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Editorial
The Future of Simulations
Part 4 - Following-up on
our staff roundtable discussion, Chunx brings some more points
to the table.
by Chunx
Hardcore Sims For The Console:
The Right Stuff?
Recently a SimHQ member asked
this question after reading our technology report from E3:
While I was reading about
the PPU I started wondering if this new hardware will bring
new life to flight sims especially air combat sims. I think
it'll bring our hobby back to life. What do you guys think?
To answer that question, I'd like
to use a quote from the movie "The Right Stuff":
"You boys know what makes
these birds go up? FUNDING does. No bucks, no Buck Rogers."
Don't
confuse technology with marketability. It's not the technology
of a Physics Processing Unit that will bring hard-core flight
sims back to life. Heck, flight sims were the dominant PC
titles in the days of the Mac Plus and Pentium I chip, when
8MB of RAM was really a lot. In other words, it's not slow
frame rates that are causing folks to steer away from flight
sims, its consumer preference.
What's causing flight sims to go away
is the lack of profit margin in the marketplace. They cost
a lot to develop and sell relatively few units. A lot of the
current consumers of electronic entertainment are into a quick
entertainment thrill and 'sexy' graphics, uncomplicated controls
and little to no learning curve (or challenge to master, really).
I met some of these folks at E3 and hearing what they like
in a game saddened me.
Likewise, the "suits" in
the boardroom want mass consumption, low costs and fast turnaround
in order to maximize profits. Flight sims provide none of
these. I think high-end racing sims only do better because
there's no complex avionics to learn and the learning curve
is relatively lower, in that most people have a driver's license
and understand basic car control, but few understand Hi AoA
handling characteristics, BFM or landing techniques.
So if you want hard core sims to stay
alive, the answer is by voting with your wallet.
During the last day of E3 I
was waiting in line for my turn in the Adrenaline PC hot
lap competition. Two young adult males were standing
near the line, watching folks drive the VRX cockpit simulator
with GTR, struggling to put in a fast lap time in the competition.
The two had already driven, using the always full throttle,
never lift, then stab the brakes and turn driving technique
that works so well in most console racing games. Of course,
it didnt work so well for them in GTRs Simulation
Mode. As they watched other drivers negotiate the course,
one said to the other, I dont know what folks
think is so great about this game. I mean, the cars dont
even drive like real cars. Come on, lets go back (to a console
racing game at another display).
I think they were right. GTR
doesnt drive like a real car. But it does drive pretty
close to a real race car. And if their only real driving
experience is just piloting their little Toyota Corolla around
town at 40% of its capability, then I suppose they wouldnt
know what a real street car feels like at the limit, either.
You might be tempted to say, humph! What do they know!
But for the game software marketplace the hard answer is,
they know what they want in a game. So keep in
mind these guys arent wrong. They represent
a large segment of the marketplace and right now
theyre speaking louder than we do.
That
might lead you to conclude that were doomed as a genre.
Since weve always been a small niche, and our tastes
in software are expensive to produce and support, our collective
wallets will never be able to out-shout the console zombies,
right?
Absolutely. BUT, then again we dont
have to. We have to speak loud enough to make it worthwhile
and safe for companies to produce products like
this. Once the market is saturated with brainless titles,
therell still be room in the margins a company
to make a profit. Thats where we come in, assuming we
havent slit our own hobby throats.
Right now, today, our savior comes
in the form of independent, low-overhead studios filled with
folks who count themselves in our ranks the ranks of
the hard-core realism sim community. Their operating costs
are lower than the big corporations, and as a result theyll
see a larger return on investment with a niche title like
a sim than a big company would. And besides, theyre
not in it for big money, because for these dedicated folk
the profit is also measured in terms of artistic expression
and community reputation. Its a labor of love, so to
speak.
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