So I had this sitting as a draft new topic for a while, but this seems like a decent spot for it:
Many of us here started FS’img with “golden age” titles, or even earlier. Many of those titles (Tornado, Falcon, Fleet Defender, Aces over XXX, Apache vs Hind, etc) are certainly not what we would consider “simulations” today, but they are still viewed positively. My question is why is that? What is it about the older titles that make us view them positively?
I would contend that “golden age” titles weren’t systems or procedure simulators in the way DCS or BMS are. Rather they were tactical simulators. The systems and procedures to use those systems were largely abstracted, but the tactics to employee them were in fact usually well simulated (at least for the hardware that was available). To have an environment that allowed for simulated tactics (without having a mission editor), this required the devs to have a wide range of scenarios and usually campaigns (and the legendary dynamic campaign).
System and procedure simulators on the flip side, provide the same experience regardless if you are in the middle of a carefully plotted mission or going through switchology via something you knocked together in the mission editor.
DCS is a superb systems and procedure simulator. Cold starts galore, radio tuning, MDT button punching, etc. It leaves a lot of the “tactics” simulation to the end user or 3rd parties to create engaging missions. I know quite a few of us are content with this, one of my favorite activities is dropping iron bombs with manual depression reticles. How many of us are excited by the idea of fighting our way through the F-4’s radar to be able to actually employee the sparrow? I would hazard a large number portion of the MS user base.
I would wager that the public at large is more of a “tactics” crowd (or what they perceive as tactics), with the Ace Combat series going on 18 different titles so far. Early combat flight simtitles gave just enough systems and procedures to create immersion, and no more. @NEVO brough up scalability is a great option. MSFS does this well with everything from external view xbox controller gameplay to dang near needing a type rating to start the A/C with $5,000 worth of peripherals in use flying it.
As many folks here have checked out Gunner: HEAT, PC and Helicopter Gunship DEX. Both of these titles are short on the systems and procedures in the vein of a “golden age” title, with enough to create immersion, but not enough to make it a focus of the gameplay. I would contend this concept is a success across all genres. FPS’s like ARMA and Ground Branch which try to have more realism in the systems and procedures area are massively outsold by titles like COD, which are “tactics” titles (COD certainly has tactics, they just don’t have much basis in reality). Racing titles have almost always been good about scalability with some form of “race engineer” allowing simple sliders to stand in for much more complex adjustments, etc.
Good simulation does not necessarily make good gaming. Good gaming is not necessarily good simulation.