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Article View: comp.sys.ibm.pc.games.strategic
Article #581232

Re: Imperialism II - Still holds up

#581232
From: Bob Perez
Date: Mon, 25 Feb 2002 17:19
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"lane" <race...@hotmail.com> wrote in message
news:a5dksi$6dtbk$1@ID-131135.news.dfncis.de...

> What do you mean by "lack of realistic rudder control in flight sims"?
Most
> flight sims have realistic rudder control.

I'm not a pilot, so feel free to correct me if I'm wrong about this, but I
recall reading that the pressure of a real rudder control is something that
has to be managed by a real pilot, but isn't modeled accurately in flight
sims. The example is just that, an example. The point is that there's a
point in game design at which realism needs to be subordinated to just plain
old fun, and that point varies from product to product. In a flight sim
you've got to stay closer to reality, in an arcade shooter it's ok to find
powerups and magic health bars. Games like Imperalism II straddle the line
between fantasy and historical simulation. I like the choices they made,
even if it is true that "teleporting troops" aren't possible.
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From: "Bob Perez" <b...@planetperez.com>
Newsgroups: comp.sys.ibm.pc.games.strategic
Subject: Re: Imperialism II - Still holds up
Date: Mon, 25 Feb 2002 09:19:13 -0800
Organization: PlanetPerez Productions
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