Quote:
it's a little frustrating as we grew up with the idea that combat simulations were fun and entertaining, they had gameplay. The last in-depth simulations with some level of measurable gameplay was falcon 4.0 and enemy engaged: Comanche vs. Hokum. After that they became technical exercises rather than games, project staff didn't seem to include "game designers", just "editors". That's where it all went wrong. Mathematicians would call it a "feedback" loop. The press and community focus was on the nuts and bolts, pressing for more realism which shapes product. So the cycle continued while costs spiraled with complexity introduced by evolving hardware.
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