Originally posted by denisonh
Not sure what exactly you are talking about. I do not pretend. I only make observations, and provide my analysis.
But I will say the EiA is not WitP or UV. The scope, detail, and complexity are much different. The level of abstraction is also the difference in the complexity.
I only say that there are players who crave the detail, and those who do not.
It is those who are in between that are the hardest to satisfy. If you want the detail of BOTR and have it play like Janes WWII fighters, then dissappointment is yours far to often.
All I say is that that the profile of a the "QUAKE" gamers and the PacWar gamers is very different. Very.
Yes, there are some who play both, that is certain. But let us not confuse that Gary Grigsby writes games like BOTR, PacWar, and UV. If you bought those products, you are more than likely the target audience for WitP.
If you expect WitP to be a departure from his previous products, then you have unrealistic expectations.
I expect the same level of detail, improvements in the game engine, and some information management tools to make WitP a great, detailed and complex game.
So you are saying that Gary is incapable of learning from past mistakes? I find that very hard to believe.
It always hurts the parent if the child is stillborn. By training
I am a programmer. I can tell you nothing sucks quite as bad
as 2k lines of code that you never use.
I think this forum is an example of how they DO want player input.
If all you ever do is tell them 'yes' your not helping.
The BtR strafe kludge is a case in point.
Try playing the Germans sometime.





