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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | ||
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
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![]() Quote:
Rather, in every case it is the industry dictating the direction of the consumers - so why should games be any different? In fact, I'd go as far as saying letting the community dictate the design of a game is a recipe for disaster, as design by commitee always is. The problem with gamers in general is that they tend to be conservative, reactionary, don't think things through completely before they demand things and suffer from a bad case of rose tinted glasses. And then you have the dilemma of what part of the community to listen to. Do you listen to the hardcore grognards who want full procedural simulation with every last knob modelled and who froth at the mouth of the very thought of conceding realism for the sake of gameplay, or do you listen to the lite simmers who absolutely do not want a superhardcore procedural simulation but rather want a simple to learn UI and fun gameplay mechanics? And are you going to listen to the nuke fans, the uboat fans, or the fleet boat fans? Budget says you can't please them all. Who gets to decide what the final game evolves into? Those who bitch the loudest? Like I said, AOD is the best subsim ever and it was done in a time when forums didn't even exist. Whereas sims have become increasingly unsatisfactory ever since internet communities began bitching about "how it should be done". Quote:
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