>>What's important is that as many
>>people as possible have the opportunity to enjoy the game.
>Why? OK, I'm deliberately going to be 'elitist' here, but there are now
>plenty of sims that cater for the less hard core simmer. Why should an
>attempt to produce a very realistic sim be watered down to make it more
>suitable for the masses? Keeping it highly realistic will mean it is less
>profitable but is that really a *bad* thing?
Since you are asking - yes, it is a bad thing. ;) Any company that's
in an given business for purely altruistic motives will vanish sooner
or later. Papyrus is a subsidiary of Sierra (which is in turn a
subsidiary of some larger entity). Imagine what would happen if GPL
comes out as a no-help *** sim and sells only moderately. Some
"decider" at Sierra who's maybe not as dedicated to sims as the Papy
folks, or you or I, will analyze why the program failed to make big
bucks. He will come to the conclusion that GPL is just too damn hard
to drive, and that that's the reasons for so little sales. Next thing
you know, Papy will be "advised" to code N3 and CART2 as slot car
simulators with pretty graphics and not much else. ;) Not what we
want, right?
I don't think, however, that GPL needs to be "watered down" to suit
"the masses". The nice thing about help *options* is that you can turn
them off - the sim car you're driving won't feature opposite lock help
or auto braking, the car for the casual gamer will. And everybody will
be happy. (BTW, I don't see "reduce with speed" as a driving aid in
this context.)
I expect the final game to have a wide variety of help options which
all will be coupled with tiny performance penalties, just like the
auto shift and ABS options in the demo. This way, the fastest guys
will still be driving without helps.
Let me analyse your reasoning:
If you're selling a top notch product in a comparatively small number
of units, the price per unit has to make up for the little volume.
Mercedes E300 $50000 Fiat 600 $ 5000
Mercedes can afford to sell fewer cars than Fiat because the earn more
per unit. (The prices are made up, but you see what I mean.)
TSW $ 500 T2 $ 50
Trev can afford to sell fewer wheels than Thrustmaster for the same
reason.
GPL $ 50 F1RS $ 50
Papyrus can afford to sell fewer copies than Ubi --- wait, now, if
there was a market for $500.- autosims, this might work. :)
Making computer games is a lot like the Hollywood movie industry. Box
office is most important, and the price per ticket is more or less
fixed. If the movie happens to become a classic work of art, so much
the better. I'd prefer to see GPL become the "Pulp Fiction" of
autosims, not the "Heaven's Gate". :)
--
Wolfgang Preiss \ E-mail copies of replies to this posting are welcome.
Uni des Saarlands \ and U.S. law. You have been warned.