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Feature: PC's versus Consoles
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McGonigle
(continued): How does a sim become less "simmy",
if the mathematical model is right and the environment is
wrong, either slightly wrong in some minor details, or wrong,
in some more obvious way? Clearly it is not a sim if you can
fly or drive without fuel, or if the laws of physics are violated,
but apart from such easy examples, which in fact are flaws
in the mathematical model, it is very hard to define when
a sim is a sim, and when it is a game. You can talk about
high-fidelity or low fidelity sims but that just shifts the
problem through more categories and labels.
The answer I think is in obtaining
the right balance between sim and game. The closer the game-elements
are to real life, the better. This helps immersion and aids
the player in entering the make-believe game world. So all
the bells and whistles in terms of audio and graphical presentation
as well as support for peripherals need to be as close to
a real life environment as is possible. The air base needs
to be right, the color needs to be right and the sounds need
to be right for the player to be able to sink himself into
this simulated existence as a pilot, a race driver, a train
engineer, a submarine captain, or whatever example you care
to mention.
Break the immersion and you have committed
a very serious offense against the player, violently taken
him away from the sim-world, almost like waking a sleeping
person by firing off a gun close to his ear. No wonder we
defend our favorite sims and argue about the correct size
of wheels and the correct color or decal. It's our existence
in sim-world we're defending, our sim-persona, and that's
a very important part of our lives.
The rub here is of course when we
discuss immersion; This is a personal and subjective thing,
and as such it varies with each and every player, making it
impossible to arrive at a bulletproof definition of what is
a sim and what is not.
Perhaps the offending immersion breaker
is that plane being the wrong color, or operating in the wrong
theater. Perhaps it is a join-lag in multiplayer, perhaps
it is the AI, perhaps it is the voice or wording of the spotter,
perhaps it is because the textures or models don't seem right
to you, perhaps it is because the supercharger does not sound
like it should to you. Perhaps it is the long loading times
which remind you that you are indeed just playing a game.
Small things like that can have a big influence on the overall
level of immersion, especially if there are several small
things in one particular sim that put you off like that. Another
user might not notice, not care or find that the very things
that put you off, are in fact the same things that he thinks
are great.
The hardcore sim player is just a
person who has some previous experience with sims, who may
or may not have first hand information about the objects being
simulated and who may or may not have studied material relating
to the objects being simulated.
guod:
Very good, thanks. Let me build on that a little and
perhaps shift gears.
We live in a high-speed society where
none of us has the time to spend on sims as we used to, or
would like to. Society has changed and it's changed us. Same
with model building. Sounds like many of us also (or did)
have that as a hobby in the past and have the same time challenges.
Regardless of what hardware platform
we all will be playing on (and who knows or really cares as
long as we have good sims to play) the retail marketplace
is where the biggest changes will be. At the rate store displays
for PC games have diminished, we'll be buying sims from a
single vending machine in a couple of years. In my opinion
the digital downloads will take over completely in the not
too distant future. It's just a question of how fast. When
the market wants to turn, it can turn fast. We geezers remember
how fast vinyl left record stores for CDs. It was a matter
of weeks. The game industry could change even faster.
It's all about available retail shelf
space and what moves the market. PC games just don't have
the turnover that the consoles have (for all the reasons mentioned
above). The quick turnover is what stores all stores
are looking for, and static inventory is death to brick
and mortar shop sales.
That's why marketing and sales love
console titles and why we get aggravated at the "suits".
But they're just doing their job, and their job is to move
product off the shelves.
What say you guys, what does the future
hold for us simmers?
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