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Feature: Developers Roundtable
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SimHQ: Simulation fans have traditionally
been among the most demanding of the PC gaming environment.
Simmers now seem to demand more than just a good study simulation;
instead they seem to demand that games be released with multiple
flyable planes / driveable cars. Have developers shot themselves
in the foot by releasing sims with 20 aircraft instead of
modeling single aircraft, thus raising the expectation by
the consumer about the value they are getting for their money?
Martin
(Battlefront): I guess so, although I would rephrase this
a little to say that developers have shot themselves in the
foot first and foremost by allowing development budgets to
explode. The attempt to add more playable units certainly
contributes to that, but it's only one of a number of contributing
factors, and probably not even the biggest.
David
(Matrix Games): No way! This question just goes back to
the first one. The market is bound to adapt and change to
this. As long as it is profitable to produce a sim with 20
aircraft they will. As time goes on (in fact, I would assume
in the near future) developers may adjust their strategy,
focusing on a few aircraft very well and having a lower price
(as it would take them less time to design.) Other flight
sims may focus on only ONE aircraft and do it to the most
minute detail. As things progress they will fragment, and
the question of if developers shot themselves in the foot
is more a question of how will developers react to a
changing market. The answer must be fragmentation will
provide an outlet for both the sim fans who want tons of flyable
crafts in an expensive package and an outlet for sim fans
who want specific planes or a more relaxed (in terms of attention
to detail) game.
Chris
(Lead Pursuit): Its horses for courses. Some people
love the variety and ability to fly different aircraft, even
if those systems on each aircraft are perhaps not modeled
to the same absolute depth of a study sim. There
is a buzz flying a different aircraft for some, its
a change of pit and a change of approach. Others love the
ability to be fully immersed in one aircraft and feel that
the focus of the developers attention has been on that
one particular aircraft. As to whats the right approach.
Who knows? Maybe units shifted from shelves is an indicator.
Rick
(XSI): The flight sim community is universally
known as a challenging and tricky group to please, but they
are very loyal
they are the ones who should absolutely
lay the foundation for the demands in this very important
genre that we all embody. Their provisions are keeping this
industry to some extent "viable" for all of us.
Many developers have realized, when they embrace the community's
ideas, they also embrace their inputs and contributions. This
increases acceptance across the board and allows the community
to further challenge developers in a step by step realization
of their ultimate desires.
We will
by no means be entirely perfect as developers, but it's that
pursuit of perfection that will ultimately bring us "the
flight sim community" a little closer to excellence with
this shared endeavor. In return, the community adds a significant
value to the flight sim harvest... the proper care and feeding
of the "flight sim community" goes a very long way
in breeding trust and acceptance, and so we are very fortunate
this opportunity exists in this extremely devoted community.
The value in a good flight sim comes from the developer's
quest to listen and take note
and then ultimately to
produce a quality flight sim product that's developed with
character. That alone is worth the price of admission.
Julian
(XSI): I think there is still a market for
a single aircraft study simulator. Of course with multiple
aircraft you broaden your appeal and fan base, definitely
an important consideration in what is already a comparatively
small market.
Nils
(eSim Games): I can't speak for flight sim developers.
With Steel Beasts, we follow a strategy of variable level
of detail. Some combat vehicles are made "playable"
that is, allow different crew positions, along with
a rather detailed model of this vehicle type's fire control
system. Others are accessible only from a 3rd person perspective,
making it clear that we didn't have sufficient background
information to allow a more detailed simulation.
But then
again, Steel Beasts transcends the concept of a "device
simulation". We have strong gameplay elements of real-time
strategy as well, and it's up to the player whether he wants
to concentrate on a specific crew position, vehicle, unit,
or the whole by hopping from one unit to the other. We can
afford featuring both very detailed and rather basic implementations
of vehicles at the same time.
SimHQ:
Increasingly games are being marketed as simulations
that would not have been considered part of the genre just
a few years ago. How much pressure is there from publishers
to develop software dedicated to existing market stereotypes
(e.g. console action games, PC more detailed & longer
games)?
Nils
(eSim Games): Like "Deep Throat" said before,
"Follow the money." Only comparatively small developers
can afford the luxury of following their dream and create
a title for a certain market niche. A Console title means
large teams, means huge wage expenses, means the necessity
for an investor, means the money's going to flow into those
projects that promise the most favorable ratio of risk and
profit.
Chris
(Lead Pursuit): There was no pressure on Lead Pursuit
at any point. We had a clear vision of what we wanted to produce
and that was firmly positioned in the PC market. We have had
fantastic support from our partners. But I guess generally
in the industry ultimately $$$s matter and development
will follow the pay check.
David
(Matrix Games): I don't think there is much direct pressure.
Matrix Games advises our developers on what we believe to
be most profitable for them, however, we never forced a major
change on an unwilling developer. So, my theory is that there
is very little DIRECT pressure from publishers. However, the
developers themselves may fight an internal battle that the
more established markets (specifically those with low competition)
are much safer than creating or modifying a market. As with
many business decisions: The greater the risk, the greater
the reward, the pressure comes from how much risk the developers
wish to assume.
Martin
(Battlefront): There is always pressure from publishers
to cater to stereotypes. That's why it's called mainstream.
For a
while, RTS were the hot kid on the block. This is changing,
and the answer by mainstream publishers is to keep producing
RTS games and call them a simulation. That's of course easier
than trying to make something really innovative or good. Especially
because making real sims seems expensive in comparison.
Rick
(XSI): Gamers will always share many common characteristic
of their genre, but many gamers are willing to adapt with
this progression of technology. As the market skillfully grows,
developers tend to cater to a much larger audience for games
that are comprised of a mixture of skill, chance, strategy
and these games produce a much truer artificial reality which
in turn results in a wide range of games being called simulations.
So as the broad simulation genre expands, it creates gaps
for the smaller niche genres such as flight simulations that
can now be developed by smaller developers such as XSI, SimBin
and a few others.
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