When you shoot or stab things – living things – they don’t just instantly die. Most of the time. In fact, even a large caliber bullet through the heart is no guarantee that an animal, be it a bear or man or a squirrel, will die within the next minute or three.
But who cares about realism for realisms sake? No reason to hold video games to any arbitrary standard. They are just supposed to be fun (or at least an experience that has some kind of positive value). The thing is, when you shoot a buck or a wolf or a bear in The Long Dark, and it realistically runs away frantically and disappears into the woods, a lot of great gameplay tension is introduced. A minute goes by and you wonder, is it dead? Do I dare go look? Anxiously you follow the blood trail for a while, and then a) you come over a hill and there’s the lifeless body, to your great relief, or b) you come over a hill and OH S*** theres the bear at five yards and it is not happy to see you.
In shooters, I’d like to see more of this. Stop giving us the gigantic blood splatters, bullet trails, hit markers – all of that stuff is supposed to supply instant gratification, but sometimes delayed gratification after a prolonged anxiety can be more rewarding! And please, if you are going to call your game a tactical shooter, talk to somebody who hunts. Don’t bother with the gun nerds who spend hours discussing terminal ballistics on online forums and have 20,000 rounds of .22lr tucked away in the basement (as if they could ever shoot that many squirrels in a life time, let alone carry that much ammo anywhere), find people who actually shoot living things on occasion and ask them what really happens.
It seems that so many things have become commonplace just due to the ovine nature of humans, “juicy” things like bullet trails and excessive blood splatters, that people just can’t make games without them. Kind of like how in movies whenever somebody is on a computer it makes lots of bizarre whirs and beeps – without those totally unrealistic noises it now seems strange because we are used to it.
But please, the games are better without all the little helpers! I mean, maybe a game like Doom or something can benefit from all the pizazz and instant gratification multipliers, but if your game is going for any degree of believability or you just want to up the tension and make a firefight feel more like a firefight, get rid of that stuff.