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Editorial: Where
Do We Go From Here?
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3. Buy, Buy, Buy
Regardless of how a title is priced,
the more copies sold, the greater the profits. The greater
the profits, the more interest and capital will be out there
to make the next title. The more profits, the more desire
and capital that'll be out there to make the next title. Also,
popular titles tend to spawn competition, and for us that
means more simulation titles and choices on our store shelves.
With a genre that is inching ever-closer to extinction, we've
got to make certain our simulation dollar fully and accurately
supports the fragile studios that are working to produce the
titles that bring our hobby to life. More and more we're supporting
very small business ventures that are operating on a "labor
of love" mindset, rather than a wealthy, diversified
corporation. So when you find a title that you like, make
sure to buy a copy for each PC you plan to put it on
and maybe a backup copy as well. Notice that I am talking
about purchasing game titles that we enjoy. No
one here would advocate buying crap titles that don't really
"scratch our itch" when it comes to realism, challenge
or immersion. Blindly buying poor-quality titles just to support
the genre actually sends the wrong message as to what we're
looking for in a product. So choose wisely, and when you do,
show your appreciation with your wallet.
Likewise, we all need to discourage
piracy within our genre. Certainly we all love to get something
for nothing. Remember that purchasing a game title is how
you "vote with your wallet" in the software marketplace,
and burning a copy of a game off of a friend's original isn't
going to keep our genre alive.
4. Give Constructive Feedback
The relationship between many simulation
fans and the developers of those titles can be wildly fluctuating,
and at times highly dysfunctional. The very nature of the
participants highly complex, hyper-detailed games with
labyrinthine code, written to please what is arguably the
most discriminating and finicky crowd in all of electronic
entertainment almost guarantees that the relationship
will suffer from the more volatile aspects of a "bad
marriage." The resulting outcome is often less than a
fairy tale ending for either consumer or developer. Any frustration
simulation consumers feel is typically vented in public forums,
sometimes without the benefit of rational thought added in.
As a community we need to "tighten up" the way we
critique and review new titles. Consider it your volunteer
contribution to the health of the genre.
As consumers, when we trade our hard-earned
cash for a product, we have certain expectations of product
quality and satisfaction. Unfortunately for us, the very nature
of the genre further strains the relationship between developer
and consumer. Arguably, vehicle simulation titles are some
of the most complex programs to write in all of electronic
entertainment, particularly flight simulations. The result
is that often the code can be 'buggy' or unstable. Most certainly,
it will push existing PCs to their limits or beyond.
While no developer wants to release an unstable title, consumers
really do deserve better than they often get in this genre.
The culprit is often unrealistic or arbitrary timelines for
release, or unrealistic budget restrictions, imposed by publishers
that don't know or care what goes into titles like these.
Here, the voice of our genre should be heard loud and clear
in the ears of producers and developers. But "loud and
clear" implies both volume and clarity. As a community,
often our more vocal critics spoil their message by trading
clarity and precision for ranting and emotion. Undisciplined
statements actually hurt our genre more than help it, even
if the intent was otherwise.
Assuming
a product reaches store shelves with clean and bug-free code,
the simulation genre faces yet another hurdle. Regrettably,
when it comes to simulations or models of reality, today's
computer technology cannot allow for a 1:1 recreation of that
reality, no matter how much processing power you apply to
the problem. This is as true for multi-million dollar military
aviation and automotive simulators as it is for our lowly
PCs. Since a true recreation of reality cannot be accomplished
on a PC, compromises and tradeoffs must be made when creating
a model or simulation. Developers must therefore make decisions
on where to focus the fidelity in their title, as well as
interpretations on how to emulate a real system's capability
or kinematics. Unfortunately, there can be as many interpretations
of how to best model reality as there are consumers in the
genre. The bottom line is that developers do the best they
can and hope that their interpretation is sufficient to satisfy
a broad base of customers. In general terms, developers usually
succeed in their efforts. But the trade-offs they make don't
completely suit every consumer. Often many aspects of detail
in a sim can be altered in software updates, if the developer
decides there is a need to do so. Their decision process (and
understanding of consumer desires) can be greatly aided with
focused and clear critical commentary from the consumer
something that many hobby web sites try to promote through
discussion forums. But angry, rude, or hostile comments usually
inject so much emotion into a critical commentary that the
message is lost, which is unfortunate for all parties involved.
It is incumbent on everyone who posts
in forums or writes reviews to keep these points in mind when
making critical commentary on new titles. The goal of any
review or critique of a title should be to make the product
better fit our needs, and be more worthy of our spending dollar.
You could assume that sales of a title should be sufficient
to show the success of a simulation title, but keep in mind
that in the eyes of the producers, even the best simulation
titles can look like losers because of their tiny consumer
base. That reality makes what we say on the Internet even
more important than other genres.
Remember that when we critique products,
our feedback essentially makes us part of the development
process, and that feedback needs to be as clear, focused and
realistic (and unemotional) as we can make it. Finally, never
forget that critical feedback must include both negative and
positive inputs. In today's society, we often take the "goods"
in a product for granted, and focus only on the "bads".
That actually hurts the feedback process, because the true
spectrum of the product's quality is lost without a balanced
critique. It's just as important to tell developers what parts
of their products are "on target" as it is to tell
them what's wrong, so we can help them perpetuate the good
features, while eliminating or minimizing the bad features,
in their next patch or title.
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