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Old 08-17-13, 02:02 AM   #171
Nexus7
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Join Date: Jun 2004
Location: Switzerland
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Btw, the DW manual, despite being a fat manual, doesnt explain anything "in depth", but rather what button does what. Being the interfaces quite self eplainatory, most part of the manual will not be much usefull to most players. It's a reference manual (together with the in-game manual).
But the game is delivered with training videos as well, and that is (IMO) more useful to quickly begin to actually do things. It still requires concentration and reasoning to make meaningfull (and successfull) actions. Then it's a matter of motivation. If one has it then he'll ask questions (for example in here); if not, he'll try another game.
People that want something to "just blow stuff up" simply bought the wrong game (even because they will be disappointed by the raw graphics in first instance) - he'd better buy one from the SH series .
If I'd try to play a fly simulator for fighters (the detailled ones) just to blow up things, I'd probably throw manual amd DVD in the cellar after 10 minutes as well. Then when everything is more or less understood, there is the need for triggers.
Virtual navies were excellent triggers to add variety to the games, putting in place players stats, rewarding medals, organizing clan-wars (!), promoting players and so on, adding a lot to the bare game itself. Maybe that will rise again
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