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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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#1
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I personally prefer the realism of a flight sim (I too have been playing them for quite some time). Over the more "user friendly" types of sims. I like jumping on line and doing a co-op dynamic campaign, or a good old fashioned dogfight. Just because our two tastes differ doesn't mean that either of us is inherently wrong or right. No game ever will appeal to all consumers, and will always miss out on a demographic of one kind or another. Yes Combat Flight sims are a niche market of the Flight Sim niche market, but that shoe fits the other foot too. MMOFS are in fact a niche of a niche as you say. In time we will have dynamic campaigns, and hopefully then you will give it a shot. I am sorry you can't really enjoy online play due to the latency inherent in satellite. |
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#2
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I've also like Nearmiss never enjoyed a computer generated campaign, a good scripted campaign gives me much more enjoyment, immersion and historical accuracy a computer generated campaign cannot deliver.
All I want is to focus the time spared by not creating a dynamic campaign to be put into the dynamic weather, that is something we'll all benefit from, in any aspect of the sim. If time was not limited I'd of course say we would be best off with both, a dynamic campaign and a dynamic weather system, but there so much more to work on after BoB has been released. Last edited by Sven; 02-12-2011 at 05:34 PM. |
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#3
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Reading these "Spit girl" posts is not unlike flying the same scripted campaign over and over again. It's amusing at first but it gets stale after awhile.
So now the artist(s) who had created the uncontested most re-flyable sim of all time have added a little flourish to their latest creation. Instead of standing back to contemplate and admire their creativity (which will in no way devalue their work overall) we who love the sim start a verbal fist-fight in the art gallery "I DON'T LIKE SPIT GIRL" / "I LIKE SPIT GIRL" while the uncomprehending public wonders -- "what in the hell is up with them?" |
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#4
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I find it amazing that people can't drop the price of a couple pizzas and beers for even a one time fly thru of a scripted campaign. "Triggers" should make even a scripted campaign very interesting. You should get at least a few weeks of entertainment with the knowledge there will be more dynamic campaigns in the works by third parties and developer. This minimum investment could insure the long life of the only WW2 combat flight series on the market for the foreseeable future.
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#5
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The way it reads to me is "i was a strictly multiplayer flier, but now that i lack the required connectivity i'm upset about the trimmed down single-player". It's all fine and dandy if you are, but (and i say this with no intention whatsoever to insult you) this is just a repeat of what we see so often on these boards: "i want the features that are important to me personally, overall balancing of the product be damned". Ok, i'm exaggerating a bit here to illustrate the point (in fact you seem like a much more civil and level headed fellow than many old-timers of the forum Don't get me wrong, i am not one to take whatever is served to me under the excuse of "buy it or the genre will die". However, i don't base my decisions on a single feature alone. For example, i didn't buy Rise of Flight because i disagreed with the way it did some things. Notice the plural here, it was a decision based on 4-5 different instances of what i considered shortcomings, not one. For CoD, i will buy it because the amount of things i agree with are more than the amount of things i don't and guess what, i too am a fan of having a proper dynamic campaign in the sim, especially if it's done in a way that we can use both of online and offline play. Again, you're perfectly entitled to think this way and buy at a later time or not at all, i'm not going to try and convince you. It's just that this focus on a single feature seems a bit shortsighted to me (especially when you discount FM/DM in favor of playability in a simulator game about aircraft, if we all wanted it like this we'd still be flying lucasart's secret weapons of the luftwaffe), more so in fact under the current situation: they can release the game now and get cash to work on the dymamic campaign to be patched into the game at least a year from now (according to their words), or delay the entire game for a similar time frame. I think they did the right thing by providing us with options, since you can enforce this delay on yourself by not buying early while the rest of us can enjoy whatever is there. Just because the game is incomplete for some people, it doesn't mean the rest of us should be unable to play around with what's already there while waiting for the improvements Quote:
This is coming from one of the developers that was actually responsible for designing the campaign engine. He said that they didn't want to do a simple dynamic campaign like the one we have in IL2, but one that will do the rest of CoD justice. He also said that it was a very hard decision for him to postpone it, because he had already prepared a few hundred pages of documents on the subject and that's just for the design phase, how it should work, what features to have, etc. I already said i'm a fan of having a dynamic campaign that's good for single and multi-player use. Imagine people flying fighters over the channel in 30 minute hops to the combat area. On its own it's not much. However, if i'm flying a catalina in bad weather along the convoy approaches and hunting for U-boats, those players who are after a quick dogfight are actually shielding me from having enemy fighters wander into my operational area and we get a bit of spontaneous synergy going. Now, if the campaign engine is good enough, me sinking a U-boat or just driving it away and saving the convoy, would have a positive impact on the amount of fuel, ammunition and spare parts these dogfighters have at stock on their airbase, and so on... It's this kind of a campaign i'd like to see, one that the strategic layer can be automanaged by my PC (or the server, if i'm flying online), but may also be optionally managed by the players (for fans of BoB:WoV), missions have consequences in the proper scale (not winning the war thanks to the efforts of one pilot, neither having our actions have no effect at all, something in the middle), etc. However, this is a massive undertaking for such a small dev team, it's like an entire separate module to the base simulator, so it's going to cost some time and money. It looks like the three of us (me you and the developer) all want the same thing, but real life constraints are forcing a simple choice: release a simplified campaign generator now, or release a proper dynamic campaign similar to the one we want next year. |
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#6
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Anyway, yup, until say 3 years ago, I'd only done online flightsims since the early 90s. Dial-up sucked for everything else but at least it could do a server-client MMO game as well as broadband. Quote:
So what would you do? Buy the thing now and just admire the paint and chrome, without getting to ride it as you want, or wait a few years and buy it used for less than 1/2 the price and be able to hit the highway immediately? Quote:
www.stormeaglestudios.com So I'm really not impressed by this argument. Reading between the lines, as a member of the industry myself, I see the lack of a dynamic campaign in COD as just the latest chapter in the long, tragic saga of Evil Publishers chasing short-term profits and to Hell with the interests of the Good Developers, the genre, and the customers. Ubi told Maddox that the game WILL ship by such-and-such a date, so Maddox had better have the FM, DM and artwork done by then, leaving no manhours left to do a campaign, and all gameplay worthy of the name limited to "small batch" online. This is why my company is an "indy", as in it self-publishes. Quote:
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#7
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While i share your complaints about how distribution companies handle game releases nowadays, i think we have to be a bit honest with how the community at large operates as well.
I would probably have no problem waiting an extra 6 months to get a fully polished product and by the sound of it, it seems you share this opinion. However, there's a large part of the community who's been chomping at the bit, going "is it ready yet?" and "how much longer?" all along the way. I too dislike incomplete games but i know there is no such thing as a 100% complete and realistic simulator. The thing is, what happened with CoD was a choice of "scaled down release now" instead of "full fledged content half a year later". I have no problem either way, because i can weigh pros and cons and if the "completeness index" is to my liking i can purchase, if not i can wait until more things are added (which is exactly what you describe, it's a perfectly valid outlook on things). The stirring up usually comes from members of the community who on one hand want the game to ship early, but on the other hand don't realize that this will put a dent in things with regards to how complete it will be. I'm not referring to you here, it's obvious you realize this counter-balancing going on behind the scenes and i would expect no less from a member of the industry. What i'm trying to say is that just like the features that make it into the release version are a compromise between time, cost, feasibility and hardware requirements, how to deal with the community and balance the desires, wishes and sometimes downright demands between different groups of fans with diverging agendas and priorities is also a tough balancing act |
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#8
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Sorry about the shouting, I'm a little excitable with all this tension over waiting for COD. |
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