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Maybe by accident, the technical limitations and less well understood details of the day created some really compelling games that ended up being great compromises between realism and gameplay. A few games have tried to do this post-90s, but there's not many of them. I hope more people than just me attempt to make similar games to fill this niche.
https://www.aerosoft.com/en/flight-simulation/simulators/2761/world-of-aircraft-glider-simulator
It's about time they get some concurency and get forced out of their comfort zone !
It's nice to see like-minded individuals in the comments (including the developer). It's amazing how flight sims went from being one of the biggest genres in the mid-late 90s to a niche market in the 00s. Such a shame.
Hopefully we can start bringing it back for the rest of us!
I think flight sims would have definitely shrunk in the late 00s and onwards even without the loss of more approachable and casual sims. PC gaming was expanding greatly in its audience and other genres were rapidly outpacing the growth in the flight sim audience. For example, the FPS was taking over as the graphics showcase game, a niche that was previously occupied by flight (and driving) simulators which helped them appeal to people who wouldn't otherwise be interested.
Culturally as well, "fighter jets are cool" stopped being a thing in popular culture. Increased distance from the cultural phenomenon of Top Gun, and the end of the Cold War, dampened the mainstream appeal of a flight simulator. Post-9/11, military jingoism shifted from "cool planes" to "tier 1 high speed operators." In the video game space, consoles became the dominant gaming platform in a way that pushed publishers away from the PC, and PC gaming underwent a sort of dark age. As a genre that is difficult (though not impossible) to translate to the console space, it effectively sealed the fate of the flight simulator for the near future of the time.
While I do think that chasing after higher and higher fidelity in the flight simulation genre is a factor in its decline, it's hardly the only the one. Unfortunately, even without the cultural context of today, it's created a situation where the only major (non-F2P) flying games available are on opposite extremes of the realism spectrum. You have your Ace Combats and Project Wingmans for fun action flying, opposite of Falcon BMS and DCS for your ultra-high fidelity simulation fix. Aside from War Thunder, there's almost no contemporary games in that space in the middle. That said, I think the rabid success of War Thunder shows that there might actually be an audience for such a game.
Thank god, make the gameplay and UI work first worthwhile first then the graphics and other eye candy can come later. We need more games like Pre-falcon 4.0 and F-19 , chuck yeager etc...
BTW real world MIG 21 flight ability if you're keen on a bit of modelling aspect...
(@ 19 min in)
https://youtu.be/XeBNyPsysiI?t=1142
I definitely welcome the return of a simpler flight sim, but a part of me wonders whether this also just part of ageing - all these classic sims came out when I was a kid/student with all the time in the world to learn and enjoy them. I wonder whether the 45 year old me would have the time to devote to Tornado?
The "extreme realism" with its impossibly steep learning curve has been an issue for me; I was an avid flight simmer until a few years ago - like many, grew up playing the likes of Tornado, Mig-29 Fulcrum and EF2000, then moved over to civilian sims with FS98 onwards.
And yet the advent of the "microsimulation" approach where every subsystem, switch and knob in any aircraft - from a P51 to an Airbus A350 - needs to be "reproduced perfectly" has pushed me pretty much out of the hobby. The learning curve is so steep that it requires hours upon hours of learning each aircraft before you can get anywhere remotely near enjoyment - as someone in his 40s with a full time job, limited free time and other hobbies/interests to pursue, I'm simply not willing to invest so much time in one single thing.
And it doesn't end at the learning phase - many "complex" products introduce limitations that further deadens their usefulness as leisure tools (e.g. many complex aircraft for FSX didn't play well with the time acceleration, even during cruise); The new FS 2020 seems to have a similar issue even on "stock" airplanes. It limits the spectrum of what a player can enjoy - unless you got 6 hours to dedicate to it, a London-New York flight is out of the question, so you better take that 747 on a 45 minutes hop to Dublin, for example.
I've also tried multiple times to get into DCS, stunning piece of software but again, same issue - I can't really go much further than taking off, flying around a little bit and back to base, unless I am willing to sink a significant amount of time learning radar operations, weapons systems and so on.
One interesting thing is that this attitude of obsession about realism and minor details at all costs is not limited to the flight simulation landscape; As I said, I got many other hobbies and interests and one of them are model railways. The same exact thing happens there - the whole hobby is slowly dying off because people keep pushing for more realistic models, bringing up the prices into insane territory - putting off any people who'd be curious about getting started.
Problem is, War Thunder is an hateful grindy mess like all modern "MMP" games, so it is automatically disqualified.
One fantastic example of immersive UI used to be in "Plane Mechanic" (they have since, stupidly, made it less authentic feeling). To order spare parts and finish a stage you had to sign off forms with authentic looking 1940s fonts (your signature could be anything, a squiggle with the mouse sufficed). Ideas like this can really add to the immersion and are usually not difficult to implement, they just need a bit of lateral thinking on how to design the game.