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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: May 2008
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I think you both nailed it.
Kids don't even read books nowadays.
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#2 |
The Old Man
![]() Join Date: Oct 2005
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I think the game companies want it this way. They want ADD kiddies that always need a new game every two weeks. It costs them less to produce such crap and they make more then they do off of people who are content with a good title for 3 - 5 years.
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#3 |
Ace of the Deep
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Location: Quebec City
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Yeah! another good point.
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#4 |
Grey Wolf
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Location: Weimar
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cut the pocket-money!!
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Life, Liberty and Property! |
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#5 |
Grey Wolf
![]() Join Date: Aug 2005
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Yup, it's all about "attention span", LOL. I forget where I saw/heard this but as a graphic example look at any modern music video such as seen on MTV (MTV is hard to watch on any given day anyway!
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#6 | |
Rear Admiral
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Location: SPACE!!!!
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Task Force industries "Taking control of the world, one mind at a time" |
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#7 |
Seasoned Skipper
![]() Join Date: Apr 2005
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The amusing thing is we are made to feel guilty for re-selling games rapid-fire despite that behavior being exactly that which is cultivated in us. Similarly, publishers and developers complain about the budget that modern graphics requires, again because that is what behavior is cultivated in us.
Entertainment being competitive strives to outdo other entertainment by having "more" and "bigger" events without a thorough understanding of how those events work. A game is often marketed as "more exciting" if enemies come at you in double the numbers, but we all know that doubling the size of the monster or the number of times it breaks out of a wall exactly on cue doesn't double the value of the entertainment. We also know that constant excitement is not possible as excitement is only achievable contrasted with slower-paced events. An ideal Silent Hunter for example would not increase the rate of torpedoings and sinkings in some blind dash to "make more exciting" but instead let those events being brilliant in their rarity while doing as much as possible to make the times over than those events enjoyable. Examples could be mechanical breakdowns, better weather, D/F radio modeled, etc. |
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#8 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
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Well... they've released four games so far, and they've been fairly sim-my. Can't blame them if they want to try a new tack. It's like the new Star Trek film, I guess, some people like it when you break from convention, some people don't.
I, too, would prefer a sim over this action game, though. I enjoy action games (like the Star Wars Rogue Squadron series), but they often irritate me more than they entertain me. The macho Hollywood approach just isn't for me.
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#9 |
Navy Seal
![]() Join Date: Apr 2005
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It's certainly about the "instant gratification" and the "I want it and I want it now" society that's crept in over the last 5 or so years.
I'm seeing it at work - 21 year olds that come and then leave because they weren't promoted to CEO within the first week (no, not exaggerating). ![]() |
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#10 | |
Watch Officer
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I've played shooters from the beginning, starting with Wolfenstein3D. I spent many years playing the Rainbow6 and Ghost Recon series. I liked these games for the same reason I like Silent Hunter... lots of brainwork and planning that pays off when you get a finely calculated attack. 20 minutes of anticipation followed by 2 minutes of excitement will get your heart pumping! COD4MW2 was just a non-stop barrage of "action." Definitely made with the ADD generation in mind. You become numb within the first 10 minutes of the game. The excitement is gone, because you're just constantly mowing down enemies, 100% of the time. It never slows down. Anticipation never builds (except for the couple of missions where you're sneaking around, but even there you're being directed where to go and what to do, so you can't plan anything.)
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#11 | |
Sea Lord
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Location: Texas
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I expect the argument was much the same when the Gutenberg Press came into being. "These kids nowadays. Don't know the value of vellum!" ![]()
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"You will take on England wherever you find her ships, and you will break her power at sea." --Iron Coffins, Herbert A. Werner http://kennethmarkhoover.com |
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#12 | |
Gunner
![]() Join Date: Oct 2006
Location: Germany
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peace |
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#13 |
Captain
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Location: Niskayuna, NY
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Could be Ubisoft and the Dev's are going by the assumption that the "short attention span" market is larger, and they can make more profit by orienting the game towards them.
However, they've still got the core followers in us old school simulator types. We're obviously devoted to the series. We're willing to spend the time modding the game into a simulator. So if they market the game towards the "SAS" crowd, in addition to providing the tools to modify the game into a sim, then they've hit both markets with a minimum of effort (thereby maximizing profits). |
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#14 |
Aviator
Join Date: Jul 2008
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I totally agree with you theluckyone17, its not like the SAS crowd will want to mod a Sim into a navel shoot em up game anyway right.
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#15 |
Machinist's Mate
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To please every crowd that can be potentially be interested in your subsim, just make plenty of realism optional settings that anyone can modify to tailor the product to his liking.
That worked perfectly in past subsim to get both the action player and the simulation player on the same product without frustrating any of them, it was just a matter of enabling or disabling whatever realism options you wanted. It was possible to get nearly an arcade level subsim in which torpedoes where autoguided by the most elite "i spot and hear everything" crew, to hit any target that moved after the player was just putting the crosshair on them, or having to setup your firing solutions just to enrage because that was a damn dud torpedo that just made the destroyer now going to be angry after he avoided your previous carefully calculated one. |
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