RaychelSnr's Blog
In my new series this week, Why Can't Developers Figure This Out (WCDFTO for short), I'm going to look at why sports games seem to be lagging behind other genres in terms of overall advancement. Here is today's graph, which I showed last Friday in my preview...and now I get to explain it:
I covered this with a similar chart at one point earlier this year, but it's worth taking a look at again. I believe one of the reasons we aren't advancing too far up on the possible realism chain is that for the average gamer (which this chart represents, not many here at OS), the fun factor is only there up to a certain point on the ladder.
At some point, the game simply starts becoming too hard because it's too realistic. In order to make a product for the masses, you have to make a game which A)will sell to the masses and B)seems ultra realistic but probably isn't even close.
You achieve A by not developing a fully realistic game but only a game around 80-85% realistic. You can achieve B by simply working on the small graphical touches and such to make the game look real, but play a bit easier than the real game. At some point, you can get too realistic to have a profitable product because the masses will deem the game 'too hard' or 'unfun'. So basically, I think that line is somewhere around 80-85% of total possible realism.
So what do you think? Where is your line where a game goes from being fun to just too freaking hard to be any fun? I'm personally a bit above where the graph shows, probably around 85-90%. Do you think the graph is somewhat representative of reality or do games continually get more fun the closer to realism they get? Sound off!
At some point, the game simply starts becoming too hard because it's too realistic. In order to make a product for the masses, you have to make a game which A)will sell to the masses and B)seems ultra realistic but probably isn't even close.
You achieve A by not developing a fully realistic game but only a game around 80-85% realistic. You can achieve B by simply working on the small graphical touches and such to make the game look real, but play a bit easier than the real game. At some point, you can get too realistic to have a profitable product because the masses will deem the game 'too hard' or 'unfun'. So basically, I think that line is somewhere around 80-85% of total possible realism.
So what do you think? Where is your line where a game goes from being fun to just too freaking hard to be any fun? I'm personally a bit above where the graph shows, probably around 85-90%. Do you think the graph is somewhat representative of reality or do games continually get more fun the closer to realism they get? Sound off!
# 1
oronde2k4 @ Sep 21
in my opinion when it comes to sports games the more realistic it is the more fun it is. but i agree this is a major issue for developers it has caused the falling of nba live, the slow decline of madden, and the uprise of the Nba 2k series
# 2
stlstudios189 @ Sep 21
I get what you mean here. I am not a NFL quarterback and don't want to make 3 reads and adjustments before every play. I am not a Nascar driver so if I don't turn correctly and spin out every race that gets boring. I want a challange so I understand you 80% chart. Make it real and challenging but, give us a little.
# 3
SHAKYR @ Sep 22
From my research, most people complain about what's not realistically done in a game. People want realism at least the option to play with it. Many developers seem to fear taking the risk of totally replicating the sport.
# 4
allstar3970 @ Sep 22
See this is an issue with NHL 10 this year. Everybody wanted inaccurate passing, board play and more loose pucks, now the complaint is not enough shots on goal. Well, the game is more realistic, so you're not going to get realistic stats with 10-11 minute periods. A lot of times the same people who harp on realism all the time want the stats to fit in shorter game times...well cant have it both ways people, sorry. I think the 80% rule is about right, good post.
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