Mechwarrior Buddah, on 28 November 2014 - 12:37 PM, said:
Interestingly it was advertised as a sim
Agreed.
But on the other hand, that brings up a both philosophical and technical issue:
How do you simulate something that doesn`t exist, without having to first physically create the real deal?
Since you can`t gather the data you need directly, all you can do is look for similar things that already exist, and extrapolate from there until you as a designer have something that, to you, looks like it could "feel" right without breaking the laws of physics.
That is, in and of itself, absolutely possible. However, it remains questionable as to whether or hot it truly does "simulate" the experience, as there is still no real experience to use as a baseline.
But then you add a constrictive set of rules that itself denies the existence of most known physics, and all of that just went up in a ball of smoke. You now have to somehow reconcile the massive differences between what would work in reality and what your new regulatory overlord of "Battletech" just imposed. Also possible, but the word "simulation" is getting stretched veeery far at this point, becasue you`re now simulating an object that does not exist, under a set of rules and thereby physics that also do not necessarily exist or even allow themselves to be logically reconciled in code with other things that MUST work for the entire concept to be able to stand.
But that`s not all. Now you have to remove a further major element of simulation and make it a "game". At this is more or less where the word simulation just self-erases itself from any discussion.
Now, is war simulatable in a game setting? Yes, to a degree. For example a high tier flight sim with pedals, hotas controls and a 3 monitor setup can feel very much like getting a mission and performing that mission, close enough to be used by some flight schools for early training (real simulator hours cost major bucks). But that`s also kind of like the "single player" version of warfare.
Becasue now you go on and add in more players, 23 in this case, that you may or may not have some degree of control over.
This inevitably results in complete anarchy with no resemblance to actual warfare or simulation, becasue everyone has their own idea of how these things should feel and what war is supposed to be. ANd that is where the last elements of simulation die, because you somehow have to take your superdetailed intricate sim and make it more "arcadey" so that it doesn`t stay too boring for the add crowd that can`t be arsed to spend 2 hours learning controls, while at teh same time keeping the simulation alive for the hc fans.
AND, since you`re not doing this for charity when teh dust settles, you somehow have to figure out how to expand beyond the niche fanbase that the restrictive ruleset you were imposed with brings along with it, becasue there is no way you can realistically make all of them happy enough to spend money and pay for tomorrow`s tank of gas.
I think when you really look at it good and hard, there was never a real chance for the game to have any sort of mass appeal and at the same time be a real "simulator".