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Simulation Games vs Arcade Games - And How This Applies to WoWS


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Posted

I requested Perplexity for a concise take on the differences between simulation games and arcade games.

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Define in relatively concise terms the differences between simulation games and arcade games, specifically in the cases where they depict a similar gaming environment like cars, planes, ships etc.

Here's the answer:

Simulation games and arcade games differ significantly in their approach to depicting gaming environments like cars, planes, and ships: Simulation games aim to replicate real-world experiences as accurately as possible

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. They feature:

  • Realistic physics and handling
  • Complex controls that mimic actual vehicle operation
  • Steep learning curves requiring practice to master
  • Emphasis on authenticity and realism
  • Slower-paced gameplay focused on precision

Arcade games, on the other hand, prioritize fun and accessibility over realism

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. They typically have:

  • Simplified controls for easy pick-up-and-play
  • Exaggerated physics allowing unrealistic maneuvers
  • Faster-paced, action-oriented gameplay
  • Over-the-top stunts and effects
  • Emphasis on immediate entertainment rather than accuracy

While both types can be challenging and enjoyable, simulation games cater to players seeking a more authentic experience, while arcade games appeal to those wanting quick, exciting gameplay without a steep learning curve

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While I think, in general, the arcade description fits WoWS, I'm wondering about the 'without a steep learning curve'. I've actually been wondering about that for a longer time, because things don't seem to 'add up' there, in a sense.
 
 
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Posted

The "learning curve" is only as steep as a player wants to make it, in WOWs.
Spend more effort = learn more cool stuff.
Spend "Candy Crush" levels of effort = can still play WOWs.

Either way, people can have fun and WG gets a chance that a player might spend money.

Each player decides for themselves how they wish to pursue happiness. 

Posted
Just now, Wolfswetpaws said:

The "learning curve" is only as steep as a player wants to make it, in WOWs.
Spend more effort = learn more cool stuff.
Spend "Candy Crush" levels of effort = can still play WOWs.

Either way, people can have fun and WG gets a chance that a player might spend money.

Each player decides for themselves how they wish to pursue happiness. 

Yeah... but.. compare WoWS against any other arcade games you've played. Have they been the same, or not? I know, in the past some people have suggested that arcade games have become more complex than in the past but.... does that really 'compute'?

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Posted
19 minutes ago, Daniel_Allan_Clark said:

Basically 'idea entry' is the concept of WG allowing an idea to actually enter the game design process.

If realism is a barrier to 'idea entry', then an idea that isn't 'realistic' never gets considered as part of the game design update process.

But this is clearly not the case, as the game is much more arcade than simulation.

So, torpedoes in game not behaving as though actual physics applies is still a potentially viable idea to enter the game update design process.

 

@Daniel_Allan_Clark

So, these 'idea entries' are how you further depart from realism when it comes to arcade games as compared to simulation games. Shouldn't there be some kind of rational behind these idea entries, then, like making game play more not just easier, but also more playable in the context of an online PvP game?

 

 

Posted (edited)
51 minutes ago, Admiral_Karasu said:

Yeah... but.. compare WoWS against any other arcade games you've played. Have they been the same, or not? I know, in the past some people have suggested that arcade games have become more complex than in the past but.... does that really 'compute'?

Actual arcade games, both computer and physical (such as "Whack-a-mole" or "Air-Hockey") seem easy to start.
Put in a coin (or two) and have a couple of minutes of fun.

But, "Getting Gud" at playing Pac-Man would involve learning the mazes and the patterns that the Ghosts traveled in.
Some other games had similar "research" requirements.  
Gamers may share tactics and strategies among their friends, or might find information about a game in a magazine article.

In the 1980's few kids had access to the internet. 
Bookstores and libraries were more accessible.
Gaming was playing cards, or board-games, or playing Dungeons & Dragons, or making a trip to the local Arcade, from what I can remember.  🙂 

Nowadays, one can still find actual Arcades in places.  https://hamptonbeach.org/hampton/playland-arcade/  
https://www.hamptonbeach.com/attractions-shopping-1/centermallarcade  
But many have closed and/or been re-purposed. 
One such location, formerly known as "Space Center", in Manchester New Hampshire, has become a Casino.  https://revocasino.com/revo-manchester/  

Edited by Wolfswetpaws
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Posted
2 minutes ago, Wolfswetpaws said:

....

Nowadays, one can still find actual Arcades in places.  https://hamptonbeach.org/hampton/playland-arcade/  
But many have closed and/or been re-purposed. 
One such location, formerly known as "Space Center", in Manchester New Hampshire, has become a Casino.  https://revocasino.com/revo-manchester/  

 

Oh, the irony....

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Posted
4 minutes ago, Admiral_Karasu said:

Oh, the irony....

Shocked that gambling is happening - Casablanca (1942)  

  

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Posted
4 hours ago, Admiral_Karasu said:

Yeah... but.. compare WoWS against any other arcade games you've played. Have they been the same, or not? I know, in the past some people have suggested that arcade games have become more complex than in the past but.... does that really 'compute'?

Arcade game does not necessarily mean easy to play.

Try playing F-Zero X and tell me it's easy to pick up and learn...and it is a quintessential arcade game.

3 hours ago, Admiral_Karasu said:

@Daniel_Allan_Clark

So, these 'idea entries' are how you further depart from realism when it comes to arcade games as compared to simulation games. Shouldn't there be some kind of rational behind these idea entries, then, like making game play more not just easier, but also more playable in the context of an online PvP game?

 

 

WG staff get to decide the rationale behind how to structure ideation with respect to their vision of the game...not me.

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Posted
8 minutes ago, Daniel_Allan_Clark said:

Arcade game does not necessarily mean easy to play.

Try playing F-Zero X and tell me it's easy to pick up and learn...and it is a quintessential arcade game.

WG staff get to decide the rationale behind how to structure ideation with respect to their vision of the game...not me.

Have you ever tried to hypothesize what their rationale might be?

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Posted
Just now, Admiral_Karasu said:

Have you ever tried to hypothesize what their rationale might be?

I've found doing so to be a path to depression. Don't do it.

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Posted
4 minutes ago, Admiral_Karasu said:

Have you ever tried to hypothesize what their rationale might be?

🤔

3 minutes ago, Daniel_Allan_Clark said:

I've found doing so to be a path to depression. Don't do it.

  😄 
giphy.gif  

 

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Posted
8 hours ago, Admiral_Karasu said:

Have you ever tried to hypothesize what their rationale might be?

AH, they took World of Tanks and cloned it with ships..........?  To  make  money the easiest way possible with the least amount of effort.

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