You might say that, but remember that you're a sim guy. You don't mind an objective like 'fly to point 15km away'. In a regular (modern) game that objective might be interesting because of the terrain, or the trash mobs on the way, or something; in a space game its 'point nose at dot, go get a beer'. I mean they eventually boiled Wing Commander down into WCA; literally a series of spawn points. I think the framework of space games (ie near-zero terrain, huge empty arenas, radar simulation, etc) was both popular at the time because of its technically non-demanding nature and has since fallen way behind the curve. All those sim trapping were arguably just the 'flavour' of the 90s as seen in other genres; deep down the games were simple, but could appear very attractive (like WC's sprites or Xwings textures) and the terrible mission structure actually played the the expectations or needs of the audience of the time.CaptHawkeye wrote:The X-Wing games and Klingon Academy i'd argue seemed like they tried to minimize downtime as much as possible. Especially true for their sequels.
As a comparison, 'fly 15km in a straight line' isn't uncommon in a space game from the 90s. In modern games, OFP had similar shits like 'walk over bland terrain to objective point' and it was clearly way more boring than its peer shooters.
I'd speculate from the state of other, similar genres that a space shooter to suit the sensibilities of a modern audience would need to have a number of qualities, the most difficult of which would be combat that is interesting in a non-sim way - no, people do not find TURN RIGHT MASHING MISSILE BUTTON to be interesting. It'd need to use modern storytelling methods (heavy scripting rather than cutscenes or audio), there'd need to be a much higher emphasis on the feel or the visceral nature of what was going on, and replacing switching in and out of mission/menu with the modern smooth flow in and out of cutscenes or QTEs. Boring combat aside you could easily take a Modern Warfare approach to space shooters and sell the game as a pilot experience, rather than a 'simulator'.