Simulation Reviews: Sim Snobbery vs. Weekend Warrior - Page 1/1
Created on 2005-01-21
Title: Simulation Reviews: Sim Snobbery vs. Weekend Warrior By: David Pascoe Date: 1998-11-04 856 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Ben Chiu just wrote a guest editorial about sim reviews
that I was really happy to see. He referred to real world
pilot "snobbery" in arguing a case that sim enthusiasts do
a better job of designing sims than real pilots. It is my
hope that this will start some more constructive discussion
on the subject of just whom are these games being produced
for? A handful of cyber aces, or the few million "others"
who essentially make these products possible?
My gripe is not with the realism of the sim, nor the
developer's claims of realism, justified or not. It's with
the treatment of these issues given in many of the reviews
that are written, in context of the question of who they
are written for, and who is reading them.
As near as I can tell, the target audience is one thing,
but the vast majority of people who read them are an
altogether different crowd. In the early days of
simulations, it was a pretty small group of highly computer
literate people. People who particularly had a lot of spare
time to devote to developing expertise.
I recognize that what Ben refers to as a "snob" is
essentially a cyber ace who'd just as soon keep combat sims
within a small, exclusive club, that disdains novices. Read
the forums and this becomes rather obvious. But today the
average simmer is a weekend warrior at best, merely a
dabbler who, unless some better manuals and learning
opportunities come along, is most likely to give it up as
too time consuming to learn by trial and error.
The average simmer today isn't going to come home from work
everyday (assuming he does work) and immediately fire up
the computer for three hours of aerial combat. He's got
other responsibilities that come first. If he can't learn
the sim in a reasonable period of time, he's going to give
it up. We have to keep in mind that sims will only improve
in proportion to the success of the developers. If they
can't achieve a mass market and profit, then the sims
aren't going to continue to improve. Its really that
simple.
Let me use the analogy of an amateur sport of any kind,
let's try golf. Perhaps something like a mere 1% have
handicaps of under 10, while the other 90% have handicaps
of 30 to 60. If golf magazines wrote articles only for the
1% who are essentially pros, they couldn't sell their
magazines because only 1% would know what they are talking
about.
It should make sense then, that whether one is a real world
pilot, or a cyber ace, if you're going to write from the
standpoint of an ace, for aces, then you're going to be
talking over the heads of the 99% of simmers who purchase
them, and make the creation of our beloved games possible.
In other words, without the 99% who pay the bills, we
wouldn't have these great sims around to criticize.
But before anyone's ego gets bruised, let it be said that
there is a place for both. If there really is a problem as
I have suggested, then there is also a solution. First, we
recognize that anyone with a high degree of acquired skill
likes to be recognized for it. Everyone loves praise and
recognition. After all, if the writers are honest, they'll
admit to doing a little boasting and getting some
recognition plays a large role in why they take the time to
write. Nothing wrong with that.
What is wrong is that they're talking over the heads of
most of their audience. Unless, that is, they are
addressing only their fellow aces. I doubt very much that
that is the case, and I believe that writers simply forget,
or fail to recognize the composition of their audience.
Conversely, one can be sure that the manufacturers of sims
have NOT forgotten, because if the product doesn't sell in
volume, they are out of business. So we might start off by
realizing that any developer who seeks only to please the
1% isn't going to be around for long. I'm equally certain
that the folks who run Combatsim.com haven't forgotten this
either.
So what to do? I see at least two possible remedies for
review writers (software and hardware) to improve their
efforts and appeal to a wider readership. As far as I'm
concerned, they can offer all the critique they want about
realism, as long as they also do not ignore the vast
majority who play these games. Or, if they do choose to
talk only to their own exclusive club, then the caliber of
their reviews should be so indicated: For Experts and Real
World Pilots only.
But let's face it, the vast majority of cyber pilots are
duffers. Can anyone believe that the casual pilot really
cares whether some arcane, tiny little technical detail
perfectly mirrors the real aircraft when perhaps .0001% of
simmers will ever fly one of those aircraft? They will
NEVER know the difference, and won't in the slightest be
bothered by the reviewer's disappointments.
When expert reviewers pick on these nits, it all looks
rather absurd to the other 99%, even while that 1% are
perfectly sincere in what they are saying. That last review
by Wolford and Spann was a great piece of work, really well
done, but it went over my head like a rocket. To their
credit, they at least mentioned the potential viewpoint of
us duffers, so clearly those two are aware of this.
Microprose Falcon 4.0
The solution for the reviewer is:
Clearly state the skill level of the intended audience,
or,
Write for the top end, as well as the bottom and/or
middle.
If we think it through a little further, we can see that
creating a rating system for reviews would end up being a
little cumbersome, although in some instances writing only
for the minority would be perfectly acceptable, so long as
the reader is informed of that.
It seems to me the better solution, and one that would
please a much larger audience, for the reviewer to hone his
writing skills further and take into consideration a larger
audience. When you write, think about who you are talking
to. Is it only a handful of experts like yourself? Or is it
that highly varied, but unknown, audience out there, whom
you will never know?
Novalogic's MiG 29 Fulcrum.
Take it from people who write for public consumption, you
have to think in those terms. Combatsim.com, or any other
sim publication, is not an arcane technical publication,
though at times some articles make it appear so. The
audience ranges from children to senior citizens.
I know guys in their 60's and 70's, who've never held a
flight yolk in their hands, yet alone a joystick, who are
taking up air combat as a hobby. I also have two nephews,
ages 11 & 12, who are doing the same. On their own,
with no help. So who do they turn to? Combatsim.com, of
course. Think, also, about these kinds of people, for they
are the bread and butter of gaming.
It would not be all that difficult for the writer to divide
it up and include at least two points of view, for surely
he can hearken back to the time when he was neither a cyber
or real world ace. Nobody was born an expert.
If you want to see how its done, just take a look at some
of Andy Bush's writing, which appears frequently on this
site. Andy is both a real world pilot and cyber ace, but he
studiously avoids succumbing to achievement-motivated
egoism, and the desire to be critical from the absolutely
most realistic point of view.
The major difference between his writing and others is that
Andy was a fighter school pilot who is cognizant of how
difficult it is for novices to comprehend the three
dimensional world of air combat in the written language,
without even those nice little plastic airplanes on the
ends of sticks to help with visualization. But I'm not
merely referring to BFM essays, but all types of reviews.
It's not that difficult to put oneself into the shoes of a
novice, or a mid-level pilot, and to consider a sim (or
piece of hardware) from that very different viewpoint. It's
more fair to the readers, and more fair to sim makers as
well (I can hear them gnashing their teeth from a thousand
miles away, every time they read one).
Sim publishers must be tearing their hair out wondering how
they can please some of us (and realizing that they can't).
Or perhaps they have felt forced to make some ill-founded
claims of perfection out of mere frustration, rather than
the often alleged motive of greed. This old saw may cut two
ways. Some of the criticism in reviews is as far off-base
as those they accuse of being misleading.
Most of us are happy as clams just to find out what a new
sim is all about, the graphics, frame rates, what platforms
it runs best on, how well it works, a reasonable level of
realism, and is an all-around entertaining package. Or not.
Its fair to say that missile trails look like squeezed
toothpaste lines, and ground objects appear as if they were
paper cut-outs glued onto a map. This is fair game for
critique.
So are bugs, gross discrepancies in realism, and major
faults in mission generators. But its hardly fair to slam
every sim in sight because it does not measure up to the
one that is currently most favored. This is like Mark
McGuire watching a Minor League game and criticizing the
game play because it doesn't measure up to the Pros.
Unfortunately, this is usually what happens with sim
reviews. A disservice is done to everyone but the 1% if a
basically well made sim gets blasted for reasons that the
landing gear extended at 350 knots, when it should have
been 300, that the instrument panel doesn't have some
switches in exactly the right place, or the corner velocity
is 230 instead of 190.
Most of us just don't give a hoot. We'd all be a lot better
off knowing the competency level that is being addressed.
Editor: We think Dave has hit the nail squarely, and we
will strive to serve the broader market of our readership
and also simulation producers, while continuing to serve
the hard core crowd. We will also aim to assess a
simulation according to it's target market rather than
measure all sims against the highest standards of realism.