Updates Wednesdays

Comic 550 - Distance

Posted on Wednesday, the 18th of January at 1:55 PM, 2023 in 2023

Author Notes:

DanVzare Wed, 18. Jan 1:55 PM, 2023 edit delete
A sort of follow-up to last week's comic.

A good game will have the enemy's accuracy be dependent on their distance to you. The further away they are, the less likely their shots will hit you. Not only that, but their weapons will also affect their accuracy, so an enemy using a sniper will be able to hit you from across the map without too much trouble. And of course there's the enemy's "strength", aka the further along the game you are the more accurate they should be, and finally there's the game's difficulty.
Those are all of the factors that a good game will take into account.

A bad game on the otherhand will have all enemies be able to hit you with pinpoint accuracy regardless of distance, weapons, progress in the game, or difficulty. If they know you're there, and they have line of sight, they'll be able to hit you.
And I find that ever since cover based shooting became popular, there's a lot more "bad" games than there are "good" ones in this regard. Because the lazy incompetent designers think that all you need is a cover system and that's it.

Of course this doesn't even touch upon how dumb enemy AI has gotten in recent years.
There used to be a time when enemies would dodge your bullets, try to flank you, get up close when you're reloading, hang back when you have a melee weapon out, and flee when low on health.
You almost never see ANY of that nowadays. All this extra CPU power, people taking actual courses on game design and learning new and efficient programming methods, and they're incapable of incorporating simple features that were in games made in the late 90s.

Is it laziness? Incompetence? Simply disliked by the community?
I don't know.
Maybe everyone is too enthralled by graphics to care. Maybe everyone who fails to get into Hollywood goes into games, and is more concerned with making their movie idea into some sort of game than making an actual game. Maybe it's because everyone hates learning from the past either out of hubris or a dislike of the subject of history, and would rather just constantly reinvent the wheel. Maybe it's because there's more money in concentrating on things people can actually see, such as cosmetics and stats.
I honestly don't know. But it's always a shock when you've been playing a modern FPS, and then go back to an old one only to be blown away by something as simple as an enemy moving out of your crosshairs.