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Lucky for me, that was the comparison I was trying to make. Curse my art education.
Personally I think that one of the inherent issues with any futuristic game is that immersion is often inherently tied to any game mechanic that purports to be a futuristic version of current day technology, such as radar.
I also don't agree with the idea that a space sim should be in any way claustrophobic (outside of the fact that you never get to leave your ship). For me the very thing that appeals about the genre is the infinite space. Like I said, toys and gadgets are the way to go. That or change the name of the function to something that has no real world application and could explain the regression in sensory technology.
Personally I think that one of the inherent issues with any futuristic game is that immersion is often inherently tied to any game mechanic that purports to be a futuristic version of current day technology, such as radar.
I also don't agree with the idea that a space sim should be in any way claustrophobic (outside of the fact that you never get to leave your ship). For me the very thing that appeals about the genre is the infinite space. Like I said, toys and gadgets are the way to go. That or change the name of the function to something that has no real world application and could explain the regression in sensory technology.
Immersion is, qualitatively, the very least of VO's many, many problems, Gav.
I certainly don't disagree. On that point, as well as the need to have a way to restrict detection capabilities. I just think the proposed solution is a bit harsh, and doesn't take into consideration some more creative, albeit a bit more labour intensive (from both a development and a gameplay perspective, although the latter is not necessarily a bad thing), solutions.
We're on to the next release already.
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