1. Opening doors
It's hard to imagine a hero sweeping through the gaming world with a wooden door in his way. Of course, in reality, there are a thousand ways to open these doors, from chopping through them with a weapon, to slamming through them with your body, to simply scaling a wall. Who made the game's characters gentlemen? It boils down to the fact that the programmers just don't want you to open them.
2. Getting over obstacles
Similar to opening doors, getting over obstacles can be extremely difficult in games at times, especially games that don't have jumping setups, where you can only look at the low wall in front of you and end up walking around it. Of course, this kind of setting is also the game designers deliberately, in order to increase the puzzle elements. If in reality, we do not have to think so much, even a small child knows how to turn the wall, not to mention the hero who can go up to the sky!
3. Enemies from the side
In some first-person games, I believe that we have been suddenly attacked from the side or behind the enemy situation, especially in the horror game, the original dim line of sight, coupled with a narrow field of vision, it is more difficult to deal with. In reality, our angle of vision is 120, and the game is far from being able to do this. So in reality, when you are flanked by someone walking by, the afterglow of the line of sight will tell your brain information, so as to automatically make the appropriate warning, but in the game, we will only be startled by the part.
4. Getting lost
The mapless gameplay pioneered by the Souls series has almost killed many road warriors, and we've long been used to using maps to find our way around the game, but once we lose the map, we're lost.
In reality, we often memorize a scene, even an obscure old street in an unfamiliar environment, through the details of the scene or environment. For example, when we want to reach a destination that is visible from the field of view, such as climbing a mountain, we will first determine the general direction of the top of the mountain, and then choose the best route while walking towards the target, so some roads will naturally form a memory in the brain. But in games, due to the aforementioned lack of vision, there's not enough information to hold up enough for us to get a memory of the environment, plus the fact that many of the games have very similar scenario designs, and you'll get lost more often than not.
The heroes of the game were able to fight demons, punish the wicked, and get rid of the evil. But once they return to the ordinary, their lives are almost impossible to take care of, and even the smallest thing can be difficult for the big heroes.
Changing clothes
Don't get me wrong, the characters in the game do change clothes. But we've never seen any of the game's characters change their clothes. After clicking Dress Up, they just change their look instantly.
This is because it's technically difficult to accomplish. The fabric has to fit the body without being molded, and it has to be able to change shape as it changes, which is a nightmare for programmers and artists.
The process of changing clothes has become one of the ultimate mysteries of gaming.
Freely controlling your fingers
In reality, our fingers are very flexible and move with our hearts. But in games I've hardly ever seen fingers that can be manipulated, except in this odd game (a palm simulator).
However, after playing it, I felt like a zzz.
Getting over obstacles
Doors, walls, railings, mounds, and even a small tree can all be obstacles in your way. In reality, we can more or less figure out how to get through them, but the game heroes can't.
At least that's what Max Payne thinks:
Gotham's Bruce Wayne can't do anything about the police seal:
Ending the kid
You can't ever end an ordinary kid in a game. In reality, kids are protected by society, and in games it seems to be a universal truth that kids can't be hurt.
They're either invincible or they can't interact, and more often than not there are no kids in the game at all (like GTA5).
Obeying the rules of the road
Games mostly encourage players to let loose and run amok. You'll find it hard to be a law-abiding citizen, even if you have a mind to be.
For example, in GTA5, who dares to say they've never run a red light, hit a pedestrian, or pushed over a pole ......
Growing old naturally
"The most romantic thing is to grow old with you."
This kind of thing is very rare. You can experience a plot that spans a lot of time, but rarely have you seen a character grow old step by step with the flow. The only game I know of that has an aging setting is The Sims.
The weirdest thing is in the game Fallout Shelter, where the post-game is full of people of the same age mating with each other, with no generational distinction, and it's just horrible.
I'll add a few things that I've read in the previous posts!
In most FPS games, you can't see your own feet in first-person mode, and even if you do, you can't see all of them. There's also the fact that when you're shooting down from upstairs, you're standing on the edge where you can see the bottom, and you'll find that not only is it harder to look right down, but it's even harder to shoot against the wall. In real life, it couldn't be easier if you met this situation.
There is also the accuracy of the movement of control, in the game if you want to move very accurately. Or take the FPS game to the analogy, if you want to go from a certain small hole to observe the situation outside, or shooting. Then when you move, many times you need to move back and forth repeatedly, and then you can barely find a better position. But if you're in the real world, this kind of thing is all no-brainer and no tossing and turning, and it works all at once.
And then there's the hottest Jedi survival of late, which I can understand if you can't shoot pills in a car. But people in cars can't either after the speed goes up a bit, and I'll put up with all of that. The key is to take a painkiller, drink a drink this kind of, slightly faster speed can not, this is difficult in real life? Is it hard to be afraid of driving too shaky and causing drinks and painkillers to spill? But if that's the case, I haven't seen that it's okay on a flat road.
There's also the issue of obstacles, which is a problem in almost every game. Some of the maps in the game have size limitations, so it's understandable that you can't get through some places. But the problem with a lot of games is that there's a very small obstacle that you just can't get to, and you have to jump or something to get to it. But it's obviously a very low level, you just need to lift your foot a little bit.
Well, pretty much I'll just think of a few for now, so feel free to add them!
The game itself is a virtual space, and in order to make it easier for players to play, many of the settings in the game are much easier than in real life. But this is not absolute, there are things that can be easily done in reality in the game is more difficult than the sky.
Making a moderate leap, for example, isn't easy in games. WeChat recently launched a game jump, at first I think the game is not difficult, because the distance between the squares are not very far, if it is in real life based on past experience, you can effortlessly and safely across the past, but this thing to the game has become very difficult, because you need to life on the strength and distance of the prediction of the conversion of the city into the screen pressure, which is really not easy to realize!
Then there's the squirming move. This is a move that can be done casually in reality, but it's very difficult to achieve in a game. Most players have experienced this when playing King's Pride, where you need to go to a nearby bush to hide because you're outnumbered by the enemy. The game's bushes seem to have a lot of room to move and adjust the position and angle to ambush the enemy, but in fact it is not so, to make a very slight creeping movement through the control stick on the screen is very difficult, even if it is just a slight movement of the control stick, the game character is likely to run out of a very long way, so that the enemy is found.
On the other hand, opening a door, which is something we do every day, is a bit more difficult in the game. Recently, half of the hot Jedi survival game, there are a lot of need to open the door in order to collect resources, but to complete this action is not easy. This is a 3d game, although near the door will open the door prompt, but if you do not find the right angle and position to open the door, even if you press the F key for a long time the door can not be opened, you must be in the appropriate position to press a specific key door will be opened.
Another example is safe driving. Driving a car is easy in real life, you can just step on the gas in a manual gearbox, but in the virtual world of gaming you don't do it through your body, you do it through the four WSAD buttons that control the direction and speed of the car, and that's not so easy! Especially when the car is very fast, safe driving becomes only masters can play, that's why often in the mafia 2, GTA5 these games to see someone to drive the car to the sky of the scene.
Author: Samuel
Because I'm a roadie in real life, I turn on my phone's compass every time I go out and can't tell where I'm going. So I personally feel that finding the way and recognizing the direction should be the harder part of the game. After all, in real life, I can still ask others for directions, but not in the game.
Remember when TEAR was launched in China, because the game was hardcore, not only did it not have auto-routing, but the distance between NPCs was quite far, so when I played TEAR, the characteristics of my obsessive pathfinder in the game were played to the fullest. When I was looking for an NPC to turn in a quest, I ran straight around the map a lot.
And then there's the open-ended single-player game, where you've got to be more or less lost. I just contacted the old roll 5, after playing the opening episode is to go to the town of creek wood. So it took me more than an hour to find the town. I almost took the game to finish Old Roll Warmaster.
Discerning the direction should be the most afraid of many FPS shooting game white people. Especially in PUBG, how can I learn not to use my ears to identify the direction of the enemy, but also very special easy to confuse the direction. For example, the first time to listen to people on the left side of the body, the second time to change the right side. This is also shown in CSGO, because CSGO god players in addition to the first-class gun law, more tactics. Many players are able to identify the direction of the game through the game of subtle footsteps, and players like the author, accurate listening to the sound is not possible to achieve.
This, heh heh!
Great luck, eat chicken tonight!
How many players are fighting for these eight words haha, and in reality it should be a matter of minutes!
Newcomers asking for support
It's an interesting question, first of all qualify a rule, the reality is easy to do things must be light and easy to do on the basis of, is not some high degree of difficulty ordinary people can not do.
And about the game in such a difficult setting, in addition to the game engine limitations, the game setup is the biggest limitation, there is no guiding the rules of the game will soon lose the fun, aimless is very empty, but the limit is too big will be bound to the intention of playing the game, so usually the sandbox game is the essence of the trade-offs between.
Here are a few specific examples:
The first is a guiding physical limitation, where obstacles below the knee can't be climbed over, huge gaps between obstacles can't be penetrated, and locks on designated doors can't be opened arbitrarily, which are the limitations of the game's area (both temporarily and permanently), and the limitations of the map's size (the most obvious example is the sandbox game, which is a 1:1 real-world game). The most obvious examples are sandbox games, where 1:1 real-world conditions are unrealistic and require very high hardware configurations, and game plot limitations (where you can only follow a fixed or multiple clues), and the list goes on.
The second type of physical limitation is non-guidance, where you play in first-person but can't see your knees and legs (instead, you can look up and see the sky with ease), and it doesn't matter how high you fall (there's even no blood limit). The real intention is that the rules of the game, as well as the constraints of the player's feelings, sometimes the more realistic details of the action can cause uneasiness (e.g. 3D vertigo), and as for the rules are for competitive games, it is fair to limit their actions or redundant for them.
Physical effects:
For example, if you throw a ball against a wall and against a curtain, in reality it is easy to imagine that the ball bounces against a hard wall, while the ball against a curtain goes a short distance against the curtain and then hits the ground. The game requires a complex physics engine to reproduce this effect, especially when hitting the curtains with random folds, which most programmers don't want to do, or at best an animation of it
Real wind:
The wind is mostly replaced in the game with shaky animations of the scenery, but it's not so much that you can't achieve a real wind effect as it is that you can't do it with the wind. It's not that you can't get a real wind effect, it's that if you do it, you'll burn out all the pc's graphics cards, and I'm afraid that only industrial-grade mainframes are capable of doing that.
By the wreckage in the scene don't turn over:
One day when playing World of Tanks, found that nearly 200 tons of weight of the rat master flat overturned, it turns out that the scene of an inconspicuous small armored car wreckage in the rat master don't turn over The addition of the physics engine did not make the scene all the things in the physics, so there will be this kind of pressure can not be collapsed wreckage, bombing can not be rotten wooden door
The game of character. In our own world, we always have the power to do anything, and in the game world we can easily do what we can't do in reality, however, in the face of certain actions, it is easier in reality than in the game.
1, across the obstacles, including game characters across the obstacles, or game props across the obstacles. Familiar with the game players should have encountered, a low wall, a few trees blocked our way, in reality, across these is very simple. Friends who have played chicken should know that a thin electric pole can block the damage of grenades.
2, comply with the rules, in the game to comply with the rules is too difficult right, especially for the open world of the game, in the game, such as traffic lights, there should not be many players will comply with it, because the game is a virtual world, and in the game do not comply with these rules will not be seriously punished, so we can indulge in the game in the game, the game, so you can indulge in their own is also its function.
And there are many more.
There's also a lot of things like eating, picking things up, and opening doors that you just can't do in the game, even though most of them are game-setting issues.
"Calling the landlord, grabbing the landlord, I grabbed ......" landlord games believe that we are not unfamiliar with, this is a puzzle and leisure games, the edge of the repair it is "love", but the most difficult for me to accept. The most difficult thing for me to accept is the "lack of self-control"!
Sometimes a hand of good cards, can not successfully get the landlord position, "virtual network we do not know each other, who can master the initiative to call the landlord, then took the lead," the king of the bomb with four two "What is the use? Naughty friends are not allowed to give you, can only fall into a dry and anxious end.
Speaking of which, it reminds me of a passage " This kid is really bad ".
The first few days of a moment of "whim", repair margins opened a long time no online "network landlord".
Luck is good in the hands of the card has been very smooth, but also achieved "six consecutive victories" in the good results, the heart secretly happy "look like today to realize the greatness of ten consecutive victories", "the game and the same as life, would like to walk in front of others, I hope you do not want to go! The first thing you need to do is to get in front of other people, and I hope that you don't spit on me.
Calling away the landlord is nothing, this kid may be very dissatisfied with the bottom card, not out of the card, until the system gave a big slap "automatic out of the card", then my heart is still in the "complacency", it looks like the loss of confidence, the guy simply does not care about the game, the last can be painful. The first thing you need to do is to get your hands on some of the most popular products and services in the world, and then you can get your hands on some of the most popular products and services in the world.
The second round of cards did not surprise, to his last second before the card, the system popped up "active hosting" a moment, let me excited very much. I'm not happy for a few seconds, so I was surprised to see the other side woke up to "cancel hosting" four big words disappeared, look at the samples of the people return, but with their own cards as much as escape from the palm of my hand.
The right to deal again to his hands, which know the other side and began the "rogue" behavior, "since this hand can not win, I will not let you enjoy",
Continue to let me wait until the last second, "I'm not sure if I'm going to be able to do this, but I'm not sure if I can do it.
Finally my turn, the beginning of the game of cards on the beginning of the end of the gas, coupled with the other side of all kinds of "teasing" the psychological, in a fit of anger in the hands of the "bomb thrown out", accompanied by a roar, the repair edge of the heart of the good a lot, but Feelings Still not relieved, immediately quit the live studio ...... I won? The other side of the pain? Neither! It is the end of the "two losses".
In real life, there is no such thing.
"Money is not everything, but no money is everything", in order to enliven the atmosphere of the card game, plus a little money law code, holding a bad to the family card, will also take the initiative to grab the landlord? The only thing I'm afraid of is that I'm not going to be able to get away with it!
Not to mention this issue, a few people playing cards in the entertainment, but also will deliberately a circle of procrastination? "The first thing you need to do is to get your hands on some of the most popular products and services in the world, and you'll be able to do it all in one place.
Furthermore, even if there is the kind of card playing temperament is very dilly-dallying friends, we can remind ah, the other side out of face will also accelerate, and then not to mention can also be used to flirt with the way to spit under the "your card is too bad ......."
Network Games Regardless of which feel difficult, in fact, are not in control of their own, short-tempered friends, it is really less contact for good, "really angry out of the disease can be no one instead of their own", really bored can be used in other ways to solve, and family members to see movies and other entertainment programs, not better, not only can enjoy the mood, but also be able to promote The first thing you need to do is to get your hands dirty and get out of the way!
By the way, the reality of playing cards, as mentioned in the repair margins of this way to kill, it is best not to contact, really like to be adhering to the "big gambling hurts the family, a small gamble is good" reasoning!