of $X. For a simulation, this means that they can choose to spend it on
people with excellent programming, math, and physics knowledge, or they
can spend more heavily on graphic artists, etc. There is always a
balancing act in how the money is spent.
Whenever I start up a "sim" and am immediately greeted with a super-
glitzy user interface, the warning bells start to go off. All these 3D-
look controls with twirling, animated actions and ker-chunck, ker-chunk
sounds may be de rigeur on an arcade console, but they tell me
something about how the development budget was spent. All too often,
when I finally get into the "sim" part of the game, I realize where
they must have spent the most -- and it wasn't on the simulation part
of the product!
GPL is a good example of what I expect to see in a hard-core
simulation. Simple, minimalist 2D setup screens; no fancy animated
intros; to-the-point options and settings. Even the scenery and special
effects are minimal -- who has time to look at the scenery and shadows
when you're trying to drive a hot lap?? And when you get into the
simulation itself, you realize where they spent their budget: on the
math, physics, and efficient software implementation. When you think
about what this game is doing -- in real-time -- it is very, very
impressive.
OTOH, the emphasis in what I've seen so far from companies like EA
Sports sends my expectations in a different direction. I have not
played SBK2000 for very long yet, but so far it seems like they spent a
lot more time on the UI and graphic glitz than on the simulation. I
hope that F1 2000 does not also follow this trend (but I suspect it
will).
BTW, this is not to say that a game can't be produced that has all of
the special effects AND is a great simulation. It's just that this
would require a correspondingly larger budget.
Doug Gordon
Sent via Deja.com http://www.racesimcentral.net/
Before you buy.