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번역 관련 문제 보고
I was wondering the same thing since the AI there actually felt specifically made for maps like this one. Or if you did the bomb threat version of the map, the suspects would guard the explosives in a bid to defend them and damage/destroy the building.
I find that the controversy and shock of the situation is incredibly undercut by the imposed "Pacing" of the level. I already knew there were bombs on the level, so I just rushed in searching for them. Once I got blown up a couple times searching for them, I suddenly stopped caring about the setting and just wanted to complete the level and move on. To the point of the original poster, it just comes off as another boring ass mission.
I was going to argue that I don't think I was hyped for the level, but I was. Shame on me. Separate from that though I don't think I needed gore or shock. I just needed something that broke the mold of the standard gameplay loop because as I described, this feels no different from any other level. The briefing talks about how the briefer's kid went here and the implication is the seriousness of this, but at the end of the day its another Los Suenos impromptu shoot house.
I'm curious to know where else you think they pull punches, I briefly mentioned 23 megabytes, and for me that's the only other pulled punch that stands out. I think a dead mom and hostage brother of a snapped streamer is a LOT more interesting than an illegal crypto farm.
Back in EA, you could shoot the ODing child on Twisted Nerve. Now you can't- not that I gleefully did this. I did it once, said "oh, ♥♥♥♥" and never did it again. That was the VOID I expected and why I had some pretty high hopes for some of the situations the game advertised to display. If they were "ok" with me accidentally harming a child during my house clear of a meth lab, what sick world was awaiting me? Of course now in 1.0 you can't even point a weapon at the child in the bed, or the twin she has on the gas station.
This is super important to me, because where in EA i showed restraint and hesitation clearing that Meth House's bedroom, now I know I can C2, stinger, and spray wildly and the child will remain unharmed. I guess I need to test that though before I assume it to be true.
Bingo. There's another thread somewhere on the discussions that mentions (this is my own words) the feeling of loading into The Elephant isn't "I have to stop the threat! I have to save these people!" Its "I gotta get my multi tool out! i gotta cut wires!" The focus becomes an arbitrary game over timer, not the arguably more serious active shooter.
I wanted that dread and helplessness same as you, instead I'm playing a scuffed CS Source Office match.
As for it being a college and not a grade school, i imagine this is for 2 reasons:
1- not having to model a bunch of child npc's and get child voice lines
2- i think some countries still outright ban the sale of games where you can kill children, and others would force an Adults Only rating onto the game for it, which is also a death sentence for sales
Honestly, thank you. I know it took me a lot longer than I care to admit drafting up my thoughts, so I appreciate taking the time to engage with something that could have easily been written off as another random voice on the internet.
Yes! Excellent point. You are right, and as you call out later I am rather used to the Hollywood esq sensationalism of these events. That said, the one I think that I was remembering most fondly while thinking of why Elephant does not work is Nashville. Revisting the body cam you can at least see more elements of what I described. Listen to how many alarms are blaring. Eventually you start hearing muffled gunfire which gets louder as the officers get closer and closer.
But again, you are right. Most events are shrouded in deafening silence and few shots once police are ready to move, but I still think Elephant is too quiet. It just needs...something. Even 23 Megabytes has gunfire from outside- and thats just a gaming set up. That's personal preference though.
Yes but we never actually see that behavior. This is just excusing the current model of the Suspect AI. I know that sounds like I'm picking an argument from thin air, but as an animation artist this really bugs me and is a global RoN problem.
We don't see characters crying. We don't see characters hiding under desks. We don't see the shooters saying things like "You better leave" and pointing for someone to go or taking a knee to catch their breath or vomit. Even the school resource officer is missing his firearm and outside of telling you he wants to help, has the same useless civvie animations. He doesn't dart down the hall and holds his hands up saying "I'm LEO! Don't shoot!" Before the AI hotfix that I have yet to play, that's what I wanted to dissect. TL;DR there aren't enough animation states that would not only make the AI seem less artificial, but also make the godlike reaction times a lot more tolerable.
I digress. My point here is while I agree and concede that an active shooter will lose steam or play sick games or even regret and not want to continue, we don't actually see these distinct behaviors in the game. Its the same animations and behaviors as any other suspect in any other mission. Same with the Civilians.
As I said earlier, I agree. here you are absolutely right. My "ideal" level and foundation for this analysis is the typical hollywood take. I don't understand Elephant, and maybe i'm not supposed to. Its not rational. No situation like this ever is. I guess I just wish I walked away with more than just a sense of frustration, but as you outlined quite well maybe it currently serves better as the strong silent level rather than falling to a sensational ideal of what it should or could be.
I think part of my concern now is...did they intend for it to be like that? We already can see there has to be missing story dialogue as evident by the port. I wouldn't put it past VOID to forget to add music and possible dialogue that subtracts from it all.
Thanks again for taking the time, cheers dude.
I think these lines summarize the map the best. Everyone had different expectations, and ultimately most players have a wildly unrealistic fantasy of law enforcement reactions to mass shootings in general. Some wanted there to be children, some wanted to rush in and get there before the shooting started, and some wanted Neon Tomb but on a school setting.
The reality is, the map is realistic. Bombs and all. The events in these games have happened many times, and likely will continue to happen in the US unfortunately. Elephant was designed with some assistance from the sound team behind the Elephant (2003), that is why there is no music, because no music could really capture what the map was going for or capture it in a respectful way. My only change would have been to make the audio more intense, such as a fire alarm or general alarm, to really mess with the players audio surroundings.
But I am happy with the map, even though in reality it will not land for many players sadly. I don't think it's entirely down to the map, but really just reality. It's not hard to see, and there was lots of feedback given during EA, that players are desensitized to mass shootings. The map that most strongly affected players is Voll House, probably will be for a while. That's not because it's that graphic, it really isn't, it's because people are more sensitive to child exploitation than they are to mass shootings. I wouldn't say one trumps the other, but it really shows in certain ways.
As for the technical aspects of the map, they most likely took feedback to hear from early access. Active shooter was probably the least favorite mode among players for a few reasons. It is a very short and quick mode, and for a lot of players it wasn't fun due to how RNG it was. Whether you played for score or not. You had to worry about the shooters spawn and distance to your spawn, how many civs spawned nearby, and how many shooters. I think now works pretty good, there is still that RNG, but there is also from my understanding and playing a timer before they start killing. So you have times where the civs will scream out for help because the shooter is right there, but you have the time and leeway to get there and stop them.
I think the bombs also work. I certainly was slowed down dealing with bombs because the AI couldn't, but also because the map was so new and jarring to me that I knew that if I went off to hunt for the AI, I would not remember where the bomb was. And with there being multiple sometimes, I would run into issues like my first where I didn't have time to defuse. It feels more MP focused with how players can split up, but it was certainly a fun challenge, a bit uncanny as well. The campus certainly feels very similar to the universities we have in my state. Just having graduated, I also felt like many of the things you see are what really in campuses. The fair, the lunch room, etc.
the university map is extremely underwelming and with those horrible bombs you have to find its a hassle to play through, ye sure a school shooting scenario is great because they arent holding back much, people want to make public friendly products so it sells as much as possible and going against that is a good thing, but come on its not delivered in a good way
But there are some things to remember. 1st, Columbine did have failed IED's in the parking lot. 2nd, victim time in an active killer situation is approximately 1 victim per 15 seconds. 3rd, many active killers (Parkland, for example) simply stop & wander off after a few minutes, regardless of how many potential victims are left. If memory serves, they arrested him in a Subway down the street an hour or two later.
Most of us imagine something much closer to the Mumbai 2008 incident when we think of these things; but, in reality, they're much more like the Christian School incident earlier this year. A dozen officers responding to one perpetrator.
Realism is nearly impossible for a game that relies on sales to survive. A single bad guy per mission won't cut it for the Keyboard Kommandos out there.
This subject was a portion of a course I used to teach about being aware & prepared if the situation did arise, how would you respond & why? And the reason most of us are shocked IRL when these things occur vs being nearly bored in this game when it happens, is our control over the situation & ability to repeat and analyze it. When your first chance to respond is possibly the last, you will act quite differently.
If you were given one try at this map & then never saw it again, couldn't replay it at all (your score stands for eternity) your response would be a little different. If you played & failed, then had some real consequences (like your account is locked out permanently) we would approach it much differently. But consistency and repeatability is expected, so the subject matter is relegated to desensitization instead of stress inoculation.
The only reasonable way to approach this would be to limit players access to the levels by some means. Maybe by offering a random selection of 3 missions each time you approach the briefing table. Allowing missions beyond the initially unlocked handful to become unlocked only when you achieve a certain score on levels or unlocked by completed the optional "Soft" objectives which provide intel leading to other connected missions.
I'm rambling at this point, but I think that's the real issue. The lack of dialogue stems from a lack of connection to this depiction of a horrifying event. Amateurs practice until they get it right, Professionals practice until they can't get it wrong. We can afford to practice until we get the right score, once.
So we deleted Active Shooter because people didn't get to feel like tactical superheroes? Again this misses the point of what made Active Shooter a great mode. It made you feel helpless at times. Sometimes there was nothing you could do to prevent casualties. It showed you could be the most well-trained, well equipped person in the world and still be helpless in a desperate situation.
It would've been perfectly fine to have one active shooterlevel in the campaign, and would've added some variety to the campaign. Instead The Elephant plays like any other level.
i can understand them making it adults instead of children as it invites sicko's into the community and would mean a much harsher rating and probably pressure from political groups.
There's plenty of creative ways around this issue.
-You could say that the SWAT team was conveniently training nearby
-You could have the player go in alone or with just one fellow AI officer and that they were nearby in the area
-You had to fill in for one of the resource officers.
EDIT:
-The shooter/s were reported before they arrived on scene by a concerned family member