warpstorm
Yumbo? Yumbo!
Is realism what we really want in a game?
The rising expectations of realism killed the wargames and military flight sim markets. It was costing more to make a realistic flight sim that would make the customers (and maybe more importantly the reviewers) happy with their rising expectations than they would ever hope to get back. These once thriving genres are now essentially gone (and I miss them).
The further you go down the path of demanding more and more realism the sooner Civ becomes a small niche title (at which point the big publishers won't touch it).
I would much rather have fun and excitement than realism.
The rising expectations of realism killed the wargames and military flight sim markets. It was costing more to make a realistic flight sim that would make the customers (and maybe more importantly the reviewers) happy with their rising expectations than they would ever hope to get back. These once thriving genres are now essentially gone (and I miss them).
The further you go down the path of demanding more and more realism the sooner Civ becomes a small niche title (at which point the big publishers won't touch it).
I would much rather have fun and excitement than realism.
It isn't something that was supposed to happen. These are the situations where I would go for more realism - but only if it was not at the expense of playability or simplicity. That's my two cents.
Seriously, I agree that realism is a necessary element in gaming because reality is easily understood. Example? Take a token from your favorite board game. Hold it. You can set it on the board, walk out of the room, and still know that it will be where you put it when you return (unless, of course, someone or something moves it while you're gone.) You understand easily that a set of tokens represent your position and your opponents' on the board.