This article is from WeChat public account: span> Touch (ID: chuappgame) span> , author: Comanche recovery plan, the first map source: IC photo span> p >
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Although the shooting sensation in the game is born from the shooting sensation of real firearms, the existence and operation mechanism of the two are quite different. p>
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During the long playing experience of many old players, there are always so many shooting games that will make you feel sincerely: “This shooting feeling is too watery!” By the way, I also want to greet the production relatives. This contains a series of interesting questions: what exactly is the so-called “sense of shooting”? What causes this “water”? What is the relationship between the shooting feeling in the game and the real firearms? p>
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We can be a bit theoretical, and talk about the things related to the sense of shooting. p>
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What is a sense of shooting? p>
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Still say what it is first, and then why. The so-called shooting sense is explained intuitively, that is, the feeling or feel when shooting a firearm. In the real world, this stems from two insurmountable “Bugs”- Reaction forces and human limitations strong>. p>
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The basic principle of a bullet fired by a firearm is: a striker hits the tail of the bullet, igniting the gunpowder inside the shell, causing the gunpowder to explode. In this process, a 360-degree omnidirectional energy will inevitably be generated. Under the influence of the structure of the barrel, most of this energy will push the bullet out of the barrel forward. The energy propagating in the remaining direction is partly used to throw the cartridge case out of the gun through the internal design of the firearm to return the firing pin to the next bullet. p>
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This series of mechanical conduction will cause a reaction force of “backward and upward” to the gunman, impacting the gunman’s body. This is what we often call “recoil.” This is the “original sin” that gunpowder weapons cannot escape. p>
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Working schematic diagram of AK-47 assault rifle p>
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The limitation of the human body refers to the weakness of human beings as animals. Humans are not “moodless” after allMachines and firearms can cause all kinds of discomfort to humans. When aiming with a gun, the weight of the firearm puts pressure on the muscles. At the same time, when we breathe, the muscles and bones of the body can unconsciously affect the gun position and aiming efficiency. To put it plainly, as long as people are holding guns, they cannot avoid facing the problems of “sinking” and “shaking”. p>
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The recoil of a firearm can be reduced through reasonable mechanical design. The application of lightweight composite materials and ergonomic design can reduce the weight of the firearm and improve its control ability. But in essence, as long as gunpowder weapons are still being used, these two problems cannot be solved 100%. Therefore, firearm users can only achieve better firearm control through professional training. They can better use muscle control and maintain the correct gun position to dispel the adverse effects and make the firearm more stable when shooting. p>
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So, on the surface, the good or bad shooting feeling comes from the firearm itself, but actually depends more on human control strong>. I intentionally translated and compiled the following video so that everyone can more intuitively feel the difference between control and non-control. p>
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How to control recoil p>
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Of course, we are gamers after all. Shooting gamers’ shooting sensations, although derived from real world weapon shooting sensations, are different. Because existing gaming equipment cannot fully simulate the weight and recoil of firearms, game designers can only use visual, auditory, and limited tactile sensations. / span> to simulate a real weapon. This simulation process is divided into the following two parts: p>
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The first is Animation and sound effects when firing strong>, including the vibration of the firearm when the gunpowder explodes, the change of the mechanical mechanism of the firearm itself, and the dynamic and blurred visual effects. = “Remarks”> (simulates the instinct of a person when they are impacted) span>, and deafening sounds. Gamepad players canGet an extra bonus-handle vibration feedback. p>
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The second is Special effects when the gun is stationary strong>, including regular muzzle shaking when aiming, slow and awkward movements when changing bullets and changing guns. p>
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There are also many games that are relatively good at showing real weapon shooting, such as “Army Assault 3” p>
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It is not difficult to see that the shooting feeling in the player’s mouth is actually the result of a series of “performances” in the game. The so-called good shooting sense is that the game maker creates a complex 3D animation collection based on the real situation, and plays it to the player when the player triggers, so that the player can feel the impact of the real firearm. The player said that the shooting sense is “water”, which is essentially not performing well, and does not bring empathy. p>
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“Invisible Hand”
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Please note that I’m talking about “not performing well”, not “acting unreally.” Because the truth is not really a criterion for judging a game’s shooting feeling. In fact, many excellent shooting games, regardless of whether the weapon is fictional or taken from reality, have made some goodwill choices and exaggerations when expressing the real weapon shooting sense, which does not completely conform to the truth. p>
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This is the difference between game realism and reality. The demand for entertainment in video games does not allow producers to make the shooting sense too real. After all, players are only playing games, not to join the army. Therefore, in the ancient times, games that can more realistically describe the shooting sense existed in the (such as the predecessor of the “armed raid” series) “Flash Point Action”) span>, but has not become mainstream. Just to say one point, the too realistic shooting sense requires the player to move the mouse and handle to re-target after every few bullets, which will make the game experienceGreat discount. p>
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The shooting performance in early shooting games is mostly rude, but it is also a good memory of a generation p>
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Another reason is limited conditions. From the 1990s to the first 10 years of the 21st century, the capital injection and production technology of the gaming industry were not as developed as they are today. Most producers are subject to objective conditions, and the animation of firearms is generally relatively simple. It only needs an animation of the jitter and bomb shell when shooting, and an animation of the muzzle shaking regularly. The two can be combined to play in a loop. p>
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Considering that the players in the game are mostly elite soldiers, even super-reformed soldiers, it is understandable to control the recoil force very well. Moreover, after all, there are not many players who have fired real guns. This lazy way has not caused players’ suspicion, but has gradually developed into a common standard in the industry. p>
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Under such a setting, the player’s shooting feeling in the game is like driving an automatic gear car: the vehicle’s automatic gearbox is responsible for adjusting the car to the best gear, and the player is only responsible for stepping on the accelerator and brakes. As long as the jitter animation of the firearm is cool enough, the moving path of the muzzle is complicated enough, and the reliable game sound effects, it is enough to create a shooting feeling that makes players enjoy the game. strong> p>
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I play Spartan warriors, I definitely do n’t need me to control recoil. p>
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Later, with the advancement of technology, the game ’s animation and sound performance are not what they used to be. With sufficient funds, many 3A studios can access all kinds of real guns, and describe their shapes and aerodynamic models when firing in detail. In short, at the technical level, producers can already simulate the real world firearms experience well, but considering player habits and entertainment needs, they still follow the standards of ancient times to ensure that the muzzle of the player will not be as real when shooting. That’s too jumping. p>
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But the firearm animation is more complicated now than the simple firearm animation that was made for laziness. Correspondingly, the rules of procedure for maintaining such settings have gradually evolved into a complex system. This system is like an “invisible hand”. The simulation takes over most of the firearm control, and it also greatly simplifies the operation difficulty of the player and allows us to get a better sense of refreshment. p>
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Many production teams now have enough human and financial resources to contact real guns, understand their characteristics, and even record gunfire in different environments < / p>
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Interested friends can do a small experiment by themselves: in the current mainstream shooting games, such as “Call of Duty: Modern Warfare” in 2019, find a light machine gun with a large magazine, without moving your field of vision, Press the fire button to let the weapon shoot continuously until a magazine is lit, and you will find that the muzzle finally points to the sky almost 60 degrees. However, at the moment when the bullet is lit, the aiming direction of the firearm will automatically return to the approximate position pointed by the player before firing. This automatic return design is part of the auxiliary system. p>
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So, the main reason for “water” we found
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As long as it is a 3A factory, today 2020 will not make too bad shooting animations, too bad shooting sound effects. The reason why players feel the shooting sense is “water” is because the game system is too strong to assist players. In this way, the player’s participation will be reduced in disguise, from a “shooter” to a “watching animation”. In this way, the impact of the shooting itself on the player is gone, and the player cannot feel the same in the shooting. p>
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A typical example is the work of Far Cry from the third generation onwards. Because from the third generation, an important selling point of the game is that the protagonist uses the monkey’s general athletic ability to make continuous and fast shooting and killing like the classic Hong Kong police bandit film, giving players a great sense of accomplishment. In order to ensure that the rhythm of continuous shooting is not easily broken by the player’s shooting Miss, the game system is very powerful in recoil assist for melee guns, so I have to arrange a self-targeting plug-in for the player. p>
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The powerful assistance ensures that the original intention of the designer can be carried out, but the player cannot feel the impact of firearms on people p>
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Another example is Battlefield 4. The gunshot feel in Battlefield 3 is actually very good, but some new players are a bit difficult to get started. Therefore, during the early public test of Battlefield 4, DICE adjusted the assistance of several main assault rifles to be particularly high, which eventually caused these guns to play like laser guns. Coupled with bugs, rush work and other issues, the then “Battlefield 4” was constantly being talked about by players. p>
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DICE listened to player feedback and corrected this problem, but in “Battlefield 5” a few years later, they repeated the above process again, but this time the protagonist of “Water” changed to STG44 assault rifle. p>
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In recent years, as players have higher and higher requirements for the “authenticity” of the game, smart producers have begun to consciously lower the auxiliary effect, making the firearms more difficult to control, which will provide subconsciously to players A “real” feeling. That’s why there are a number of realistic shooting games like “Squad”, “Escape from Takov”, “Rebellion: Desert Storm” and so on. Even “Call of Duty” has made a series of adjustments to the sense of shooting in the follow-up works in order to meet the trend. p>
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The difference between the call of duty 4: modern warfare in 2007 and the call of duty: modern warfare in 2019 in the sense of light machine gun firing p> p>
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You can also see from this that the gun feels like “water”. There are also a lot of psychological factors in it, and the player’s psychology itself will change with the changes in the game trend. Times are changing, and the sense of shooting that was recognized in the early years may now make you feel “water”, or how such a “hard core” is possible. p>
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Under the current trend, players’ game level is constantly improving, and the trend of lowering the auxiliary should continue. However, the “invisible hand” assisted by the system will only be weakened, but will never be absent. Again, most shooter gamers just want to shoot and have fun, not really want to be a soldier. Otherwise, “Army Assault 3” should be the hottest shooting game at present. p>
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Using the sense of shooting, exaggerating the sense of shooting
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Even with all kinds of assistance, we cannot say in general that the shooting sense in the game is simply “castration” of reality. In fact, sometimes the game will exaggerate the shooting sense to enrich the player’s experience. p>
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If you watch the first video above carefully, you may find that although different types of rifles are shown in the video, as long as the correct posture and method are used, the shooting sense of these guns “looks” completely same. The real difference is that only the shooter’s body can feel it. So, how to make players feel the difference between different weapons strong> becomes a problem. p>
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Therefore, in addition to the overall adjustment of the control system to create a sense of realism and hard core, game designers will also fine-tune different weapons to express the characteristics of different weapons. Some realistically recognized small caliber and recoilless firearms will increase the scope of assistance in the game, making the gun better controlled; some large caliber, difficult to control weaponsDevice, system assistance is relatively small, deliberately exaggerated their recoil effect, making it easier for guns to get out of hand in the player’s hands. p>
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So, in many shooting games, the recoil of a rifle with 5.56 caliber ammunition feels “smaller”, and the recoil of a rifle with 7.62 caliber bullets is “larger”. But this is not true: in reality, a trained soldier can control the recoil of two guns on a horizontal line. p>
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As long as the body is good enough, the same is true for dual-handed machine guns p>
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This exaggerated technique is now more used in the balance of PvP games. For example, light machine guns have always been a balance breaker in PvP games. Light machine guns with huge ammunition and high rate of fire can always harvest the enemy quickly in the hands of experienced players. In recent years, many production teams have tried to greatly reduce the auxiliary effect of the system light machine gun during continuous shooting. When the player stands and shoots continuously, the muzzle will take off in situ, forcing the light machine gun player to crouch and shoot in the base. The light machine gun also returned to its original design purpose of support and assistance. p>
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Large caliber sniper rifle is also the representative of IMBA in many shooting games. Because of its lethal nature, it has been used as a melee weapon in many previous shooting games. Later, the designers focused their work on the characteristics of the large-caliber sniper rifle, artificially slowing down the weapon’s aiming posture, moving speed, and weapon switching speed, so that the player could stretch out in melee. In this way, the submachine guns and shotguns originally designed for melee have more room to play. p>
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Some games that can be modified by firearms use this targeted “exaggeration” to express the difference in effects of different parts of firearms equipment. With the front grip, your muzzle shake becomes smaller; with the folding stock, your gun is aimed faster. In some sci-fi games, this kind of “exaggeration” is even more outrageous. Non-gunpowder weapons such as laser guns or plasma cannons, which should not have recoil, are also forcibly added to enhance the game. Randomness and balance. p>
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The laser gun in the “Radiation” series should theoretically have no recoil. For playability, not only the recoil is added, but the recoil is not small. p >
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What is true is “true”
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Although the shooting sensation in the game is born from the shooting sensation of real firearms, the existence and operation mechanism of the two are quite different. The latter is a real physical and physiological phenomenon, while the former is an effect that “plays” to make the players in front of the screen feel the same. Therefore, a good sense of shooting is both a reflection of the real world and a part that is sacrificed or exaggerated for gameplay. A completely realistic shooting sense may not please the players. Based on the realistic but targeted shooting sense, combined with the actual “performance”, the most “real” expression and the best game effect can be achieved. p>
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This article is from WeChat public account: span> < span class = "text-remarks"> touch music (ID: chuappgame), span> author: Comanche recovery plan span> p>