And btw, the game does not make the gameplay, the players do. The players make the decision on how to interact and how to use their aircraft (including ACM), where the coding (which I will assume you've never seen any of...) is concrete, there are variables, but those variables are used depending on user input. There are 3 parts to any good code...
INPUT, CALCULATION, OUTPUT.
The user controls the input and the output, which is why the PLAYER is what makes gameplay, not the game itself.
I'll beg to differ - in a more civil tone other than what seems to be common here.

If I understand correctly; the issue of game technology affecting game play was raised. I for one believe it most certainly does.
If I may use the following as an example of such.
In the RL WWII during the LW the majority of operational/strategic bombing (not tactical) took place at altitudes far above game play here - B24's in the 18k to 24k levels and B17's and their escorts frequently flew at 30k+ ( you've all seen the numerous photos of bomber streams and the numerous contrails) Contrails DO NOT form below 30k!!!
I've played in 3 other major air sim games over the years and 20k to 30k flight patterns were not uncommon.
Not the case here. In the past week I've seen very few buffs above 15k and most below 10k if not lower.
Why??
Well for one thing there has been created a psycological "soft" ceiling by the game mechanics - the 15k altitude thin clouds. Even though there is absolutley no reason to not fly above them ( many will state they can see through them quite well) there has been created this "ceiling" that most will NOT go above even tho there is no reason not to.
I don't have a problem with this and see no fault in it but "game mechanics" can and DOES affect play.
I'm sure there are other examples
...just my opinion eh!