PMantle wrote:It is a game. I repeat. It is a game.
That's only an excuse when you don't even try to aim for realism with your game. Where would flight sims and racing sims be if they didn't try to model all of the physics as accurately as the developers can make them run on the platform they're designing them for? The tone of JHern's posts might have been a bit harsh, but the idea was totally correct, if you're actually going to market something as a realistic disc golf game and it doesn't even try to model some of the most fundamental things that golf discs do, then you're lying to some extent.
That's actually the problem with all the disc golf games I've ever tried, they don't take the dynamics of disc golf into account properly. Sure, they can be fun for a while, but the longevity suffers greatly from the very static nature of the physics. A good racing simulator can stay interesting and engaging for over a decade, because just like racing cars in real life is great fun and doesn't really get that old, the dynamic nature of the physics in those sims also keeps them from starting to feel repetitive. Two good examples are Grand Prix Legends from 1998 and Richard Burns Rally from 2004, both of which are still very actively played in the sim racing world. Other sims from that far back aren't as actively played anymore because usually they've had sequels or direct replacements made since them, but those two haven't. Considering how dynamic the physics of disc golf in real life are w.r.t. power, spin, lift, drag, wind, angles etc. I can't really see a reason it wouldn't benefit in the exact same way from a properly realistic implementation of physics, making the game even more entertaining and for a longer time (and you could also pretty easily put in a dumbed down arcade mode for those that want a simple quick experience), and frankly that's the only type of disc golf game I'd really be interested in.