these are obviously trivial problems to solve, programmers are just lazySarevok wrote:When was the last time a game's physics engine allowed breaking a chair with melee attacks and impaling generic supersoldier with the chair's broken wooden legs ? Why is it not possible to break things, make a cross and crucify enemies and set them on fire ? Why is that the cool body armor on bad guys is a pretty texture instead of hardened plates that stop bullets ? Why do enemies in FPS games never run out of ammo ? Are their AI so bad they nead infinite ammo cheat ?
Let's go through these suggestions.
"breaking a chair and impaling someone with the leg" sounds like gimmicky bullshit to me anyway, since I'd rather just shoot the fucker. Half-Life 2 almost got there with the gravity gun anyway, with being able to pick up saw blades and fire them at enemies and cut them in half. Throw a paint can at someone and they get splattered with paint.
"Why is it not possible to break things, make a cross and crucify enemies and set them on fire ?"
How does that even contribute to gameplay? I'm pretty sure most people playing a FPS don't want to stop for awhile and build shit (though there is a game called Garry's Mod for that sort of thing), they want to be out killing shit. Is this a generic "why can't I do absolutely anything I want to in a game world" complaint (which is an enormous undertaking from a programming standpoint) or are you seriously bummed out that you can't somehow build a cross, beat a guy into submission (but not death), crucify him to that cross, and then set the cross on fire?
"Why is that the cool body armor on bad guys is a pretty texture instead of hardened plates that stop bullets ?"
That wouldn't be fun, that would just be a frustrating exercise in "shoot the weak spot!" I hear boss battles already have "weak spot" elements so technically this is not an "innovative" gameplay element.
"Why do enemies in FPS games never run out of ammo ? Are their AI so bad they nead infinite ammo cheat ?"
Part of that depends on the kind of game you want to make. If you make them too effective, it's not like the player's going to be able to clear out a whole level full of them, is it? I suppose if the game has a different focus (like evading detection) then having a "oh shit they saw me I guess I'd better get ready to die" set of enemies is prudent... but then, not every game's going to strive for realism.
Also, yeah, I don't know if you've heard, but "AI" is pretty hard to program. Did that occur to you?