Author Topic: An epistle to... ISHMAEL  (Read 779 times)

ISHMAEL

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An epistle to... ISHMAEL
« Reply #15 on: September 20, 1999, 10:31:00 PM »
Finally, I am torn by the idea of giving veteran players a competitive advantage such as extra engine performance or superior visibility....giving them a combat advantage might promote a system where those at the top simply stay there, since they have superior resources
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I agree that this is potentialy problematic. Another thing I am certain that we can agree on is that IF any advantage is given, it should not be overwhelming. Based upon my experience, even with advantages, it's VERY hard to stay alive - even at the top. It takes an enourmous amount of dicipline and even then, bad luck can do you in.

My own position is that tangable rewards (and not just point bonuses) are needed to increase the fun factor - alowing players the sensation that they have indeed acomplished something.

One of the *classic* momments of Flight Sims was part of the original Red Baron from Dynamix. When a player achieved "Ace" status, he was alowed a "personal aircraft." He could choose his own particular model and paint it in any way he chose. This is an excellent example of a tangable reward that provides absolutely NO advantage (yet provides a real thrill!).

Another example of a non-advantagous reward from that same game: "The Ace Challenge." If a player did well enough, enemy aces would challenge him to a duel!

(Incidently, I incorporated BOTH of these elements into the Historical War beta-test scenario).

And yet, advances in Alter Ego abilities also help model the growth of real world combat pilots. I personally feel that these should be present but, again, should never provide an overwhelming advantage.

In the current test, "The Air War," (also running under RedBaron3D) sponsored by former particpants of the Historical War, new alter egos (like mine - as I died last night) are not permitted to use any of the targeting keys other than the "target object straight ahead" "o" key.

A new SA key is added each experience level.

We have found this to be an excellent system - however it is a little extreem. My own feeling is that all keys should be available to all players but their detection range - starting from a very small circle around the player's craft - should increase slightly with each experience level.

Limiting aicraft types should also be done with caution - though I do think reservation of one or two "experimental" aircraft for the top-scoring 5% of Alter Egos could prove a fun element.

All of this is speculation however. Finding the right balance isn't something that I pretend I can do off the top of my head. It requires testing, testing and more testing.

But you can't start unless you first believe in the concept. You have to believe that the idea, properly balanced, is likely to result in a more fun, exciting and PROFITABLE online universe for the majority (or at least a sizable niche) of the market.

I believe there is MARKET evidence that this is a method of play a sizable number of players would enjoy.

I point to Dynamix' success with offline campaign games like The "Aces" series and the current European Air War, where the player *becomes* a pilot living an alternate life in the middle of the war. On the other side, I point to the disapointing sales of Janes WW2 fighters, that featured STUNNING visuals but where the player had absolutely no sense of identity with any one pilot whatsoever.

(The anomolous high sales of MS Combat Simulator I believe are easily explained as a function of the brand name - rather than actual game play).

The key to marketability is product diferenciation: what makes one product differ from another. Difference can be sold as either *better* for the mass market, or *tailored* to the niche market. But unless there is difference, there is no competition.

I ask then, if Air Warrior and Warbirds are constantly held up as examples of how an Online Sim ought to function (as has been repeatedly done to "shoot down" the OAE concept), why is Aces High being built? What is it's competitive advantage? What will make it different than the others???

(I find it odd that nothing gets me more "flack" on this board than when I attack two of Aces High's biggest competitors as being boring)

Aces High can CONQUER the flight sim market - only by doing what the other guy thinks is impossible: base the sim on the Online Alter Ego.

"If you want to fly toy planes, play Air Warrior. If you want to be a fighter pilot, play ACES HIGH!"

(Can I copywrite that slogan?) ;-)

Even the NAME is totally right for the idea!!!

ISHMAEL <-- ready to sign an NDA today!

ISHMAEL

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An epistle to... ISHMAEL
« Reply #16 on: September 20, 1999, 10:40:00 PM »
If you are the best of the best of the best and everbody knows you are the best of the best of the best and your medals and awards are displayed for all to see.... and then you auger and die during a normal landing,,,in
your fltsim world, do you lose all your status and return to ZERO because you can't fly for toejam?
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Yes. That alter ego is dead. His record remains and his points are transferred to the team score. His name might be listed in the "hall of records" but he cannot fly again. He is dead.

The player then starts a new alter ego and begins again the bottom with a fresh challenge.

ISHMAEL


Offline Wizard

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      • VF-17 The Jolly Rogers
An epistle to... ISHMAEL
« Reply #17 on: September 21, 1999, 07:06:00 AM »
What?  The Big Cheese cannot fly again?   Would I have to create a totally new pilot with a new name?
 
VF-17 "Jolly Rogers" www.thejollyrogers.net

ISHMAEL

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An epistle to... ISHMAEL
« Reply #18 on: September 21, 1999, 08:55:00 AM »
What? The Big Cheese cannot fly again? Would I have to create a totally new pilot with a new name?
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I would presume that you would have the option of giving your new pilot the same name as the now dead pilot - or giving him a completely unique name.

ISHMAEL

Offline Flathat

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An epistle to... ISHMAEL
« Reply #19 on: September 21, 1999, 09:35:00 AM »
Sorry to horn in here, but how much of Jane's WWII Fighters' relative lack of success can be attributed directly to lack of an Alter Ego model, as opposed, to, oh, I dunno, an inferior (read arcade) flight model? Even EAW can't touch WB for a good flight model. I bought IAF because I had a serious yen to fly an F-4E, but I can barely stand it.

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Flathat
'Black Dahlia'
No10 RNAS "The Black Flight"
Angel on your wing, devil on your tail


[This message has been edited by Flathat (edited 09-21-1999).]

silly plonk

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An epistle to... ISHMAEL
« Reply #20 on: September 21, 1999, 11:59:00 AM »
 
Quote
The key to marketability is product diferenciation: what makes one product differ from another. Difference can be sold as either *better* for the mass market, or *tailored* to the niche market. But unless there is difference, there is no competition.

I was going to post a rebuttle in haste, but then you wrote this:

 
Quote
I ask then, if Air Warrior and Warbirds are constantly held up as examples of how an Online Sim ought to function (as has been repeatedly done to "shoot down" the OAE concept), why is Aces High being built? What is it's competitive advantage? What will
make it different than the others???

You and I think so alike it scares me!  

I was going to point out that in fact indeed there can be competition with very little brand differentiation (apart from the name of the brand) and effectively what that does is to split market share for the same style  product.  In order to succeed and really gain market over another product what is required is a competative advantage: either better product, better service, better pricing, whatever... something that signigicantly distinguishes the product from its competitors.

Why is Aces High being built and what is its competative advantage?  To be brutally frank, it was built because its senior developer left the company that had taken over Warbirds and didn't have much to do.  He knew how to write damned good code and how to make a flight sim, so he started doing it.  As a very small company he could keep his costs low and he knew that he would have a good customer base that had become disenfranchised with Warbirds because of internal strife by the company that had taken it over and moved out of town.

As for its competitive advantage, there is little.  From the screenshots it looks very similar to Warbirds but with a 3d virtual cockpit.  Flight models and other factors may be better because it is fresh code and not one overlayed over an older Warbirds one.  Pricing has been announced at a flat rate and that might attract some people who would otherwise spend more than $30/month on WB.

I don't know how many AW player it will attract frankly... if they were willing to spend $30 then they could easily have played Warbirds (similar to AH, presumiably, since it was written by the same coder) but they chose not to.  Price may be one of the major governing factors for AW players.

Happy flying!
S.P.

ISHMAEL

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An epistle to... ISHMAEL
« Reply #21 on: September 21, 1999, 12:20:00 PM »
You and I think so alike it scares me!
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I certainly take that as a complement!

To keep this topic fresh, I've started a new thread entitled: "Real World Tactics?"

I encourage you to check it out and add your comments.

ISHMAEL

Brick

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An epistle to... ISHMAEL
« Reply #22 on: September 21, 1999, 12:22:00 PM »
Flathat:
 http://www.newmexico.com/rss

"Rhino", a Vietnam-era F-4 sim.

It's in development, and I've been buggin them for a while now to update the website, but they assure me the project ain't dead.  

Andy
(lurker in this thread...sometimes poster, general speed freak)

Thorne

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An epistle to... ISHMAEL
« Reply #23 on: September 21, 1999, 12:33:00 PM »
YOU GUYS SUCK! BITE ME!

silly plonk

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An epistle to... ISHMAEL
« Reply #24 on: September 21, 1999, 01:59:00 PM »
You'll need a sharper hook than that to bait me!