The amount of time put into creating a given element of a game is development focus, not the focus of the game itself. Whether a game is gameplay, story, visual or whatever-else-focused is defined by a game's design.
But you don't know what world or environment to create without a story.
Resident Evil 2
- Police Station\Museum
- Sewers
- Laboratory.
These locations are determined by writing the story. They're not just made, they have to go through the process of how the characters go through their journey. That's why story has a focus more than gameplay mechanics.
Making it more difficult to get kills is a reiteration of 'they do it to make the game harder'. That doesn't explain why they'd choose that over other elements like more unpredictable enemies, heavier recoil, reticle convergence, or the like.
You're still defending your point.
They're purposefully floaty and hard to use because that makes sense for a character trying to fight off hordes of fungal zombies and hostile survivors: It's a high-pressure situation that would cause someone's hands to shake.
This is not true.
You can upgrade to have less sway in both multiplayer and single player
You upgrade in single player to have less sway
You have upgrade in multiplayer matches (each time you play) to have less sway on your weapons, too.
Upgrades make it easier to have better control of your weapon. If it was designed to not make it harder to get kills, then they would have never gave you the option to upgrade.
Because it's not particularly relevant to my point. The system is there in the first place for a reason, being able to peel it back through an upgrade system doesn't change that.
It's relevant. Your claim is that the aim is floaty because "characters trying to fight off hordes" in "high-pressure situation.
That's multiplayer-specific
No, you upgrade both in multiplayer and single player. It's not multiplayer specific.
- Single player upgrade: Capacity, Recoil, Rage, Fire Rate, Reload speed, Weapon Sway, Healing Speed
- Multiplayer
As shown in this video at the 7:22 mark, you can see the description of the Revolver Upgrade.
It states
Revolver Upgrade 1:
Upgrades: Reload speed, Rate of fire, clip size, starting ammo, recoil, accuracy.
This multiplayer has boosters that can be equipped with your loadouts.
You can also change the speed of the way you heal with "First Aid Training" booster.
In ‘The Last of Us’ faction mode, you join with either the Fireflies or the Hunters to make the survival of you and your clan much easier. For more help
segmentnext.com
Level 1
It has a cost of 2 and requires 25 supplies. With this, you can use health kits 75% faster than usual.
Level 2
It has a cost of 4 and requires 1125 supplies. With this, you can use health kits 75% faster and heal your fallen team mates by facing them and holding ‘X’. They will get 10 health per two seconds.
Level 3
It has a cost of 6 and requires 4275 supplies. Along with using the kits 75% faster, you will be able to provide 20 health to your fallen team mates per two seconds.
There are both upgrades in multiplayer and single player.
This is proof that they made this because they wanted to make it harder for you to get kills. Swaying aiming make it harder to get headshots.
ampign in which case they could have simply nerfed headshots against zombies and made the human AI more evasive.
That's why they have difficulty levels. Enemies are more aggressive based on difficulty level and harder to kill. Enemies are easier to kill when it's on the easy difficulty.
The game tends to "lock on" enemy targets based on difficulty level. That's offline specific.
Nothing would suggest that the floatly mechanics were put in the game because the character is in a high pressure situation.
That's also multiplayer-specific, to allow lower-skilled players to compete. It doesn't have anything to do with TLoU, which is sold on its single-player content first and foremost.
You're missing the point. These mechanics are designed for aiming to be harder. That's why the floaty\sway mechanic is in the last of us.