What makes "gunplay" good?
What makes "gunplay" good?
Feedback, the feeling of you doing the enemy some actual damage. Good sound design is also really important
Sound, animations, visual feedback from the enemies
I unironically enjoyed the gunplay in both Far Cry 5 and New Dawn, the only good features these games have
When a small pistol goes pew pew pew and a big ass chain gun goes RATATATATATA it’s good gunplay. Plus visible wounds
It's beefy
Recoil proportional to damage output. Predictable reliable opening shots. Kills fast enough to start thinking about the next target the second you commit to opening fire on the first.
Just all around strong feedback, not only in terms of how it sounds, how it looks and recoil but also what kind of effect it has on enemies and the environment. Shots need to stagger enemies, ideally each time they get shot because this feels the best, the enemies themselves should have small health pools, if armored the armor should show clear signs of damage after shooting, robots with destructible limbs like in Binary Domain are a great addition because they allow clear hit feedback while keeping larger health pools, stronger weapons or point blank shots should not only do insane damage but also knock enemies down or just outright gib/destroy them, enemies dying should have a clear and distinct sound/animation, environments should get damaged and the damage should persist, the more detail the better (see FEAR). Theres more but yeah. The difficulty is having all this while also creating a balanced challenging game.
Weapons should sound in a manner that reflects their fire power. A silenced pistol that goes pew and a rocket launcher that goes BOOM
Visual and "felt" feedback. A shotgun that blasts your enemies to guts and bits in one hit should kick back like a mule to properly convey the feeling of holding such a gun in your hands
>Good sound design
>Well animated reloads
>Enemies respond to being shot
>Enemies go down in what feels like a logical amount of shots, no bullet sponges