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Discussion
Staff Roundtable: The Future of Simulations
Part 1 - PC's versus Consoles
Welcome
to the beginning of a series of discussions here at SimHQ
which we think you will find interesting as well as provocative.
Provocative because we're going to be talking about the future
of simulations, that crazy hobby we all enjoy, that brings
us together and at times pushes us apart. We'll be exploring
such things as whether our little niche community is dying,
stagnant, or growing and how we may be able to influence those
trends, what really constitutes a "simulation" and
how it differs from most console games, whether the distinction
between video "games" and "simulations"
is well defined or blurring, the simulation community's relationship
with developers and publishers and how those relationships
can be made better, simulation product marketing, including
pricing, distribution methods, and expansions. Over the next
month or so we'll debate these things and more. Our contributors
will include SimHQ's Staff and Moderators, guests, and well-known
industry developers.
Our sincere hope is that these discussions will be the foundation
for action which will shape the road we're going to be traveling
on. While we always think it's good to talk about these issues,
it really fires people up when they move from talking about
things to actually making something happen, to shaping the
future of simulations. We think that's possible and we'd like
you to be part of it.
And now
this week's topic: PC's Versus Consoles. The SimHQ
Team is having a no-holds barred roundtable discussion about
this, and you're invited to listen in. You may be surprised
at the opinions, and we hope the conversation spurs your own
ideas about what the future holds for us all.

Guod:
Welcome to SimHQ's first roundtable discussion on the future
of simming. Let's get going, shall we? We'll just go around
the room. Jens, you look like a man with a lot on his mind.
Care to start us off?
McGonigle:
Why is it always me? (laughing) Sure, I'll start.
What is a sim?
A simulation. It simulates something.
Either the weather, an aircraft, a car, a ship, a tank, a
weapon, or whatever. We used to say that a simulation will
teach you how to handle the real thing. But I wouldn't like
to single-handedly fly any aircraft anywhere, with only my
sim-experience to help me. Put me into a racing car and I'd
have a go at that though, although I'd probably realize that
I had a lot to learn.
In many ways a sim without a game
would be boring for us if we wish to be entertained. The weather
man wouldn't need the simulation to be a game, but I think
we would all be a bit bored if we only had rows and columns
of figures, telling us the state our simulation was in.
So all elements concerned with visual
and audio presentation, as well as peripheral equipment, you
could say that their sole function is to spice up the mathematical
simulation and to turn the sim into a game in order to draw
the player back in for more.
Not satisfied? You want more?
We want real-life objects simulated.
Instead of a Fantasmagun we want the M75 properly simulated.
Instead of the FX-99 Annihilator we want the F-22 properly
simulated. Why? If the sim is a true simulation it would simulate
any gun, vehicle plane or vessel, even a fictional one, perfectly
well.
We're a choosy lot, because even if
we get the F-22 properly simulated we still want it to have
the correct paint scheme and operate the aircraft from the
correct air bases before we're somewhat satisfied. Isn't the
air the same everywhere? would it really make a difference
to the simulation if the plane flies in parts of the world
where it isn't operational? Does the color of the plane mean
anything in terms of simulating how a plane flies through
air?
For racing sims we want real tracks,
and if they are not accurate, or actually used in real life
with those exact cars running on them, we sneer and dismiss
the product as a game. Why is it that a fictional track, or
a real life track which is not used in the simulated series,
is so bad?
If the ship we fly past is not an
exact replica of the real ship, or it is the correct ship
but it lacks certain modifications that were in use at that
exact point in time, we knock the developers. Does it have
any impact on the mathematical simulation at all?
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