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Old 03-29-08, 08:41 PM   #4
CaptHawkeye
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Join Date: Mar 2008
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Quote:
Originally Posted by Sonarman
I and many others, judging by my recent Subsim poll ,its counterpart on the Ubi Forum & the huge populartity of the SHIII schnellboot mod, I suspect would actually prefer to have a surface command game next time in the style of "Destroyer Command" or the great old Microprose title "Task Force 1942".
OH how I hope they're paying attention to these. I keep hearing complaints about a surface action game akin to "player can't act on his own!" and "no stealthz, always on the run from teh planz". But in all honesty, that's just making excuses. Where would we get if just sat on our thumbs crying into our beer about challenges in gameplay design? Off the top of my head I can already think of numerous ways of dealing with the outlined problems.

Quote:
If the devs/ Ubisoft ever think about going down that road they should check out this fantastic 9 page article from simHQ, written by a former naval officer about the strengths and weaknesses of the original "Destroyer Command" game and his thoughts on what would a good sequel would contain.
I liked his article but occasionally thought he was nitpicking. I like a realistic sim, but I ALSO like a sim to be intuitive. I want a realistic game, but I ALSO want developers to acknowledge that no matter what they dream of, it IS a video game. The only way the player can interact with the world is through a screen, keyboard, and mouse. Maybe a joystick if he's lucky. Voice input if he's in good standing with God or something. But none of this equates to the efficiency of real world control.

That's why I get annoyed at games like Red Orchestra that tout themselves as "uber realistic". In RO they actually expect the player to take into account the WEIGHT OF THE GUN as he fires it! Since the changing center of balance will actually change the aimpoint of the gun on the sight! This is just insane. I'm not ACTUALLY HOLDING THE GUN. So why punish the player for something totally out of his control or even influence? Let the avatar "handle" things like that. You can't tell me a trained or experienced soldier wouldn't subconsiously know to compensate for something like that.

Or RO's tanks. They again claim "ultra realism" because they force players to use multi crew. But again, it's not realistic, it's just annoying. A real tank crew, one with experience and TRAINING, would act as a single entity. That's why if you were to ask me who's tanks were more realistic in that aspect, Forgotten Hope's or Red Orchestra's, i'd say FH. A good sim is both realistic AND intuitive. A sim that is diffcult to control or unwieldy is ironically not realistic.
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