» Tue May 10, 2011 2:02 pm
Well for most indoor areas, any gunshot (unless highly suppressed) would be audible, as the sound would echo throughout the room and NPCs would react to it. If the shot was suppressed, they would hear a big thump and wonder what the deuce made that noise, and investigate appropriately. Buuuut that would involve a level of design detail - map, sound, AI - that would probably drive any sane game dev completely off of his rocker.
The same holds true, though less complicated, for outdoor areas. Stuff still echoes across spaces, and the stillness of the wasteland would only make gunshots even more audible.
What both of these ideas fail to include are ambient sounds, masking the sound the player makes. The only game I've ever played that had that was Splinter Cell: Chaos Theory. There was one mission that took place during a thunderstorm - you could time your shots right after a thunderclap and guards wouldn't know you were there, based on sound. All over the game - in huge boats, patrol outposts, etc. - if there was a loud racket in a fully lit room, as long as you stayed low and behind your targets, you could get away with a lot of stuff.
Until the noises stopped!