The AR-50 is interesting. Bone simple, but effective. If memory serves, it's Far Cry (http://farcry.ubi.com/) which has a distinctly recognizable AR-50 as its "Sniper Rifle". (The weapons in Far Cry are uniformly very nicely modeled in general, except that the long-range dispersion on the minigun is a touch high — though not nearly as excessive as certain other games I could name, which quite clearly don't want you to use their $heavy_machinegun_slot at long range at all.)
Well, honestly, I suspect the vast majority of game developers have never had the opportunity to fire many of the more "interesting" weapons even in games that attempt to model weapons realistically, as Far Cry does. Even more so, Ghost Recon, which is in most respects extremely realistic.
(There are no "instant heal" packs, and you can't just shrug off damage until you drop; if you stop a bullet, you're wounded or dead, and if you're wounded, you're not only wounded — and showing it — for the duration of the mission, you sit out the next mission in the base hospital recovering from your wounds. Then again, there are occasional glitches; there was the one Russian Spetznaz who apparently soaked up two .50-cal rounds to the chest and kept coming until the third one finally dropped him. I say apparently because I consider it improbable I could have completely missed a standing target, running straight towards me, twice, with a Barrett M82, on an open concrete ramp with no cover, at a range of less than a hundred yards. But I was in something of a hurry at the time, and anything is possible.)
And then there's things like Quake n and Unreal Tournament, which — let's face it — don't make even the slightest attempt to even pretend to be realistic. It's kind of hard for the game developer to have fired a weapon that hasn't been invented yet.
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people laugh at me now...but ooooh...when the zombies come...
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(The weapons in Far Cry are uniformly very nicely modeled in general, except that the long-range dispersion on the minigun is a touch high — though not nearly as excessive as certain other games I could name, which quite clearly don't want you to use their $heavy_machinegun_slot at long range at all.)
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but it's all in the name of 'game balance'.
shall we get start on the alternate reality of Jack Thompson and his 'murder simulators' ?
build me a mouse with muzzle climb..
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(There are no "instant heal" packs, and you can't just shrug off damage until you drop; if you stop a bullet, you're wounded or dead, and if you're wounded, you're not only wounded — and showing it — for the duration of the mission, you sit out the next mission in the base hospital recovering from your wounds. Then again, there are occasional glitches; there was the one Russian Spetznaz who apparently soaked up two .50-cal rounds to the chest and kept coming until the third one finally dropped him. I say apparently because I consider it improbable I could have completely missed a standing target, running straight towards me, twice, with a Barrett M82, on an open concrete ramp with no cover, at a range of less than a hundred yards. But I was in something of a hurry at the time, and anything is possible.)
And then there's things like Quake n and Unreal Tournament, which — let's face it — don't make even the slightest attempt to even pretend to be realistic. It's kind of hard for the game developer to have fired a weapon that hasn't been invented yet.
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but now I have to play Ghost Recon..
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:)