
So why is it we don't have this kind of "death state" for games? We can simulate an enemy being taken out quietly in a non-lethal fashion, why is a loud and painful means only available in a handful of games, and even then, be limited to essentially the same as a non-lethal takedown. He might even beg for his life, if he isn't brave. He'd be incapable of being a serious threat, and be more busy struggling to survive. If you shot him in the arm, he might not be able to even hold a gun properly. Nope, can't be bothered to just stab/shoot your hands.ĭo you know what would happen if you shot a man in the leg in real life? He'd probably lose his footing, maybe grab it in pain, and/or hastily shoot back but has a much higher chance of missing. It won't matter if he's a regular human or a cyborg the reaction is always that of a machine, not a human. All it does is register to the game that you have delivered "X" damage to him. If you shoot a man in his leg, he doesn't even stumble. Take for instance, the example of Deus Ex: Human Revolution. We're so used to this "no matter where you shoot, the guy just dies" mentality that we've diluted what real life shooting is like.

Yet, in our shooters, we rarely consider the fact that the act of shooting itself doesn't have to be lethal. You don't go into an arrest with guns blazing and you don't stop a man from running by headshooting him. You see, in real life, killing is meant to be the final option.
