![]() ![]() DCS world adheres to an un-circumvented physics engine and set of relatively constant weights and measures. "The beauty of this game is that the complexity can be modulated by the player. I can only tolerate so much make-believe, sci-fi, and pixy-dust before my brain gets tired of pushing the 'I believe button.' Flight games need to at least adhere to basic physics and DCS certainly does that. ![]() Ultimately that means it must somehow be rooted in reality. Personally, a game needs to make sense on some fundamental level. Others may view this as close to a job and want a break from this aspect of reality, anyone's guess is as good as mine. They are exceptionally challenging and once mastered there is a sense of genuine accomplishment. Maybe the niche is that these games pull form the same skill set as something tangible in real life. Case in point, most questions asked of me are how to more accurately fly around the boat, individuals would then practice for hours without ever engaging a target. Learning to fly is as much an accomplishment as defeating an adversary. 'Tedious,' 'restrictive,' or the most amusing to me, the ever anecdotal 'not fun.'Ī good flight sim is 'hard' by nature with significant 'consequences.' There is a learning curve, if you do not posses the skills bad things happen until you do. Now it seems these aspects are considered undesirable. With regards to flight sims, the challenge of learning how to operate and fly an aircraft was as much a part of the game as shooting the bad guys. 'Perma-death,' create a 'character' and live with the ramification of your decisions good or bad, have only what you brought with you to the battlefield, no endless re-spawning of resources, every rock did not have gold under it. ![]()
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