Please bear with me while I talk about two seemly unrelated topics and then cleverly merge them into something you had never even considered before. (Well, that’s the plan!)
Anybody here ever fired a real weapon? Closest I have come is a air rifle. I’ve never even touched a real gun, which is I think is good, but that may depend on your background and environment.
Now, depending on the weapon in question I would image that firing a weapon in a game compared to firing a real weapon is a LOT easier. WHY? Well, probably just the physical strength and practice required to keep it still when firing. There are some games that attempt to make firing a game weapon as realistic as possible. I have never been interested in this aspect of gameplay but I’m sure a lot of people are.
However, is there anything intrinsic about a weapon that makes it hard to fire? Imagine a pistol that was as light as a plastic gun and had no kickback (Is that the correct term?) and made very little noise. Would this weapon be hard to fire? Probably not but maybe the fact that it IS real might add something to the experience.
What I’m am trying to say is that technically it’s quite easy to fire a weapon “just pull the trigger, press the button etc. Playing an instrument on the other hand”.
Anybody here play a musical instrument? Unfortunately my talents extend only to an air guitar during Pink Floyd’s Comfortably Numb! Now, we are talking the almost opposite of a gun here. Playing a musical instrument takes time, probably a lot of time to play well. It’s considered an art. Sure, we can all pluck a string or blow into a mouthpiece (Some more successful than others) but I’m sure you agree that is very different from making music.
So here is the idea:
A game weapon that is closer to a musical instrument than a normal gun.
I’ll discuss the method of control a little bit later; first I want to discuss the whys. There’s a feeling of accomplishment after spending time improving a skill. When you play a new FPS game there is very little new skills to learn. You need to understand the weapon and its firing modes, along with an appreciation of when to use it, but that’s about it. Firing one shotgun in one game is pretty much the same as firing another shotgun in another game.
Image having to learn how to actually fire a weapon! Perhaps you would find it annoying to do that but that may depend on the type of game you are playing and the game mode. Single Player gamers may be more inclined to try than DM fraggers.
Exactly what type of weapon are you taking about? In this case it would be an energy weapon. Different settings produce different energy releases. It’s important to be clear that I am not suggesting a weapon that uses music or sound as the effect, although that is an interesting concept.
What are the benefits? Well firstly it would provide a new area of gameplay, that to my (Limited) knowledge has never been tried. Secondly there would be that feeling of accomplishment I talked about earlier. Thirdly, if designed and used properly it could replace EVERY other weapon.
How would it work? I envisage some kind of system that requires a number of variables to be in a special balance or combination. The range of effects could be simple short pluses to large wave form fields. I don’t have specifics because it just an idea at this stage.
How would you control it? This is the really hard part. If it is to be difficult it would require a quite complicated control system. Using a keyboard and mouse to control the game already requires a lot of key settings. One possible solution would be that the weapon can only be fired when the player is stationary. This would allow keys normally used for movement and view to be assigned to firing. However, this would compromise the gameplay too much.
One possible solution is a separate device that is used to fire the weapon. I have a few crazy ideas that may work but I won’t put them down here.
I think that a weapon that requires a lot of practice to use but allows an almost infinite variety of firing modes is interesting in concept but finding a control method that isn’t too complicated may be its real problem. What do you think?