Nice discussion...
I'd say simulation & realism are the same, but simulation & difficulty are different.
Many talk about scores, stats, ect when talking simulation. I don't include those because, well, anything can happen. Who thought of a RB running for 2,000 yards until OJ did it? Who thought of running & receiving for 1,000 yards until Craig did it? 50 TDs? 5,000 passing yards? 300 rushing yards in one game? I'm sure all of this sounded crazy until someone did it.
When I think simulation, it's more about the how. In video game speak, animations & AI determine how sim a game is. Are players moving realistically? Responding realistically? How many yards & points you get will ALWAYS be up to the user. Some of us will ALWAYS be more/less skilled than others.
This is why I think it's possible to make an ultra realistic football game and not alienate casual fans. You want to pop in the game & blow out the CPU. Fine. Set it on easy and go. The game doesn't have to be any less realistic to put up 70. 70 points has been scored before. So the easy level only needs to reflect how a team would have 70 put up on them. Bad play calling, turnovers, bad reads, simply getting out performed, ect. But it doesn't mean you can't have contain AI, realistic pass rushing animations, ect.
In other words, if the animations & AI are realistic, everything that happens will LOOK possible, thus realistic.
Comment