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Feature: Developers Roundtable - Part 2
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SimHQ:
People are growing ever more aggravated at the expense
and frequency of the PC hardware upgrade cycle; is there any
thought to not chasing the hardware with ever more "pretty"
software? Or do consumers demand that PC sims keep up with
the latest hardware?
Julian
(XSI): I think that particularly with flight simulation,
you are constantly pushing the hardware to create the almost
unattainable dream of making the simulation as real
as it gets. I am sure consumers will continue to demand
that simulators push the boundaries in regards to PC hardware,
not necessarily always in regards to graphics, with flight
simulations you have many other hardware intensive modules,
such as physics engines, etc., etc. The emerging physics processors
will make future developments in this area very interesting.
David
(Matrix Games): This relates a lot to a previous question
on size of development teams. When you place your aims at
a small team product (single A or B rated product, as opposed
to AAA) then chasing the newest hardware is not a part of
your plan. However, if you plan on producing a title that
will knock your socks off, the newest hardware is going to
be a requirement. While many PC sim fans may claim gameplay
above all, they are amongst the most picky when it comes to
high quality graphics and attention to detail.
Rick
(XSI): I personally believe that developers
need to balance both ends of the playing field. There will
always be a flourishing marketplace for flight simmers that
want the latest and greatest in hardware technology. The demand
will always be there. Once the games hardware boundaries are
carefully recognized and established for a wide range of performance,
you then proceed to satisfy as many consumers on both sides
of the fence as possible.
Chris
(Lead Pursuit): Its a Catch-22 situation. People
demand more complexity in every area. That demands more advanced
hardware and that means an upgrade. The sweet spot is for
a simulation to run well on a two or even three year old machine.
Sure, frame rates will not be stellar, but they should be
acceptable. I dont see that changing much in the future,
the demand for greater fidelity in all its guises.
Nils
(eSim Games): I don't see a clear trend in customer opinion
here. On the one hand, people want eye candy. This is manifest
by the way people react to visual clues (e.g. screenshots,
videos, and previews) and (more decisively) by their buying
habits. Good-looking titles create a bigger hype during the
prerelease phase, and consequently sell better in the end.
On
the other hand, most modern games scale reasonably well with
the available hardware. Even a GeForce 4Ti can still render
most games today at a screen resolution of 800x600 with low
or medium detail settings. But if people buy a 1600x1200 flat
screen and insist on using a game with the native resolution
of this display, 6x FSAA hey...
Ultimately
however graphics cannot make up for a lack of finesse of how
a game puts up an intelligent challenge be it an accurate
simulation of vehicles or other equipment, be it by a balance
of forces that requires a coordinated and staged employment
of the player's units.
Martin
(Battlefront): A typical publisher will tell you that
its consumer demand that they are bowing to. But in
reality, pretty software is simply easier to sell
and market. Plus chasing after the technology curve is a convenient
excuse to hide deficiencies in game design. Simply make the
game use the newest bump mapping blurred vision distance
shader pixel vector animation, and nobody will ask anymore
if the game is any good.
Battlefront.com
has never chased the latest technology unless it provided
a true enhancement to the gameplay. We were the first to produce
a genuine 3D tactical land combat simulation in the Combat
Mission series, but have never chased after the latest bells
and whistles out there just to make the game pretty. Our new
CMX2 engine that were working on right now will follow
the same principles. Of course this is also partly a simple
necessity for a small team like ours we have to focus
on the most important aspects during the game design in order
to finish a game within a timely manner. But this is only
for the benefit of the game and the consumer.
SimHQ:
All games, not just simulations have become more and more
complicated as the years have progressed. We've all seen how
simulations have changed over the years, but has the process
of coding simulations significantly changed? Is the coding
language the same? Easier? Harder? Does it take more or less
time to actually write the code?
Al
(eSim Games): Ten years ago, you might have found quite
a few developers using assembly language to optimize certain
critical parts of their code. I doubt whether anybody is doing
that anymore. Processors have become so fast, and the GPU
is doing so much work, that the the speed improvement to be
gained from such optimizations is not worth sacrificing the
maintainability of the code. Having said that, one might argue
that writing shaders is a lot like writing assembler code
-- although there is HLSL too. On the whole, I think that
coding has become easier; the problem is that the games are
more complex so there is so much more to code. Third-party
tools and physics and graphics engines might be the big solution
here.
Martin
(Battlefront): Not being a programmer myself I am not
sure if I am qualified to answer this, but seeing as the tools
available to developers have also become more powerful, it
would seem that the net result has not changed significantly.
For Combat Mission 1 our sole programmer, Charles Moylan,
had to manually code pretty much everything nowadays
there are various middleware and native OS or hardware packages
that allow you to do amazing things much quicker.
Steve
(Battlefront): At least in theory :D Some of the 3rd party
stuff comes with its own headaches and expenses of course
David
(Matrix Games): I'll defer this question to someone in
programming :)
SimHQ:
This one might create some interesting responses. Developers,
what would you, as a developer, like to see from the flight
sim community? Support? Understanding? More civility? More
money?
Julian
(XSI): Hehe, all of the above? Seriously as
one developer quipped recently "It's a jungle out there",
we've all been consumers at some point, so I'm sure we can
relate on some level. Sure some are more demanding than others,
but it just comes with the territory. I honestly enjoy interacting
with our customers and potential customers, I think at XSI
we have again taken a very unique approach to this, and overall
the response has been outstanding, we get our critics, but
overall we have a very positive and supportive bunch of guys
and gals following our development process.
Chris
(Lead Pursuit): I just think understanding of the developers
position. Developers are the most ardent gamers of all in
their particular fields. Of course they want to deliver whatever
feature is requested. But there are reasons why things may
not be delivered. These things are done for good reasons.
Perhaps a little understanding of that would be great. Of
course, gamers by paying for a product have every right to
ask for this and that because they have put their money where
their mouth is and forked out.
Martin
(Battlefront): The typical sim player seems to never be
happy with what they have, and instead complain about what
they don't have. When you make a simulation that gets it 99%
right, they complain about the missing 1%. In fact, the closer
you get to the 100%, the louder the complaints seem to get.
As we're selling games from the wargame, strategy game and
sim genres, I have to say that this is probably more or less
true for all of them... but sim fans seem to stand out more
than others. By far.
Steve
(Battlefront): This makes them their own worst enemies
because big publishers dismiss them as cranks that can never
be pleased, so why not go make another RTS?
As a
developer it would be great to see the community accept a
game as what it is (and intends to be), and not what they
would like it to be.
Rick
(XSI): I believe that the flight sim community
is one of the game markets best kept secrets. They are very
attentive and loyal when it comes to developers supporting
their many collective ideas, and developers are only as good
as the community that supports them. You tend to get more
support and understanding by embracing these universal back
and fourth tactics. By catering to your audience and reaching
out to them for new ideas, you tend to bring the community
together during the tougher times of the development process.
David
(Matrix Games): It really isn't the place of developers
to put the onus of responsibility on players, but if anything
could be most used it is enthusiasm. Both during the development
cycle to keep the developers in a positive frame of mind and
during post release to spread word of mouth and generate more
players to play against and more sales.
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