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Editorial: The Future of Simulations
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But whatever the motivation, these
dedicated few are taking a huge monetary risk. Theyre
making a game that caters to a tiny slice of the market. And
their demographic tends to be a bit, well, finicky when it
comes to the details of a game title. If they miss the mark,
things will go badly for them. If a large company like EA
took a risk and made a hard-core flight sim and its sales
tanked, the company is so diversified that it can take
the hit, chalk it up to experience, and move on. If
a small independent group creates a game and it tanks, it
could be the end of their company. Money isnt just power,
its safety, too.
But
it might not just be bad graphics or a bad physics model that
hurts a titles sales. What about the current copy protection
debate? Or a lack of stable multiplayer code? Or a rushed
release that immediately needs a patch? What if Saitek and
Logitech stopped making X52s and Momos right before the games
release? Those are all elements in play as well.
What would do us some good? Some hard-core
simulation titles for the Xbox 360 and PS3 would be a good
start. Think about it if we got a real, uncompromising
hard-core title onto a 3rd Gen console (along the lines of
IL-2 or OFP2, complete with proper controllers), the company
might sell enough units to finance a more advanced follow-on
for both PC and console. From there, complexity might drive
better controllers, and from there, more capability in the
next gen of console. Eventually, you have to realize that
PCs and consoles are going to merge. As soon as that technology
is available, itll happen. Well have a unit that
runs our TV, records shows, buys/rents movies and plays them,
purchases and plays music, controls our home audio system
and
plays games. Right now, I think only hard-core Racing Sims
could make this transition undiminished, because the HOTAS
requirements are low and there are suitable controllers out
there to run them (Logitech Driving Force Pro). Later, if
Saitek or Logi could make a keypad and mouse-like controller
that worked with consoles and offered about 20-30 buttons
for controlling a tactical shooter, maybe a game like OFP2
could make the leap (and not be gutted in features and controls
to match the buttons on a game pad).
Hardware Wars: The Console vs. PC Debate
Continued
Based on the comments of other simulation
hobbyists, I sometimes get the impression that there is some
misdirected animosity towards console systems. When I say
misdirected animosity, I don't mean that we shouldn't look
upon most console games with kindness and joy. Most of them
are of very poor content and quality, and offer very little
challenge and reward. So why misdirected? Let me explain.
Like most hard-core simulation hobbyists,
I enjoy computer games that challenge me, have steep, complex
learning curves, and offer great personal satisfaction and
a feeling of accomplishment as my skills in the game improve
over time. Often games like these demand a high level of mental
focus and concentration in order to play them successfully,
and thus offer great depth in their game experience. This
kind of game experience is often referred to as "immersion"
in the gaming world or "suspension of disbelief"
in the movie industry. Game titles like these often possess
enough depth to afford them nearly infinite levels of replayability,
resulting in a loyal, cult-like following of fans for years
and years. Falcon 4.0 and Grand Prix Legends probably represent
the epitome of the hard-core simulation genre deep,
demanding titles that after 7 years in the marketplace still
boast a huge fan base (with the help of dedicated 3rd party
development teams). These two titles also represent the very
antithesis of the console game genre, often typified by shallow
titles that are quick and easy to master, offer limited challenge
(outside of hand-eye coordination), and only appeal to society's
ever-increasing need for instant gratification. As such, console
titles are associated with limited challenge, immersion and
replayability. Yet of the two genres, console games are far
more prolific (and profitable) in the marketplace, and it's
here that fans of demanding and challenging simulation titles
find their greatest frustration (and feeling of rivalry) with
the console game market. Often that frustration and rivalry
is focused on the most visible part of console gaming
the console hardware itself it isn't what's deserving
of PC simulation fans' ire. It's the console software, the
game titles themselves.
When
we would discuss a contentious issue in the world of sports,
a helo pilot buddy of mine used to make this humorous comment:
"Hey now, don't hate the game hate the player."
That sentiment has similar application to our hobby. Consoles
are just specialized computers that only play games. As such,
consoles aren't what makes the console market overpopulated
with mindless, shallow content. It's the software titles themselves.
Consoles are what they are because their design is optimized
to support what the market wants them to do play mindless,
simple games that look pretty. And in their past and current
form, console systems lacked the "horsepower" to
provide a venue for our more demanding (and rewarding) sort
of software title. And having more "horsepower"
than was required would needlessly increase costs and reduce
sales. As a result, the only computers that could run hard-core
simulations are relatively high-end PCs fairly expensive,
complex PCs that often need expensive and complex upgrades
to play new titles, thereby making them fairly inaccessible
to the mainstream consumer.
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