moving around.
Objects are sliding things down ledges.
Grant Theft Auto IV
and Red Dead Redemption
use the Euphoria Physics Engine.
So you could do some pretty
impressive stuff like
cause enemies to get knocked
off balance after getting shot
or help games like the
Outer Wilds have some pretty
realistic physics systems as well.
So just flying through space
can be pretty dangerous
’cause too much momentum
will literally kill you.
My personal favorite use of physics
as a mechanic is probably
one of the most basic though.
The kick, giving an enemy a kick
and sending ’em flying off
a ledge just never gets old.
Physics simulations are everywhere
in video games these days.
They’re realistic or
at least more realistic
than not having a physics simulation
but for the most part they’re fantastic.
A quick bonus for you,
maybe a little less intense
than everything else on the
list though, is animal petting.
Because seriously the fact
that you couldn’t pet a cat
or a dog in a game that included
them just wasn’t realistic.
It doesn’t add a whole lot to the game
and it’s barely a mechanic,
but it just feels right.
And any game that actually
lets you pet the animals
feels more immersive as a result.
And that’s all for today.
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