I've got a few questions I'd like to ask fellow gamers and developers. If you do not like or play WWII games/sims, then you likely won't have an answer to this. So don't just post that you don't like them, lol. The question only applies if you do, or think you would be interested in playing one, or have meaningful, relevant information... This is a long post, but I'm hoping to gain some insight from my peers about design concepts and theory. And I thank you in advance for listening!
Basically, the question deals with the clash between "sim" and "game". They're both generic terms, and becoming vague and interchangeable, especially with combat titles. But for the sake of simplicity, let's say that the sim is the one which pursues ultimate realism. Sims are more difficult to master than your average game, and very in-depth, immersing, and complex. A WWII sim would be extremely true to history, with the equipment maintaining the same (or nearly the same) performance as its real life counterpart. Of course, 100% realism
is impossible, but the point is to achieve as high a degree of it as possible. IL-2 Sturmovik is a good example of a very realistic sim that was able to remain "playable". A WWII *game* is more casual, easier/more accessible to pick up and play, like the Call of Duty series. There's not much of a learning curve. If you've played the typical fps game before, you can likely jump into such a game and be very deadly off the bat.
But which is the best, and why? Personally, I've always been a "hardcore simmer" as some call me. There a very, very, very few "click n' kill" fps games that I will even consider playing. This is doubly true when we're talking about a WWII game/sim. I've always been a major history lover, and somewhat obsessive about aviation and firearms.
When I encounter something in a WWII title that's impossible in real life, I cringe. I hate what we call "One Man Army" games and "Rambo" games, where you can kill 500 enemies in one level, and possess superhuman strength and endurance. To me, it spoils the entire point of a WWII game/sim, which I believe is to experience the combat suffered by such brave men, in so dark of days.
I think WWII games/sims belong to their own sub-genre. They're meant to take you back to a time before any of us were born, and give you a virtual "taste" of what things were like. But my team members and I have been arguing back and forth about the finer points of our design concepts. We all agree, in some form or another, that we need to blend elements of the "sim" and "game" together, and produce a product which can satisfy both tastes, if only partially, or even for the most part. But I think we've all got very different ideas on what that means.
My theory is that we must, above all, be innovative. As small developers, we're going to have to do unique things which haven't been done before, if we hope to have any success. Copying ideas from the book won't do us any good. My design theory is primarily to produce a unique sim-game which is very realistic and immersing, but is also intuitive and playable for the majority of our target market. Another team member feels we should keep the game much easier and more casual than I would like, I suppose to fit better into the broader scope of fps games.
The biggest problem I see with his feelings is the WWII genre itself. If we were making a normal fps game, like COD 4: Modern Combat, or Grand Theft Auto, I would be all for this concept. But I think different underlying motivations drive people to play a particular genre. I think if people want to player a casual "shoot em up" game, they can,
and will, play COD 4, GTA, or something similar. I don't think ours, a WWII title at that, would have any chance against these big titles in the casual fps arena. I also don't think it would stand a chance in hell against the more "gamey" WWII titles like COD 2 or Medal of Honor. Apart from that, it's been done before... many times... How can we stand out in such a large crowd of giants if we intermingle with it?
Another focal point of his counter-argument to my concept is that "sims don't sell...". However, I've seen nothing to suggest this from any of the marketing research I've done. In fact, I've NEVER seen a decent WWII infantry/armor title which is even remotely a "sim". If I thought one existed, I would be ordering it right now to play it!
When it comes to WWII aviation, sims are hot, games are not. Titles like IL-2 Sturmovik are STILL being sold to this day, many years after being released. It's about to be followed up by an even better sim, called Storm of War: Battle of Britain. The more "arcade-style" WWII flight games sit on the shelves collecting dust. I can't directly "swing over" that information to an infantry and armor sim, because none exist to my knowledge. Certainly none like I (and I hope "we") want to produce. I've created polls around the web several times to query WWII gamers on whether they would prefer intense realism or casual/accessibility. It was almost unanimous that realism wins out, every time.
Our target market is another major concern of mine. Like I said before, someone needs a motivation to play a WWII title. If they simply want to shoot up some enemies without much effort, there are plenty of other games which can quench their thirst better than anything we could make. The most common motivations for playing a WWII game I've seen are things like: "I love WWII history." , "I love the WWII weapons." , "I've always been interested in the war." , etc. I've absolutely
never heard someone say they just enjoy shooting the enemies and exploring the world.
I think our target market is going to be very similar to the market of games like IL-2, WWII Online, and even pickups from Ostfront, Red Orchestra, etc. The majority of these people are at least 18-22yrs old, and there are even many players over 40yrs old. There are a good bit of kids, but kids generally aren't very interested in WWII anyway. They are interested deeply in the history and weapons, and know a lot about how they functioned and performed. When they see BS, they're going to know it, and point it out. They won't be very satisfied by another "shoot em up" arcade run. They also want a challenge. They don't want a game that you master in 2 days, or even a week. They desire "endless playability", a game which can be played over and over, which you never fully master, and has a different outcome every time. A few of them might play a more arcade-style game when it first comes out, but they'll put it down in a week to play other things, causing our customer base to collapse. (The previous paragraph's information, though reworded, was actually collected by a friend of mine who's a financier/economist during some of his research for me. It hit my gut feeling spot on.)
I also realize, there can be a dark side to realism. You could make a game "too realistic" if you're not careful. I'm not just talking about making a game that only a real life pilot could fly a plane in, or a real tank commander could only drive in. That is possible, but very marginally. You could easily over-complicate a game with ultra-realistic features and "suck out" the fun. You could also over-complicate to a degree that your game becomes narrow, only able to focus on one small part of the battlefield and combat. You could also make a game that's too performance demanding to be run online by the average connection, or even too "hot" for the average CPU to process offline. Another downside is the potential for development to lag on for years and years, possible drying up your company's pool of resources. There are lots of dangers like these, which I'm well aware of, and have every intention of preventing. However, I think if you have to fall on the wrong side, it would be better to fall on this one. I think making an "easymode" aka "arcadish" WWII game is suicide. Essentially, I think we'd shoot ourselves in the foot and slowly bleed to death for a few months after release. The other route is a prolonged suffering, which at least has a chance of payoff, if handled properly.
So, let me try my best to wrap this up before I laggggg on much longer. Sorry, I take this pretty serious, heheh. What is "too sim" and what is "too arcade" in your opinion? You do you think of my assessments? What do you think of my friend's assessments? Are we both just being stubborn? A smaller disagreement, which might put this into a better scope and give a pertinent example of design is this:
We have the question of how to prevent machine guns, like the MG-42, from becoming "ultimate and infallible Rambo" weapons in the game. They enjoy FAR too much of an advantage in other games, which is totally ludicrous. Prolonged firing on a real WWII machine gun would melt or permanently damage the barrel. Crews carried extras into combat which could be rapidly changed out, almost as fast as reloading. They learned to fire only short 4-5sec bursts to allow for cooling and accuracy. That's why they couldn't "pwn" everyone in WWII, and many MG crews died. I feel that machine gunners should have to do the same in game; control their itchy trigger finger, or have to change out barrels, even possibly render the gun useless until they are resupplied in a depot or by a comrade. He thinks it's crazy and "way too sim" to require this and render a player's gun useless if they run out of barrels. He thinks we should simply make a "heat meter" which displays how hot the gun is. When it gets too hot, the player just has to wait for it to cool off, and can continue firing indefinitely. But, what about ammo? Running out of it also renders your gun useless, until you're resupplied. Is it also too inconvenient to the player to limit ammunition? At what point does this end? Where do we draw the line between WWII and utter fantasies? There is one game, Ostfront I think, which does it like my idea. His idea has been around in some form for ages. Players have had only praises for that game's barrel changing feature from reviews I've read, and enjoy the realism. So, what's your take?
Sorry for the huge post, but I'm really passionate about this, as you can tell, lol. My motivations are not totally, or really even mostly financial, though like everyone, I do want money, lol. Much of my motivation is from my passion for the history, and my desire to take the players back to that time and let them experience it, in "virtual-person". Thanks again for your time, and I hope to hear some meaningful and genuine answers!