I am also a gamer who witnessed the history of electronic gaming firsthand. I agree that in today's offerings there's a real problem with how much should be left to the imagination because it's risky trying to simulate an experience. I think this is something that game developers need to study and practise much as a director and actors must ply their craft in making a movie.
A simulation needs to strike a balance and I think if you look at what was done back in the 80's and early 90's and compare it with what we have today there's clearly a point where a line has been crossed. But that line is erratic and shifts depending on what is being simulated and the context within which the simulation takes place.
A submarine is a unique platform because while submerged, the captain and crew are experiencing much of what is happening above them "in their imagination" just like we are doing while sitting in front of the computer. No other sim has this subtle relationship as far as I know. I think the developers should pay careful attention to just how much they try to include. In short find the balance and take care to preserve it even as the technology and power to simulate grows ever greater.
When surfaced there is much more visual and audio input available but again a balance needs to be maintained. First person shooters are successful because they make the monitor your "eyes" through which you see the world being simulated. It's a formula that works well. The same can be said for flight simulation in much the same way.
But trying to do all this on a limited budget of time and money makes for a very choppy experience and I think this is where things are at right now. Time will tell if things improve or not.
__________________
Gaming Computer Specs:
CM Stacker 930
DFI LP UT X58-T3eH8
i7 920 CPU
TR 120 Extreme HS (lapped)
6 GB OCZ Platinum 1600 (8x175 = 1400)
BFG GTX 295
Silverstone DA1000W PSU
Sony GDM-FW900 24" Wide Screen CRT
WinXP Pro 32-bit
|