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RE: Exodus
Posted: Thu Jun 03, 2010 11:30 am
by XenoHelix
The basis of my argument was "how FUN is interpreted in the Game Industry Area" (I'm not in the Game Industry though, and not intent to be). Your arguments reflect your personal taste which is equally understandable, since you're a potential customer and you're stating your preference as to what you feel is entertaining for you and what game you would definitely buy (you do buy them, right?

).Your best chance of getting what you want, which unfortunately is not under your control, is for some hobby attempt of a person with the same preference as you and of course some decent development skills. And before someone slaps me on the face, by 'Hobby' i mean that such a project will hardly find the market base to convince any development studio/team to commit resources to it. I know, believe me ..... I'm still waiting for my needs to be serviced ..

RE: Exodus
Posted: Fri Jun 04, 2010 12:51 am
by sscadmin
micmanos wrote:
Your arguments reflect your personal taste which is equally understandable, since you're a potential customer and you're stating your preference as to what you feel is entertaining for you and what game you would definitely buy (you do buy them, right?

).
Of course I still buy them but not too recently though. There really hasn't been a game that wow'd me recently there is some in the works that I cannot wait to get my hands on. Last two games I bought were Space Force and X3TC. Everything else I play now are either WIP or old games. It might be my preference a little bit but also more observations since I visit lots of sites in my travels for info for SSC. I know you cannot make space game interfaces to simplified because of all the options players want in a game. But I have played games where literally every key was used on the keyboard and that is just insane and pulls away from the experience for me. But I know there are people that like that type of thing but that is a much smaller crowd.For instance watch this video of this game:
It takes you 10-15mins just to run a system check :)So if you have cockpit complexity like this in a space combat game I think the game would only be appreciated by a few.
RE: Exodus
Posted: Fri Jun 04, 2010 4:45 pm
by XenoHelix
@Darkone: Regarding the video and the pre-flight check i can say that if the actual procedure on this helli is as shown, then it's a Simulator alright. If it's entertaining to some people, they can call it a Game but since it's a common practice for a word to be defined by majority, i wouldn't call it that.I've got a question for that 'Game' ...What happens if you hear ... "SCRAMBLE, GO .. GO.. GO !!"

RE: Exodus
Posted: Mon Jun 07, 2010 12:03 pm
by S77thArcher
Ah DCS:Blackshark. I play that game a good bit, as do a lot of other people. That video is of the in game tutorial for the start procedure which goes through it very slowly. The current standard for zero to combat ready in my squadron is about 45 seconds. If we are not in a hurry we usually take about 2 min. And yes, that is a 100% accurate start sequence, and every system on the KA50 functions as it should in real life. It is definitely a sim, but I don't think that makes it less viable as a game. There are people out there who really enjoy this type of game play. See any of the MS flight sims, X-plane, Falcon 4.0, Orbiter, Fighter Ops, the DCS series, and tons more. The communities for these games are not huge, but they are long lasting and dedicated. What other demographic would spend $500 for a flight stick (http://www.saitek.com/uk/prod/x65f.htm), $100 for a rudder pedal set up, $200 for track IR all on a game that cost $14.95? Thats not even getting into the cost of the computer rig and monitors (yeah, most people I know fly with at least three screens) or those guys who spend thousands on cockpit mock-ups. And just about everyone of my flight sim buddies are also fans of space sims. So I do think that you could capture a large enough player base for such a game to be successful over the long term.