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To please every crowd that can be potentially be interested in your subsim, just make plenty of realism optional settings that anyone can modify to tailor the product to his liking.
That worked perfectly in past subsim to get both the action player and the simulation player on the same product without frustrating any of them, it was just a matter of enabling or disabling whatever realism options you wanted. It was possible to get nearly an arcade level subsim in which torpedoes where autoguided by the most elite "i spot and hear everything" crew, to hit any target that moved after the player was just putting the crosshair on them, or having to setup your firing solutions just to enrage because that was a damn dud torpedo that just made the destroyer now going to be angry after he avoided your previous carefully calculated one. |
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The amusing thing is we are made to feel guilty for re-selling games rapid-fire despite that behavior being exactly that which is cultivated in us. Similarly, publishers and developers complain about the budget that modern graphics requires, again because that is what behavior is cultivated in us.
Entertainment being competitive strives to outdo other entertainment by having "more" and "bigger" events without a thorough understanding of how those events work. A game is often marketed as "more exciting" if enemies come at you in double the numbers, but we all know that doubling the size of the monster or the number of times it breaks out of a wall exactly on cue doesn't double the value of the entertainment. We also know that constant excitement is not possible as excitement is only achievable contrasted with slower-paced events. An ideal Silent Hunter for example would not increase the rate of torpedoings and sinkings in some blind dash to "make more exciting" but instead let those events being brilliant in their rarity while doing as much as possible to make the times over than those events enjoyable. Examples could be mechanical breakdowns, better weather, D/F radio modeled, etc. |
Well... they've released four games so far, and they've been fairly sim-my. Can't blame them if they want to try a new tack. It's like the new Star Trek film, I guess, some people like it when you break from convention, some people don't.
I, too, would prefer a sim over this action game, though. I enjoy action games (like the Star Wars Rogue Squadron series), but they often irritate me more than they entertain me. The macho Hollywood approach just isn't for me. |
It's certainly about the "instant gratification" and the "I want it and I want it now" society that's crept in over the last 5 or so years.
I'm seeing it at work - 21 year olds that come and then leave because they weren't promoted to CEO within the first week (no, not exaggerating). :doh: |
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I entered my job as a Junior Programmer when I was 21. Since I'm outsourced, as the vast majority of people working here, I think I'll still be Junior until I am 50, or until I leave to another corporation where I'm a little better paid. :shifty:
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but i strongly believe, there are still a lot of people who like to have some deeper goin game content. and this niche (it always was!) will not die. |
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Whether you see creating such games as art or as a business, both aspects are influenced by social trends. And always where. But trends also change and old habits experience some kind of reappearance over time. Like I read about the other day that those career-orientated families with few to no children getting out of fashion again and somewhat larger families are having a slight comeback, at least in Europe that was. So style and taste in gaming, movies, music and many other things that are influenced by society might change back too. Another possibility is that society as a whole won't slow don't but that individual people will start searching for some slow down in their lives which could lead to a more thought-full approach of gaming as well. |
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I've played shooters from the beginning, starting with Wolfenstein3D. I spent many years playing the Rainbow6 and Ghost Recon series. I liked these games for the same reason I like Silent Hunter... lots of brainwork and planning that pays off when you get a finely calculated attack. 20 minutes of anticipation followed by 2 minutes of excitement will get your heart pumping! COD4MW2 was just a non-stop barrage of "action." Definitely made with the ADD generation in mind. You become numb within the first 10 minutes of the game. The excitement is gone, because you're just constantly mowing down enemies, 100% of the time. It never slows down. Anticipation never builds (except for the couple of missions where you're sneaking around, but even there you're being directed where to go and what to do, so you can't plan anything.) |
Ah these kids today with their Rock and Roll :damn:
Kids! I don't know what's wrong with these kids today! Kids! Who can understand anything they say? Kids! They a disobedient, disrespectful oafs! Noisy, crazy, dirty, lazy, loafers! While we're on the subject: Kids! You can talk and talk till your face is blue! Kids! But they still just do what they want to do! Why can't they be like we were, Perfect in every way? What's the matter with kids today? Kids! I've tried to raise him the best I could Kids! Kids! Laughing, singing, dancing, grinning, morons! And while we're on the subject! Kids! They are just impossible to control! Kids! With their awful clothes and their rock an' roll! Why can't they dance like we did What's wrong with Sammy Caine? What's the matter with kids today! Oh and another thing GET OFF MY LAWN! :D |
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I have to say, I disagree with the notion that it's the kids' fault :D From what I am seeing, there are plenty of young people who enjoy things like a good book, strategy game and other "sophisticated" activities.
I put the blame squarely on the guys in suits. For them, indeed, "Today everything has to be quick." They want to make a quick buck, and so they choose the quick and easy path: make a game with great graphics that will look good in the previews (those previews are not just meant to impress the public, but also the other suits in the industry), and cut corners and development costs where actual gameplay is involved. They know this will look good on their resume, so after two or three projects they can move on to something else. It's a phenomenon you see in all sectors, not just the games industry. All that talk about "gearing the game toward the casual player" is rubbish corporate speak and they know it. It's all about maximum profit for minimum input. In the times when the market wasn't dominated yet by a handful of big developers/publishers, companies thrived on the reputation of their products. These days this has become unimportant: instead you generate quick cash so you can buy out your smaller competitors. Darn it, I want a revolution :arrgh!: |
I have a theory to;
I'll be playing alot more GRAW2 in the future since the latest PC build can deal with it full bore. Funny thing about that I have local saves and it's by Ubisoft so they still get their 9$. |
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