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| IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
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#1
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#2
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I think Blackdog's (and several others) point is that it doesn't really matter how each individual prefers to play the game, so long as they buy it and enjoy it enough to tell their friends about it thereby subsidizing the development of the game that we want to play.
I'm all for as much realism as possible, but I just don't see how making the difficulty scalable hurts anyone, anyone at all. Or am I responding to the wrong argument? These things can get quite hard to follow. |
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#3
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That's exactly my point BadAim. I don't care if my friends never fly full real. As long they enjoy the game enough to buy it and fly it at their preferred difficulty settings, they help fund the next expansions for us
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#4
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It is not as simple as "let everyone select the difficulty they want".
1. There is a portion of the market that wants to be able to boast about "beating a game on the hardest settings" without actually putting too much effort in. It's considerations like that that which has led to the "dumbing down" of quite a few games. Examples include Gothic III where a very well thought out combat system in Gothic II and Gothic I was replaced with US style "stand next to the monster and mouse click as fast as possible", the more recent versions of the Warhammer tabletop game franchise and of course the classic dumbing down of D&D in the recent 4th edition. 2. The issue arises of how many people will use a feature versus the work involved implementing it. If for example the work involved in realistically simulating the effect tire pressures have on takeoff means losing an entire extra aircraft and only a handful of users will ever check those tire pressures before takeoff, the feature is best left off, at least initially. PERSONALLY I am interested in as much "realism" and "immersion" as possible and for example in Il2_1946 fly with cockpit on and LHS speed-bar and RHS HUD turned off |
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#5
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Good points Galway. In fact, i suspect there's quite a portion inside the sim community who also subscribe to the mentality you laid out in your first point.
A few months back some of us started asking if it's possible to implement certain features, some of which have been confirmed by the check six interview as being entirely possible under the new engine. What happened was that an interfacing issue (clickable cockpits being unrealistic and clunky) was used as a red herring to throw the discussion off from the important issue...that some people who are content to fly full switch in IL2 and wish to keep flying that way, would lose the full switch "boasting rights" if SoW came with more options to tick that would make it more difficult. In fact, the debate only died down completely when the check six interview was aired and such features were described as being already in the engine. |
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#6
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#7
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Well, it's called boasting only by those who don't take on the challenge
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