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#31
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Well all the signs at the moment are that we'll be getting photorealistic environments in a few years but that the interactivity and gameplay elements will still be stunted.
I have to say I'm hugely encouraged by the approach Oleg and crew are taking with SoW. I don't see why subsims, tank sims etc. shouldn't plug in to the basic game. In fact, this would be entirely logical. For instance it would be of great assistance in writing a Sub sim if pre-existing code allowed for sophisticated and variable behaviour by groups of attacking aircraft. If I were running 1c I'd be taking a hard look at the subsim genre... it's there for the taking. The Silent Hunter series is still on life support only thanks to modders. The retail games are not only poor, they're so badly designed that there are strict limits to what even dedicated modders can achieve. A subsim with well modelled sensors and decent AI would be a winner even if it only had about 15-20 AI platforms because that number would hit 50-100 within two years. The problems with most online games are (as pointed out above) A) players are easily bored B) there's no way of enforcing any kind of organisation on them C) they don't fear for their virtual lives. There's not much to be done about A and B, but C could be fixed with clever design, e.g. if an all-time 'death count' limited the number of servers you could join. Players must have something to lose... |
#32
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The combination of several genres is just not something I see as logical at all. Keeping Tank, Inf, Sub Flight as separate games allows for maximum quality and realism of each specific thing. It also allows for a reasonable audience and a reasonable workload for developers, unless you want it to turn into an MMO of World at WarCraft quality it's even impossible to create manually. Besides we've already seen how the ground objects etc looks , even if they are stunning and absolutely amazing for a "flight sim" they are ages behind if they'd be implemented in a FPS or where you'd normal expect a higher quality bar? Why would it be the next big thing to pursue a combined sim? I guess the next big thing more evolves around better, damage mode, ultra realistic flight models, excellent details etc, not a game that will recreate the entire ww2 in free roam mode.. |
#33
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Well I tend to agree with you that from the player's perspective there's little point in merging, say, a sub sim with a flight sim.
From a developer's perspective it makes a great deal of sense, however, and could permit the delivery of games that have more depth and realism and/or deliver them more cheaply. To illustrate, SoW will include ships and it's as easy (maybe easier) to implement these via a simple physical model as via a series of kludge factors (as in Silent Hunter). The ships will include ship-borne weapons and will have damage models. The ballistics of different shells in air and (presumably) in water will be modelled, as will their effects on armour of different sorts. If you take all these factors together, you're half way towards making a sub sim already. Submarines are just another kind of ship from the viewpoint of physical modelling. AI routines written for such a sim might be usefully ported back into SoW. So... you're probably right that aiming for some over-arching universal simulator is pointless. The underlying engine should still permit the rapid development of other sims, however. Hopefully, 1C's licensing arrangements will enable everyone to win -- 1C, 3rd party developers and players -- and we can look forward to a new generation of sims of superior quality. I say go for it... the competition is mostly very weak. |
#34
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If we're talking about today's technologies then I have to agree that making a combined sim isn't something that we should expect some company to take on. But as we're talking about future fantasies here I definately think it's a possibility worth concidering.
How I see that being realized is that there would be a basic environment engine with decent graphics, physics and a lot of flexibility to mod and plug-in different features. Take outerra (.com) for example: pump that on steroids and develop it for 10 years with sim's as your target and we could have somethign pretty usable in our hands. Then different developers would 'plug-in' their products developed for that engine and voila there is the starting point for something pretty cool. An ofcourse on scales like that we're talking about procedural creation.. both with the landscape and buildings etc. It's crazy to even think about manual mapping except to create the create the foundation based on which the procedural generation builds on. The scope of the battle would have to dynamically scale based on the number of players online to keep the world 'alive'. I'm puzzled by the comment of an fps player player in a ditch oiling up his mg and getting nailed by typhoon after which he'd never come back.. That's exactly what happens in titles like BF2 hundred times in a round. You're wiped out by a bomb, artillery or whatever and don't have a clue what happened and it's one of the most popular games out there. It's pretty far from a sim ofcourse but proves the point that it doesn't make the gaming experience bad in any way. War wasn't fair and no one warned the guys who were shelled to bits and pieces. |
#35
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In ten years? Still waiting for SoW!
![]() I just couldn't resist! |
#36
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Not really interested in any type of combined simulation, i prefer a flight sim for what it is, AKA a good replication of the birds of war. If I want a sub sim i'll go play Silent Hunter, not BoB.
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#37
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Now a "bizarre ideia" hehe... Players must pay by their lifes, like 2 or 3 dollars for each. You buy your lifes to join some servers by paypal. Nobody ll like to die cause nobody likes to lose money hehe ![]() Just think, some really good players would be professionals in gaming. ![]() However is certain that players ll effort to play better. Maybe the price of lifes would be based in a expected value of gaussian distribution of players ranks. Last edited by Ernst; 04-23-2010 at 02:46 PM. |
#38
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![]() I however love the idea of playing against humans compared to some lines of script regardless if they're on planes, tanks or just ditch grinding GI's. The feeling I get out of it is completely different! Even the idea of a dynamic well coordinated MMO style front of combined arms with correct military hierarchies, tactics and strategies just blows me away! |
#39
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Well, as an aviation buff, I'm primarily interested in complete, well-rounded flight sims but I do tend to see the ultimate goal of simulations being the inclusions of all aspects of whatever event/incident is being modelled. For example, rather than having a WWII tank sim, or a WWII aviation sim, etc., I'd like to see a WWII sim...period. In other words, a sim that accurately models every aspect of WWII (or WWI, or the Korean Conflict, etc.) in high fidelity with no corners cut. Something of this magnitude might be a 100 years away, but I do see that as the ultimate goal of simming.
________ MICHIGAN MARIJUANA DISPENSARY Last edited by Necrobaron; 04-26-2011 at 07:34 AM. |
#40
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This would get get rid of the vulcher element. After getting chaged 3 or 4 time for getting shot up on the runway I think you'ld be sufficiently angry to stay at your post for an extended time! cheers! |
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