Yeah but airsoft cannot offer the level of ballistic accuracy, he's talking about here. Especially in future extremely realistic VR games. I think there's a cool discussion there. Not sure how I feel about his suggestion that they'd mess with those ballistics for the mass release. Like...I'd be down for a very realistic VR game with perfect replicas of gun behavior in like a virtual shooting range. Especially if we could get gun shaped controllers for these. Like pick a gun and shoot them, with perfect real-life ballistics. That'd be boss. But at the same time I kind of see his point. If the ballistics are off, at the highest degree of realism then a potential shooter can't use them for training. Which is kind of...I dunno. A grey area?
But we are pretty far off from that level of fidelity. But once we get there...Not sure what I'd feel about it.
Ballistic accuracy doesn't matter in the context of mass shootings. Firearm ballistics don't really need to be taken into account by anyone other than military snipers. Bullet drop is negligible for the typical long gun at 100 yards, and handguns are sights/handling limited well before ballistics ever come into play. Long-range mass shootings are a relative rarity as well: the
UT bell tower shooting and the
DC beltway sniper are the only ones that come to mind (the recent Las Vegas tragedy involved spraying full-auto fire down into a crowd). If you're doing weird things to ballistics in video game/VR land you're going to have a terrible product; for all intents and purposes bullets go where you point them, which is obviously the default way to model things.
It's not like you need special training to be able to shoot a gun into a crowd of people. The severity of mass shootings is usually more about the weapon(s) the shooter has, how many innocent people are in the vicinity when they go off, and their willingness to murder, not how good of a shot they are.
Re: virtual shooting ranges, I mean, real life shooting ranges are widely accessible in the US (the mass shooting capital) whether you're a gun owner or not.
Aside from the proliferation of guns, the psychological element -- desensitization to violence/killing -- arguably matters a lot more as well. That's a concern for VR, absolutely, but also for other forms of media.