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First all we have to learn that there a ditance between the general public and the simulation games, then we can realize that the problem of this games is the own cornering in his complexity, may be due a fear to lose that simulation status scribed on some stone, some where ... But not all simulation games are cornered in his self, there succesful simulation models out there, I will give a example, is not the best example but easy to understand to all Gran Turismo : This cars game have complex physics, tire degrading, dampers tweaking, engine tweaking, body tweaking ... we have to obtain licenses to play races, tweak the cars to win races, win events to access to more events ... and the list goes and goes ... The complexity of this game can frustrate any player, forget it and go to play any Need For Speed version that are out now. But it does not, there millions of players playing it, why ?? The key is : Simulation + entertainment Gran Turismo is not only a strict cars simulation game, it is a strict simulation game but also is pure entertainment. It takes any inexperienced player and brings it between cottons, trough nice music and menus, to the most demanding simulation, the player progress his self without lose motivation trough the incentivation and stimulation . Back to PC Simulation : If we make a raw simulator it will be bearable for experienced players only, making only niches audience, because if we throw a usual player to raw simulation without the knowledge and motivation then he will burn and crash without known how and why, and without motivation to try it again. We should not forget that after all we have a game in our hands. This basic words are ignored for simulation titles and at same time, in his stubborn, are not able to understand why they have a niche audience. It is not enough with make a simulation, because betwen the player and the simulation you should make a properly interface too. A entertaining interface that through amusing brings to the player the knowledge and show the excelence of your simulation. Some PC simulation games are aware of this problem and they started to work seriously on interface designs, you can see a example of this in PC simulation with Project C.A.R.S (Community Assisted Racing Simulation) : You can see a really worked and pretty 3D interface, easy and clean, guess that with nice music ... But back to WWII here a example of interface, although the game is an arcade Wings of Prey have a amusing menus interface with video background and outstanding music : All this showroom is pure entertainment and stimulates the player to navigate through the menus, missions, setups and briefings. Back to CLOD : CLOD was lauched in a rush so the user interface is not complete but even if is working is nothing but a disordered´s lack of interactive stimulation. A good interface for CLOD could be a mix of video background for main menus and 3D where see our plane for setups and briefings, also properly mission intro and properly end mission options as replay and camera options, all with nice music We should understand that this is very important for the succes of a simulation game, the level of complexity of a game should be supported by interface. else = fail Sry for the text wall, greets. |
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