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I'll also add that at least 90% of the "true sims" people refer to when putting down Forza and GT games, are based on the exact same 11 year old game engine. At least PD and T10 write their own engines.
Which really has nothing to do with it. Should we stop using internal combustion engines because they're all based on the same 150 year old design?
isiMotor does just fine, and for smaller devs who don't have the resources and funds of a first party studio it's a good choice, and seems to do as well or better as far as simulation goes. That's really the point. It's not what you use, it's the result that you get, and isiMotor (used well) can give good results.
I don't see that it's a positive to write your own stuff when something off the shelf can give better results (and probably for cheaper). I've been saying for some time that Polyphony should simply license the Assetto Corsa engine or something and then spend their resources working their magic with graphics and input filtering. They'd have a much better game if they spent all their time working on the areas where they are truly masters of their craft, and just bought in other stuff as needed.
Like I said, you can argue which sim does better or worse than other sims in whatever way you please, but it's just stupid to make up so many sub-genres for sims, based solely on your completely subjective, and wholly uneducated opinion on which is more realistic.
I'd be careful with that. While there's a lot of subjective discussion that goes on about realism in games and sims, it's also possible to identify objective areas in which sims perform better or worse.
For example, Gran Turismo 5 and 6 have significant problems in the way that they respond to tuning. While one might be able to tune a car to respond well at a certain set of values, they generally won't respond correctly over a wider range. That's a case where Gran Turismo is objectively less realistic than sims that do respond more correctly.
@LeGeNd-1 why do you put NFS, Driveclub and The Crew as semi arcade ?
They are all seems to be in arcade category to me.
Think about the differences between a game like Ridge Racer and a game like Driveclub. From the perspective of a sim, they're both "not sims". But viewed individually, there are some definite differences to how they approach physics.