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Tactical realism is a genre of gaming in first-person shooters where realistic settings are simulated by the game engine to the best of its ability and players use authentic military tactics to accomplish goals in the game. Tactical realism requires enforcement through a combination of in-game rules, game server settings and, often, game modification. While most first person shooters require some level of modification to provide tactical realism gameplay, some, like America's Army, ArmA: Armed Assault, and World War II Online are more suited to tactical realism gameplay without modification. A general guideline for tactical realism is if a soldier would not, or would not be able to do it in real life, it should not be done in-game.
Tactical realism can also describe the manner in which some gaming clans organize themselves. These clans adopt the rank, name and insignia of an actual combat unit past or present.
Restrictions
Games, modifications, and game servers enforce and encourage tactical realism gameplay through rules the players on a server much follow, as well as restrictions within the game itself. Typical rules and restrictions on a tactical realism game server may restrict the following:
Movement
*Bunny hopping - Some games have completely removed jumping. *Run and gun (RNG) - (a similar term is spray and pray) When one runs towards the enemy while using the spray and pray technique, with no regard for one's (virtual) life. **Suicide runs - Synonymous with RNG, except this also includes crashing a vehicle into an enemy, which usually results in the destruction of both the vehicle and the enemy. *Snaking/Worming - When one adopts the prone position in an open area with no cover and immediately fires at an enemy. Also when one repeatedly switches between two different stances (ie. prone and standing) without lapse of time. *Map exploits - When one travels to places on the map where a soldier in real life would not be able to reach. **Ledging - When a player stands on a windowsill or a shelf that is less than 6 inches in width.
Weapons
* - Also known as spray and pray. This should not be confused with suppressive fire, which is long controlled bursts of fire. * - Limits the amount of grenades a single player can throw within a certain period of time. **Jumping before throwing a grenade - Unrealistically extends the distance thrown. *Number of weapons carried - A typical soldier carries one primary weapon and one sidearm.
Head-Up Display
*Crosshairs - The player is expected to use the iron sights or telescopic sights on their weapon. *Ammunition counters - The player must check the magazine itself to be sure of the number of rounds left. *Weapon status indicators - Such as the temperature of the barrel. *Health indicators - Health is not based on 100 hit point systems. *A compass or map which is displayed permanently on the HUD - The player must press a button to display the compass or map. *In-game maps that show the locations of friendly or enemy players *Killcams - A term coined from Call of Duty, when one is able to see the location of one's opponent after being killed. This term has been extended to cover any vision of the battlefield after dying.
Games
These are some examples of full retail games that are well-known within the tactical realism community and are more suited to tactical realism gameplay without modification. The list is in alphabetical order:
*America's Army *ArmA: Armed Assault *Brothers in Arms series *Hidden & Dangerous series *Operation Flashpoint: Cold War Crisis *Red Orchestra: Ostfront 41-45 * * *World War II Online
History
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