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Old 09-05-15, 06:55 AM   #4
Platapus
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And we want this to run on a laptop and cost about $50.00?

The terms "realistic" "world" combined with "detailed" "crew" and "detailed" "simulation" and the rest of the stuff all comes with cost.

Computational cost, programming cost, cost in difficulty of use.

The problem is that traditionally naval games, and sub games specifically have been single player games. The player starts the game/simulator and makes a certain level of decisions, hopefully with the objective of entertainment. But realistic and single player do not go together. There is a reason why "real world" commanders have large crews.. because there is no way one person can do it all... but in a computer game, most io the time one person (the player) has to do it all.

So there has to be compromises between two extremes

1. Either dumb down the simulation to the point that only the major (how that is defined) events are present at a level that a game player can handle

2. Get the computer to handle all the mundane tasks which further isolates the player and makes the simulator predictable aka unrealistic.

Programming such a game/simulator is always a delicate balance. How much of one and how much of the other tempered with all of the costs.

No one can play a truly realistic naval simulator by themselves and few would want to play a simulator in which the computer does everything.

So this is a great list. I would also add one more thing: an intimate date with Sandra Bullock since we are making an unreasonable list of stuff we ain't never gonna get.
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