Difference between revisions of "Realism"
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== Discussions == | == Discussions == | ||
*[http://www.aegidian.org/bb/viewtopic.php?f=2&t=21096 Oolite essay: game lore, features and mechanics] Stranger's Essay for Roolite (the Russian Oolite web-site) | *[http://www.aegidian.org/bb/viewtopic.php?f=2&t=21096 Oolite essay: game lore, features and mechanics] Stranger's Essay for Roolite (the Russian Oolite web-site) | ||
− | *[http://www.aegidian.org/bb/viewtopic.php?f=2&t=18664 Is it possible to add in Gravity/Inertia?] (2017) | + | *[http://www.aegidian.org/bb/viewtopic.php?f=2&t=18664 Is it possible to add in Gravity/Inertia?] (2017) ...with [[User:Astrobe|Astrobe]]'s .oxp link |
− | *[http://www.aegidian.org/bb/viewtopic.php?f=2&t=10238 GAME CHANGER - A little overlooked law of aerospace science.] (2011) The dynamics of travel in space. Friction, cosmic ray secondary muons, Bermuda Triangle, absolute zero, achilles heels in ship designs, [[Ubership]]s | + | *[http://www.aegidian.org/bb/viewtopic.php?f=2&t=10238 GAME CHANGER - A little overlooked law of aerospace science.] (2011) The dynamics of travel in space. Friction, cosmic ray secondary muons, Bermuda Triangle, absolute zero, achilles' heels in ship designs, [[Ubership]]s... |
*[http://www.aegidian.org/bb/viewtopic.php?f=2&t=11476 Artificial Gravity and Space Stations] (2012) | *[http://www.aegidian.org/bb/viewtopic.php?f=2&t=11476 Artificial Gravity and Space Stations] (2012) | ||
Revision as of 13:41, 19 November 2021
Oolite is modelled on Classic Elite - a very simplistic but very playable game published in 1984. Realism is often seen as conflicting with playability.
Issues with Physics/Science/Economics in Oolite
Classic Elite was written for early computers. David Braben's Frontier series (written a decade later for more powerful computers) tried to import more real-world physics and astronomy into gaming. But Oolite, being a copy of Classic Elite, suffered from the simplicity inherent in the early game. Thus the astronomy, the physics and the economics are all unreal simplifications which, however, combine to make a much more playable game.
As the years have gone by, there have been those pushing for a more realistic approach (originally, some who came to Oolite through Frontier), and other pushing for a more game-focused approach (perhaps those who preferred Classic Elite - Frontier had playability problems). The arguments on each side are good, and the open nature of Oolite means that there are a plethora of OXPs which modify the game in one's desired direction.
Realistic Solutions
- Strangers World attempts to sort out a number of these: to whit, some of the issues of scale/distance, astronomy, fuel-less travel etc.
- Ship Configuration OXP implements the impact of equipment volume, weight, heat production and breakability.
- The Rescaling experiment attempts to sort out some of the distance/size issues.
- Guide to Ambience OXPs details a number of OXPs addressing issues of astronomy.
- See Economics for a number of attempts to sort out issues with trade and markets.
Discussions
- Oolite essay: game lore, features and mechanics Stranger's Essay for Roolite (the Russian Oolite web-site)
- Is it possible to add in Gravity/Inertia? (2017) ...with Astrobe's .oxp link
- GAME CHANGER - A little overlooked law of aerospace science. (2011) The dynamics of travel in space. Friction, cosmic ray secondary muons, Bermuda Triangle, absolute zero, achilles' heels in ship designs, Uberships...
- Artificial Gravity and Space Stations (2012)