I never use the term "realistic" in descriptions of game experiences, so call it odd if you may, but actually I believe this comes from a very reasoned point of view.The usage of the word authentic gaming experience is a bit odd. As having only 1 life is for a lot of games an authentic gaming experience. Where as having unlimited lives is authentic as well. Trying to find a sweet spot between commonly found authentic gaming experiences, doesn't suddenly make it not authentic.
I also believe authentic military game tactics should work in-game as much as possible. Problem is, games can promote the use of unauthentic tactics too, because these gamey tactics happen to work just fine. K/D ratios and force ratios are authentic military measurements, so I feel comfortable using these for this discussion.
Of course we all know games need balancing mechanics and such, because they're games, but again I'll prefer to compare the actual gameplay experience as much as possible to the authentic measureables, like whether a game actually promotes the use of authentic tactics or not. This is why having a K/D rank-up system on the front-end of a game's design, might work better towards balancing in-game actions, the tactics used, and thoughts about "fear of death", than the inevitable scenario limiters and balancers that have to be applied on the back-side so to speak.
Upvote
0