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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Chief
![]() Join Date: Mar 2010
Posts: 325
Downloads: 42
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My point is that some competition would be good for the subsim community, but if you want to make the case that we are better off living with Ubsiofts dominance of the subsim genre - be my guest... |
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#2 |
Born to Run Silent
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Sorry, I apologize for the short, snotty remark
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SUBSIM - 26 Years on the Web |
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#3 |
Fleet Admiral
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It would be cool if Sid Meier would do an updated version of Silent Service.
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#4 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
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Follow the progress of Mr. Mulligan : http://www.subsim.com/radioroom/showthread.php?t=147648 |
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#5 |
Chief
![]() Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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Neal,
"There are excellent smaller developers out there, but I doubt very much any of them can make an AAA title like Silent Hunter that will match our expectations. Even before Ubisoft took over the SH series, there has only been one game that rose to the level of SH: Aces of the Deep. And Sierra, even with the crack Dynamix dev team ready to make a sequel, decided it was not profitable. They decided it was not profitable." Triple A? I dont think any SH title (unmodded) could be called that except for maybe SH3 (introducing the dynamic campaign). Of course that is a matter of opinion. I reckon the major appeal of SH games since SH3 has been the dynamic campaign. Just like the major feature of F4 was that it boasted one of the first realtime complex dynamic campaigns for sim enthusiasts. Why are these two games so popular amongst sim fans? Because they have *dynamic campaigns*. I know i keep saying it over and over but i think its improitant to grasp what makes SH popular regardless of the bugs, and broken implementation of major aspects of the game. I dont buy the excuses that a sub game is not profitable and the only reason Ubi can do it because they just recycle most components from the previous Sh games. Each release can bag anywhere between $10m-$20million gross on a 200k-400k sold at $50 per copy. A dev team of 25 artists/programmers working for 2 and half years cannot produce that game and make a profit? When corps talk about profitability they often have very inflated ideas about RTO, especially when they compare that title next to say a much more populist title like Assasins Creed. I take what those companies say about profitability with a large grain of salt. "Anything is possible, I suppose. But there is a lot more evidence that a game as good as SH3/SH4 can only be created by a large publisher like Ubisoft. And with a weak SH5, if anyone was going to try to take that market over, now would be the time. I haven't heard anything at all that remotely sounds like this will happen. EA is making a major sub game, but it will be like Battlestations: Midway, and it's X-box all the way, baby." Whether in a year or two or a decade, there will be other sub sims and they wont always be made by Ubisoft. |
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#6 | |
The Old Man
![]() Join Date: Mar 2002
Location: Ayr,Scotland,UK
Posts: 1,393
Downloads: 79
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" We want you to feel good about yourself while you're playing. This went off the tracks with Flight Simulators: early on they were accessible and easy to play. Then we got to every iteration where they went more complex, more realistic.. and pretty soon the player went from I'm Good to I'm Confused. My plane is falling out of the sky. The fun went out of it. Keep your player feeling good about themselves." Add to the fact that SH4 sold a lot less copies in the US than SHIII and you have to question the viability of a Pacific theatre subsim.
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"The action is simulated...the excitement is real!" Microprose Simulation Software. |
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#7 | |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
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Granted...the engine itself is what costs BIG $$$ to make. And Ubistank isnt about to release even the SH III engine. But if modders like the GWX/RUB/RFB can make such wonderful mods that in essance redifine the game.... then I dont see why the Devs couldnt find funding to remake a new series. |
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#8 | |
Watch
![]() Join Date: Mar 2010
Posts: 20
Downloads: 12
Uploads: 1
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That said, I do think a lot of very interesting non-mainstream games are produced in Russia. I just wish they'd be more consistent in support and more ambitious about selling and supporting english versions. Too often, an english version is delayed 6 months or more, or is just never released at all, and too often games are released and immediately abandoned without much needed patching. |
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#9 |
Lucky Jack
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I hope for a russian/eastern european take on a subsim. They tend to make some pretty good sims from time to time.
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#10 |
Watch
![]() Join Date: Mar 2010
Posts: 20
Downloads: 12
Uploads: 1
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#11 |
Lucky Jack
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#12 | |
Stinking drunk in Trinidad
![]() Join Date: Jan 2010
Posts: 349
Downloads: 0
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Seems like modders are still on board in sufficient numbers to turn this baby around (assume all the functions and basics required to make the 43-45 part come true are there). So I'll keep watching and hoping for the best. If it doesn't happen, then I hope someone else will take this genre up...
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Scientific facts are not determined by the opinion of the majority, nor by a democratic vote. |
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#13 |
Swabbie
![]() Join Date: Mar 2010
Posts: 8
Downloads: 8
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Just to add something to the thought of 'the future of simulation gaming':
I remember, when I was flying helicopters in FS9 and FSX in a community in the US, named hovercontrol, I met some people who were a combined Operation Flashpoint/Flight Simulator Clan. They played both titles, simulated combined air/ground missions with both games. And they didn't even mind the huge gap they had to jump when switching between both games. What they did with imagination can be done with a great bunch of gifted developers and modders. And it cannot be done with a huge publisher like Ubisoft. Unite. Please. ![]() |
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#14 | |
Old Stormalong
![]() Join Date: Dec 2007
Location: The Gret Stet of Loosiana
Posts: 232
Downloads: 104
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Neal, What about SES' Jutland, Eagle Dynamics' DCS series, neoqb's ROF, eSim's SBpro, Graviteam's SF: Kharkov 1942, OBD's OFF etc, etc. There are a lot of small, sometimes self-published developers that can produce very complex (more than SH), and often graphically acceptable (DCS, ROF, SF) sims. My point, there are a lot of groups who can meet or exceed our expectations. Indeed, as far as fidelity, complexity and accuracy are concerned, SH would be beaten by all of the above. Some can equal it in graphics too. |
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#15 |
Swabbie
![]() Join Date: Mar 2010
Posts: 8
Downloads: 8
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Problem with some of the beforementioned studios is, that the studios are not game studios in the first place. Take DCS or ArmA for example. These publishers are mainly doing titles which sell pretty well to special customers like armies of real states. With these titles, it was luckily the case that the professional (as in 'serious') sim also had some parallels and quite a big market in the gaming sector, so a slightly different and a more or less simple version was released as a pc game.
Many publishers do not have the background of commercial 'serious' sims, which is a background that provides a lot of freedom to them in terms of funding. |
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