Blackdog_kt |
02-08-2011 07:01 PM |
Quote:
Originally Posted by The Kraken
(Post 221811)
Too bad that these days any disagreement has to end in drama on this forum...
Anyway consider these points:
- a story and event-driven campaign is a great showcase for the capabilities of the mission builder and scripting/trigger functionalities (also important during development)
- such campaigns will be popular with the general audience beyond the flight sim enthusiasts, which have to buy the game as well to make it a financial success. This will also be reflected in reviews which usually point out that flight sims are "too boring" for normal players. Provided it's well done of course.
- if it's not your cup of tea, just use them as training opportunities to get accustomed to the planes - or stick to the QMB if you're too disgusted. By the time you've set up everything and feel comfortable with the planes, HOTAS and engine management you can bet that some more serious campaign are already available for download.
No reason to panic. But maybe I'm just too relaxed for the current state of this forum...
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I think i'm going to have to agree with this, but then i was around for the initial launch of IL2 back in 2001. It didn't have most of the features we enjoy today in IL2:1946 but that didn't prevent it from becoming a success and growing over the years. That doesn't mean we must settle for incompleteness in our simulators either, there just needs to be a balance.
As long we have enough tools to recreate scenarios from the BoB (flyable aircraft, AI units, mission builder, stock missions to showcase some capabilities, tracking of victory conditions and use of triggered events in online matches) the new sim will see similar levels of success to the original IL2. From where i'm standing, i think it has the tools needed.
Then, as it grows older some of this stuff will be automated to make it easier for us to just focus on flying.
It's just that when time limits force you to choose between getting the basics right or automating them you choose the first option, because you can't include an automation for something that isn't in the game engine. A dynamic campaign generator would be useless if we had only 3 flyables and 5 AI units in total, or aircraft that didn't fly accurately, and so on ;)
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