Why the sound of a gun had to be nerfed in Wolfenstein: Enemy Territory
Video Statistics and Information
Channel: People Make Games
Views: 711,215
Rating: 4.9341993 out of 5
Keywords: Wolfenstein, Wolfenstein Enemy Territory, wolfenstein enemy territory gameplay pc, wolfenstein enemy territory 2019, wolfenstein enemy territory multiplayer, wolfenstein enemy territory montage, wolfenstein enemy territory Thompson, wolfenstein enemy territory MP40
Id: RDxiuHdR_T4
Channel Id: undefined
Length: 12min 18sec (738 seconds)
Published: Thu Aug 29 2019
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Pretty much hit the nail with it. The Mass Effect story (QA complained guns were weak, they "beefed up" the sound effect, QA felt fantastic) and that World of Warcraft story are such a good examples.
This behavioral design thing is such a great area to explore.
Reminds me of gears of war. In later games they beefed up the sound to make them sound more powerful. Also, they made the guns sound like how they operate.
Hearing the weapon made me understand how it worked.
I played so much W:ET back in the day. I was straight up addicted, playing up to 10 hours a day as a kid. The sound in this game was so good, haven't played a game yet that made me feel the same way.
One thing about the Thompson vs MP40 in this game was, that whatever team you were on, the other team had the other gun. And both guns really sounded completely different. The Thompson had a lower, thumpy kind of sound while the MP40 has a sharper sound. So my main thing to do was to swap my Thompson for a MP40 or vice versa ASAP. If you played with people who play a lot like I did and used the sounds to their advantage, it really threw them off for a second because they were hearing something that normally shouldn't damage them, so if your first few shots missed, they wouldn't be alarmed until you started hitting them.
Very cool!
I work in the audio space and a passion project I'm currently working on has a lot of fictional firearms. This video gave me some neat stuff to think about.
In a 12 minute video I wish they would have spent more than 7 seconds playing the audio from the gun(s) in question
Puny sounding guns in games are a major turnoff. I recall watching videos on Anthem and thinking "wow, these sound like total weak garbage".
"The enemy is weekend!"
The amount of hours I've lost to playing ET... anyway, there's a few points that weren't touched on why the notion may have continued past play testing.
First, the SMGs in RTCW single-player (I hadn't played multiplayer) DID have different stats. The Thompson did 8 damage with a 30-round mag, the Mp40 did 6 damage with a 32-round mag. People jumping from RTCW to ET is going to leave false preconceptions. In truth, vanilla ET SMGs do 18 dmg body/50 dmg head. Speaking of vanilla...
Second, servers quickly got server-mods that added a lot of functionality and customization. ETPro, ETPub, No Quarter, etc. How prevalent were these mods? Well, let me put it this way: almost every gameplay clip in this video was on at least one modded server. These mods could change the functionality and bring back those changes: some servers would have a higher damage thompson and a higher mag-capacity mp40. You couldn't be sure if your Garand could reload in mid-clip, or if you had to waste the remaining bullets, until you made sure what that server had going. Could you double jump? Could you poison enemies with your revive needle? Etc.
It's no surprise that, years later, I'd still occasionally see players wanting to switch teams to Allies just for the Thompson, and NOT because they wanted to be on Offense for that map.
How did they make the Kar98k identical to the M1 Garand? Did they make the Kar98k semiauto or the M1 slower? Also they have different capacities.
This is tangentially related but the sound design in Watch Dogs 2 is really good. The uzi in particular has a really loud effect
Too bad you never get to enjoy it because you spend half the game in "detective mode"