Have you looked at the graphics in SAI ?
My dog has a better colour sense, and he's like all dogs colourblind.
> And I would observe here that in a well-designed computer game there's
> no way to know how "convoluted" things are,
LOL - you can bet your grandma that all the reams of data you see in
the average pc wargame are getting used in some calculation or other.
Oh, I know that mantra of the pc taking care of the number crunching,
but I call bs on that because those games become incredibly difficult
to design properly.
Too much data == bad
> I would argue the opposite, in fact; the
> most "convoluted" PC wargames are *boardgame simulators*.
ROTFL - yeah, that's the first thing I thought when I saw the
screenshots and specs of that Kickstarter Bulge game ... not.
> > And even if you can scrape a half a dozen titles together, this is
> > just insignificant compared to the 40-50 pc wargame titles that get
> > released each year, each of them suffering from the 10% think, 90%
> > mindlesly shuffling stuff around syndrome.
>
> Come now. There are *hundreds* of PC titles in the "think as long as
> you like, then execute" category.
That's not what I said. I said games where the majority of the gaming
time is spend thinking.
> How about CARRIERS AT WAR?
A fun hide & seek @ sea game - never required heavy thinking on my
part
> PANZER COMMAND: KHARKOV?
A poster child for scrolling and panning and tilting and having to
deal with a badly designed UI where your units are represented by
silhouets and you have to click on them to see "oh, yeah, that was
that unit".
> Everything from SSG.
The design includes a software magnifying glass ... 20-20 vision here,
but if I play them longer than an hour I get a headache.
> Just about every Tiller game,
The poster child of "shuffle 500 units east every turn" ? Are you
kidding me ?
> for that matter. COMBAT MISSION, all iterations.
Same problem as Panzer Command.
> FLIGHT COMMAND II.
Never played that one
> WC:NAW.
There's a game in there ? Who'd have thunked
> FLASHPOINT: GERMANY.
Oh, you got a good one - congrats.
> Shall I keep typing?
You better start taking a good look at modern boardgame design.
> [Indeed, the *only* wargame I think I own that even comes close to
> "mindlessly shuffling stuff around" would be the various CLOSE COMBAT
> titles - and even here the extremely tactical nature of the game system
> makes time pressure not only appropriate but essential.]
>
> And why is the ratio of "80% think, 20% execute" PC games to "mindlessly
> shuffling things around games" remotely interesting?
Because playing a wargame is all about the command experience, not
about moving the 516th kitchen company east 3 hexes each turn ? Is
this a trick question ?
> This is like saying "the number of decent restaurants is insignificant
> compared to the hundreds of shitty fast-food joints that open every
> year." So what? As long as the customer can tell the difference, the
> ratio is pointless.
Yeah, the only problem is that the number of decent restaurants that
open each year can be stored in 2 bits and that you somehow oppose
the proposal that prospective restaurant owners don't cook themselves
but hire a renowned chef.
Something does not compute.
Greetz,
Eddy Sterckx