Intersting post.
I see your point, but surely you don't mean "completely pointless"?
Should they pay no attention to realism? I'm sure a lot of replies will
disagree and say "make it as real as you can". But I agree that some
concessions should be made for the user's hardware/environment
limitations. The tough question is "where?". How about best of both
worlds, make it as real as possible with options to simplify it for
those seeking gameplay?
I happen to think most simulations botch the realism anyway. No need to
go into where Air Warrior, Falcon3, F14 fail (afterall this is a car
group :-).
Question for you car experts, are you *sure* the driving model in ICR is
up to all the hype? I just ask this being a natural skeptic, and seeing
how people still say similar for Falcon3's crappy flight modeling.
I'd be interested if you'd expand on this. What physical feedback aside
from audio and visual are you referring to? I can guess some, but would
like to get your untainted view.
With practice, you can do quite well at ICR. True, it is frustrating at
first. I especially had difficulty with understeer into corners. But
witha lot of laps, and complete attention, I think I'm turning better
laps than I would ever do in a real car, with full sensory feedback (and
this way, I live to write about it :-)).
Don't forget audio feedback. I consider this an important part of the
cues in ICR.
I'll have to try traction-off sometime. I love (loved?) WC/F1GP. Just
went back to it after a while. The "riding on rails" does seem to
detract now. But I agree it offers a fine realism/playability
compromise.
I don't mind spending some time getting acquainted. Perhaps an
easy/realistic option would be well-advised. But again, with time, the
car becomes quite controllable.
I agree in part. The main problem with flight sims is, of course, not
being able to feel the G's. So for one, I want a G-meter in the plane,
whether it was realistic for the period or not. The other main concerns
relate to visibility and situational awareness. One can see about 180
degrees in reality. All flight sims limit your monitor view to around
90 and sometimes much less. Any you have to hit key after key to get
up, L, R, down views. Many "padlock" versions are trying to address SA.
These are usually some kind of consession to the recognition of the
limitations of the medium.
Again, I'd be interested in your estimation of the problems, and ways to
adress, the medium limitations in driving sims. And what makes you
think that ICR's driving model is ultra-accurate. (not saying it
isn't)
Hope I didn't disappoint!
Dave