A side-by-side look at Racing Sim and Space Sim.
A side-by-side look at Racing Sim and Space Sim.
I recently got Project Cars and tried a bit. A friend shared the "Power Play" update in Elite Dangerous, which adds a lot of content but doesn’t really make me want to play again. I said I need to be able to leave my spaceship, which makes sense since Elite Dangerous lets you explore and take on many roles beyond just flying. I mentioned bounty hunting, trading, and exploring. A racing sim focuses on just one objective—just driving—which doesn’t fit the idea of escaping a ship. I guess I’m being a bit unrealistic.
Yes, you can compare racing sims to other genres like Elite Dangerous. It's okay if you prefer escaping in a ship-based game instead of racing, as your preferences are valid.
It depends on your perspective. If you see it as a space sim, you might prefer leaving the ship. Viewing it as a flight sim changes the experience. Compare PC, FSX, and Elite to see what you truly want from Elite.
I don't think you're mistaken—I own Elite, PC, and SC. I really enjoy racing games and what they offer, and I don't mind getting out of the car. What I'm after is a solid experience with mechanics and visuals on PC and other platforms. Elite seems to concentrate more on the bigger, space-faring elements, while Star Citizen works its way from smaller details to larger-scale exploration. I believe Elite and SC are similar, though definitely not Project cars. E-Ganz said it nicely.
they don't accurately simulate many aspects, but it's not a major issue since they aimed to appeal to a wider audience for profit. Consequently, several components don't function correctly, such as suspension, tires, or brake temperatures. If you lose control, recovery should usually be possible, which is rare in project-based cars. Close to a simulation isn't the same. I can continue, but it might get a bit long-winded and I won't be able to change someone else's viewpoint. There are several aspects you can compare, but ultimately it comes down to personal preference—consumers decide what they want.