?ing, on Mar 1 2007, 06:13 PM, said:
Sorry about not explaining properly, but I was in a hurry
The Natural Order of Realistic Gameplay is a term coined by Hatchetforce. You could define it as a doctrine or concept for making realistic tac-sim games, but it's first and foremost a state of mind for developers. The idea is to use the real world as a template for your game.
A (very) rough description of shooters (including "tactical" and "realistic'" ones) these days is a standard shooter (Doom/Quake/Half-Life e.c.t.) with a few tweaks: You replace your laser gun with an M4 carbine, character model/skin "space soldier" with a Navy SEAL (or whatever), replace the spaceship interior map with an Iraqi village and the bugeyed space monster enemy with an Iraqi insurgent. You may slow down movement speed, reduce weapon accuracy when running and delete jumping, but that's about it.
With NORG you do it the other way around. You build the game to enable real life actions, and those actions have real life consequenses. Jumping is one example that has already been discussed in this forum: With NORG, you can jump as in real life (i.e. not bounce 30ft into the air repeatedly), and you face the same dangers by doing so as in real life: Not being able to fight effectively and being a very easy target. There is a reason why soldiers don't jump up and down in real life. NORG brings this into the game without resorting to "cheap" solutions like simply removing jumping.
Picking up weapons from dead friends or foes during gameplay is another issue already discussed (you'll find it in the "I support NORG!" GR.net thread): In real life, you can pick up guns and ammo, but real life soldiers don't run around ditching their rifle and picking up a new one every two seconds because you never know what kind of weapon you'll end up with. Again, NORG brings this into the game.
You can apply NORG to just about every aspect of a game. Such as this thread: Try applying NORG to the subject at hand: wounds/health and see what you come up with.
One thing though, you have to think waaay out of the box. NORG doesn't work if you try to shoehorn it into an existing game concept. But if you start with a clean slate then NORG becomes the ultimate game-making tool.
The original Rainbow Six and Ghost Recon had NORG (wether the developers knew it or not) and that was why they were so good.
Respectfully
krise madsen
PS: If you didn't understand a word I don't blame you. Hatchet can explain this much better.
Edited by krise madsen, 04 March 2007 - 02:22 PM.


















