A chat exchange about War Thunder controls explains why ships are run by teams. As games become more realistic about grounding, aiming, gunnery, torpedoes, islands, and shorelines, one player starts doing jobs that real crews divide among conning and weapon stations. The same problem applies to tanks, where commander, gunner, and driver are plausible separate player roles. Loading is especially physical, though virtual-reality equipment could reproduce it because militaries already use training simulators. Vehicle handling and combat systems are organizational and training problems as much as mechanical ones.
Notable Point · 36:17-38:33
Realistic games and divided vehicle-crew roles
A War Thunder aside uses ships, tanks, and training simulators to explain why realistic vehicle combat divides command, movement, and weapon operation among a crew.