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Is it? Are all the mini-mods that change this sort of stuff absurd too?Inverness wrote:ASPECT is correct. To suggest something as fundamental as the physics model of the game could be made optional is absurd.
That may be true, but it isn't the same as "nothing should ever be optional".A5PECT wrote:No, "make it optional" isn't the magic bullet that solves every possible programming dilemma.CBJ wrote:Actually yes, it may be. I've explained this before, but I'll do it again with this particular context in mind.
Every time there is a discussion about a particular feature, you have three camps. There's the "I want this" camp, the "I want that" camp, and then you have the people who think they have a magic solution that will make everyone happy, the "make it optional" camp. The trouble is that it's not the magic solution those people think it is.
Creating a game that is fun and enjoyable is about making game design decisions, not dithering about it and ending up leaving the player to decide. While some players have strong opinions about a feature, most will just go with the default setting, and if you have dithered and not designed your game firmly around a core set of solid design decisions, then everyone's experience will be almost certainly be the poorer for it. Of course there are exceptions, particular features such as graphics settings, where giving people options doesn't detract from the game's core design, but for something fundamental like the cockpit it is almost always better to make a decision and accept that it won't please everyone than to dither and give people two different options, neither of which can be fully followed through because you have to take into account the possibility that people may choose the other option.
And that brings me to the second point, which is that making something optional costs more than making a design choice even in the case where one of the options is simply not having that feature. Why? Well, because not only do you have to develop the feature (or in the worst case two different versions of the feature) but you also have to set up the option (additional menus, translations, etc.), and then you have to test the whole game with both options. The more things you make optional, the more different combinations you have to test; up to twice as many combinations, in fact, for each thing you make optional.
It gets even worse if the option is as fundamental as something like the cockpit. Even if the cockpit were just eye-candy, you'd have to make sure that all aspects of the game worked and performed correctly with both a full-screen view of space and a partial view. But of course in this case the cockpit isn't just eye-candy, it's an integral part of the game, with the parts of the UI built into it. Making that optional would require the game to function with two separate interface paradigms, significantly increasing the cost for design, development and testing.
Why should you care about making things optional being an expensive way of doing things? Well, cost and time are pretty much the same thing in development tems, both of which are finite, so those resources would, by definition, be prevented from being used on other game features. Worse still, for any given player, at least some of those resources would be wasted, because they would be spent on an option that they wouldn't be using; in fact in practice for most players, all the effort put into the non-default option would be wasted. In essence you are shooting yourself in the foot somewhat by suggesting that a feature you want should be made optional; you are asking for the available resources to be spent on a feature you don't want, only for you to then switch it off, instead of on features you do want!
And this of course brings us back to the first point, which is that it is almost always better to make design decisions than to try to please everyone by making everything optional.
Why does it matter whether they were successful not? There are plenty of space sims with either Newtonain or semi-Newtonian physics and that's all you need to know.elexis wrote:Point me to a space sim that has true space physics. I know of none that were successful. (and odds are the ones you point out will not actually have true space physics)
Freelancer is close, but not real. The abandoned B5: We Found Her game was purported to have proper Newtonian physics. The only game I can think of that even comes close is one of the original space games - Lander.elexis wrote:Point me to a space sim that has true space physics. I know of none that were successful. (and odds are the ones you point out will not actually have true space physics)
Freelancer, DarkStar One, SpaceForce : Rogue Universe - to name three I can think of - allow on-the-fly changing of equipped weapons (IIRC)elexis wrote:The X series did weapon slots quite differently from most other sims. Not many I know of allowed you to fill your entire cargohold with guns and switch out to the most suitable ones on the fly.
Just confirmed with SFRU - In flight equipment changing is possible, docking not required. May not be able to change equipment while in combat though.Geek wrote:Freelancer & SFRU : weapon grouping yes, but otherwise docking required.Roger L.S. Griffiths wrote:Freelancer, DarkStar One, SpaceForce : Rogue Universe - to name three I can think of - allow on-the-fly changing of equipped weapons (IIRC)
DS1 : docking required
Freelancer is most certainly NOT close. The ship change directions istantenously. When you enter the drift mode, you lose speed at a certain rate for no reason. It's as far from simulated physics as you can get. I also hate the mouse-joystick simulation and that so many other space sims copied it. It literally disconnects you from the experience. Coming back to a space sim with direct mouse control, such as Freespace 2, is a real godsend.Roger L.S. Griffiths wrote:Freelancer is close, but not real.elexis wrote:Point me to a space sim that has true space physics. I know of none that were successful. (and odds are the ones you point out will not actually have true space physics)
It's not abandoned. They're working on a new version.Roger L.S. Griffiths wrote:The abandoned B5: We Found Her game was purported to have proper Newtonian physics.
I don't care what Darkstar 1 or Freelancer did, or how they played.Roger L.S. Griffiths wrote:Just confirmed with SFRU - In flight equipment changing is possible, docking not required. May not be able to change equipment while in combat though.Geek wrote:Freelancer & SFRU : weapon grouping yes, but otherwise docking required.Roger L.S. Griffiths wrote:Freelancer, DarkStar One, SpaceForce : Rogue Universe - to name three I can think of - allow on-the-fly changing of equipped weapons (IIRC)
DS1 : docking required
Have not got Freelancer or DS1 installed at the moment, so can not comment at this time. You MAY be right with them, but that is not how I remember them. Will report back when I can find the media to (try to) install them (not sure if they will run under Windows 8).
Neither do I in the context of X-Rebirth, but certain claims were made which invited examples and these were obvious ones.Shootist wrote:I don't care what Darkstar 1 or Freelancer did, or how they played.
Not many I know of allowed you to fill your entire cargohold with guns and switch out to the most suitable ones on the fly.
Thanks a lot for your awesome work! You've just made the whole gamescom adventure much more useful.Arsaneus wrote:After 4 days of standing at the booth, my task is now done and I'm heading home. Thank you all for coming to Gamescom trying our demo and talking with me. I had some interesting talk there and enjoyed it even while my feet and legs died.
I still have to read through all the comments but we'll see what we can do to clear things up a bit if necessary once I was able to rest a little
Arsaneus