Not entirely. There's no amount of nurturing by the player that can turn
something like Stunt GP into a sim. There's also no getting around the
arcade build-up of having to "earn" cars and tracks in some games. I.e. it's
possible for the player to pull a game, which threads the line between sim
and arcade for the sake of perceived playability, over to the sim side of
things by concious effort, but it can only go so far.
Ah... the magic words: "some people".
Yes, it helps when a developer communicates and, more importantly, "levels"
with *us*. It's much easier to come to terms and "forgive" a design decision
when it's presented up front and defended with reasonable argument. Unlike a
certain contender in the Nascar sim field I might add... if I was bitter,
which I am.<g>
The historic/nostalgia part does play a major role I think. Anyone who's
interested in motor *sport* (as opposed to those into brand name cult
through the vehicle of motor racing) is going to be dissapointed by most of
the comtemporary/big bucks offerings. - With the notable exception of Moto
GP... is there any limit to this guy Rossi? - Even I, who was too young to
be able to appreciate this era when it actually happened, find it somehow
"purer" / more worthy.
There's nothing detail about a title/demo failing to deliver even the
remotest sense of "being there" for the majority of posters. It's not like
people here don't try to get into things... *we* are the worst bunch of
tweakers and fiddlers to ever disgrace the face of the earth. If it's not
there it's not there, sadly.
What inconsistency? A game either succeeds in immersing the player or it
doesn't. Everything else is secondary. Those for whom the game pushes the
right buttons will comment favourably, those for whom it doesn't, won't.
There is fairly little gray area here... the game may have all the
licencing, flashy graphics, great framerate or whatever in the world: if it
doesn't succeed in grabbing the player he/she won't like it (and, usually,
be verbal about it).
Agreed, but on the other hand Bugbear and Ilari never claimed the opposite.
From what I've read they aimed to produce a game which both the general
gamer and the simracing enthousiast could enjoy and, IMO and from what I've
seen so far, they've succeeded admirably.
You have a point there. Personally, though I'm not even looking at these
items. I'm not even really listening to the co-driver. I'm *driving* at the
limit of my ability... there's no time for distractions.
Pace notes are a sore point in most rally sims. The obvious solution of
incorporating "recce's" and allowing people to compile their own notes has
obviously not sunk in (and would be out of place in the general context of
RT, IMO).
Exactly... I found myself doing stuff on purpose to sample the entire
spectrum of his sarcasm. Too bad he responded to driving the stage like a
granny by stating "finish". <g>
Not the impression I got, sorry.
Wait a minute... you agree there are shortcomings in GPL, so why would we
"want" GPL on gravel? -The aim must be to experience "the next level" in
simracing, IMO.
I see what you're getting at. However, I think it's easier to accept a game
where unrealistic events still produce a reasonable result as opposed to one
where a reasonable input triggers an unrealistically bad result.
Jan.
=---
"Pay attention when I'm talking to you boy!" -Foghorn Leghorn.