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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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Old 05-05-2012, 04:34 PM
Madfish Madfish is offline
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Quote:
Originally Posted by DroopSnoot View Post
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Its a battle simulator, i say this as the aim was to accurately depict what being in a battle feels and looks like as well as showing its true pace and nature, i feel it nails this 100% for infantry and vehicle warfare making it far from mainstream FPS, its like the difference between Birds of Prey and IL2 Cliffs of Dover.
I'm not saying it's a bad game, I like ArmA 2 and have all the expansions for it - it's not a sim though. ArmA 3 might take it a step further but ArmA 2 felt a little too... virtual.
It did a good job with infrantry, was okay for vehicles. But the Choppers and planes were a joke.

But then again. Think about it like this:
ArmA was 90% of the time an FPS. You had a mouse, a keyboard and you ran around and shot at things. You didn't need, and this is the important difference, ANY additional hardware. You didn't need a joystick, rudder pedals, a seat for simming, steering wheel, shifters etc.


The biggest issue todays sim games have are:
  1. hardware requirements (yoke, throttle, sticks, pedals, wheels etc.)
  2. little or zero support for multiplayer and community interfacing
  3. boring and time wasting campaigns (unemotional, unsatisfying)

Hardware and interfacing should be obvious. Campaigns are a big problem though. Most games have decently written stories and campaigns these days. Sim titles however are just a joke. It's not hard to make a mission where you take off at airport A and a flight of X planes is heading towards you and you need to intercept. For the reality lovers such missions could be done in like a day or so by most skilled people here on the forums. But a decent campaign with voice overs, cut scenes, emotional twists and turns... a vivid living story... that's hard to achieve.

So the consequence is that the genre is unattractive to many players simply because the games are bland and boring. The fidelity of simulation DOES NOT MATTER. See World of Tanks. Totally unrealistic crap but players play it in the thousands and dump LOADS of money into that "game". In that case it wasn't the good story but the not-time-wasting gameplay and the multiplayer interfacing.

There's loads of examples but if the sim genre wants to survive they need to tune more than just their sounds, damage model, flight model or whatever.
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