Most of the time they’re dropping rifle grenades, I think. Not sure if those are usually lighter weight, but they might be. Either way, grenades are naturally inconsistent, since the shrapnel pattern can’t really be predicted. This is how things would really be, as opposed to how games/movies usually show things.
Games especially are seldom accurate with much, we just don’t have technology that powerful yet, to simulate actual reality. We have to cheat and cut lots of corners to make a game. Films just make whatever looks coolest. lol
It’s not that it’s hard to simulate, it’s that there’s no way to really communicate complex injuries to the player in a way that makes sense and isn’t frustrating. Tarkov does a pretty good job but even then it’s extremely clunky to deal with.
I would argue that if you think any computational system we have is actually accurately portraying how body systems would respond to bullet wounds, then you’re grossly oversimplifying what think reality would look like.
Wounds do not create consistent effects. The only way to actually make it realistic would introduce so much “rng” that the average gamer would hate it. The reality is often more counter-intuitive, where you think a weak person with an unhealthy body would have succumbed already but they just don’t yet, due to the effects of other, harder to predict variables on the outcome.
Unless their system lets you shoot a guy dozens of times center-mass without killing him, which definitely can happen irl. Even I wouldn’t really want to play that though.
Like, you’re right, we can’t computationally simulate the complete functions of every cell of the human body on an Xbox, but also, that’s not why people aren’t trying to depict complex injuries in games.
If it were even close to possible, it would be well worth the attempt. It is very common to hear people praising “realism”. But yes, it’s always been more about fun than accuracy.
Most of the time they’re dropping rifle grenades, I think. Not sure if those are usually lighter weight, but they might be. Either way, grenades are naturally inconsistent, since the shrapnel pattern can’t really be predicted. This is how things would really be, as opposed to how games/movies usually show things.
Games especially are seldom accurate with much, we just don’t have technology that powerful yet, to simulate actual reality. We have to cheat and cut lots of corners to make a game. Films just make whatever looks coolest. lol
It’s not that it’s hard to simulate, it’s that there’s no way to really communicate complex injuries to the player in a way that makes sense and isn’t frustrating. Tarkov does a pretty good job but even then it’s extremely clunky to deal with.
I would argue that if you think any computational system we have is actually accurately portraying how body systems would respond to bullet wounds, then you’re grossly oversimplifying what think reality would look like.
Wounds do not create consistent effects. The only way to actually make it realistic would introduce so much “rng” that the average gamer would hate it. The reality is often more counter-intuitive, where you think a weak person with an unhealthy body would have succumbed already but they just don’t yet, due to the effects of other, harder to predict variables on the outcome.
Unless their system lets you shoot a guy dozens of times center-mass without killing him, which definitely can happen irl. Even I wouldn’t really want to play that though.
Like, you’re right, we can’t computationally simulate the complete functions of every cell of the human body on an Xbox, but also, that’s not why people aren’t trying to depict complex injuries in games.
If it were even close to possible, it would be well worth the attempt. It is very common to hear people praising “realism”. But yes, it’s always been more about fun than accuracy.