In article <c931d089-6436-4cb8-b2f6-d3458630d7e2
@
e13g2000yqp.googlegroups.com>,
ju...@garykrockover.com says...
>
> > Remember AIR FORCE with the giant fans of flight envelope information
> > that looked like the seating chart at the Hollywood Bowl? AF and
> > DAUNTLESS were fun games - and nothing as hideous as the awful PHANTOM
> > LEADER - but there was never the sense that you were fighting an air
> > battle.
> I don't know why I'm defending PHANTOM LEADER because I have only seen
> others play it but I think this is where you are again comparing
> apples and oranges. PHANTOM LEADER isn't a game of aerial combat or
> flight sim on a mapboard. It's a game where you are in charge of Air
> Ops and must select the best resources for any given mission and then
> execute that mission.
What soured me - immediately - about PHANTOM LEADER is that it's such a
flagrantly *slavish* port of the boardgame that it's clear that
absolutely no thought was given to actually using the power of a
computer program to do anything except reproduce every compromise
necessary to get a concept working in paper format.
For example, the "place sites" phase is obviously included in the
boardgame for the Vietnamese (or solo) player to array defenses around
the target. But *why include this phase in the computer version*?!?
You can't *do* anything. Similarly, why does the computer offer up
*two* "attack" phases when it "knows" full well that none of the
player's aircraft are in range and even *able* to attack?
> If you're looking for a game where you turn
> your little planes in circles until you can finally line up a shot,
> then play ACE PATROL, not PHANTOM LEADER.
Actually, I was looking for both. FLIGHT COMMANDER 2 is a great example
of a proper computer game that allows the player to study the next
mission ordered by superior HQ, determine what pilots, armament, and
support is necessary to carry out the mission, and then - horror of
horrors! - "turn your little planes in circles until you can finally
line up a shot."
What I found was a boardgame so painfully generic that you could just
change the counters and events and have a nifty boardgame called, CAR
SALESMAN. "Oh, no! I drew the "Buyer Upside-down in Trade" Event
Card!!!!"
> Also, upstream you mentioned that HTTR/COTA/BFTB were "some of the
> most complex and involved simulations existing". I'm sure that under
> the hood they have lots of very detailed and complex programming going
> on, but for the player the game is very simple to play.
... if you want it to be, and want an accurate simulation of the obvious
fact that a division commander should not - and *cannot* - micromanage
the deployment of individual platoons or sections.
> It's almost
> like just selecting the AI to play itself and then sitting back and
> watching. Sure, you tell units to go this way and then go that way
> and then the game sims the battles. Yawn.
Bool-sheet. In each of these games you can issue individual orders to
each and every counter on the board, every single *minute*, if you like.
You can even zero-out the orders delay as though a division commander
had a magic radio and his men were just wee chess pieces.
> But this is exactly the
> type of game that suits you and thus is why it is your personal fav.
> You want the computer to do the work for you and at the end when you
> get the "Your side is victorious" message, you feel a sense of
> accomplishment because of your prowless as a gamer. And that's cool-
> it's probably smarter to have it that way. I think that the point
> that me and Eddy are trying to make is that you are cutting off a very
> wide spectacle of excellent games because frankly you're too lazy to
> put in the effort to learn to play them. You don't have the time, the
> energy, the desire. I get that. That's fine. What gets me is when
> the game becomes shit because you won't invest the time to learn it.
<laughter>
Can you seriously be of the opinion that the problem here is that I'm
too lazy, shiftless, and slothful to put in the effort necessary to
appreciate a product which, in my incredible stupidity, I imagined to be
something that would *entertain* me?
Heck, if I wanted to expend that kind of effort, I'd probably be the IT
director at the 12th largest corporation in the state, managing a yearly
budget of more than $5,000,000.
... wait, what?
> I quote:
>
> > No. My position is that a *real* computer game - a pure one - wouldn't
> need a manual at all. If you wanted to succeed at the game, and do
> well, you would only need the education and training *the real guy
> being
> simulated* needs.
>
> If that's the case, then how do you play any war"game"? Unless
> you're going to tankers school or air combat flight school, then
> you're having to learn within the framework of what a games designer
> has used to keep structure and playability in a game that *tries* to
> simulate something (be it on the computer or on paper).
If the game were realistic enough, I would play it *badly*. Is this a
trick question?
> You lose credibility with me when rating games because the scale is
> "Gifty gets it and it's easy: 10" down to "Gifty has no idea and it's
> too much work: 1".
And that's fine. My objective here, though, is not to rack up
"credibility points" with anyone; being told I'm fulla shit is, by now,
part and parcel of my USENET experience.
No, my basic point in this debate is that in virtually every other genre
of computer game, the boardgame has been completely abandoned in favor
of a more direct modeling of the real world.
For example, there used to be all sorts of sports boardgames. When I
was in high school, we played STRAT-O-MATIC to death. But suppose we
wanted to design a game where the player could manage a big-league
baseball team.
The "boardgamey" approach would be where the player managing the Red Sox
would first fill out his lineup card, then proceed to the first at-bat
by entering the "at-bat" phase. The player would enter the role of the
pitcher, and select a pitch from the "pitcher ability" card. The pitch
would then be "thrown," and dice would be rolled after modifying the die
roll for "pitcher fatigue," "pitcher familiarity to batter," "injury
table," "sun angle," and "windup or stretch."
The player managing the batter would play cards for "pitch
anticipation," and the game would continue, pitch-by-pitch, until some
result or other was indicated by rolling against the "to hit" table, or
playing a "hit" card ...
Bleagh. Beam me outta here, Scotty.
If Arjuna was asking me to sketch out a proper computer baseball manager
game, I would start by realizing that real-world manager has *zero*
realistic control over a ball pitched to a batter. Oh, sure, you can
send in signals to the pitcher; "intentional walk," or "pitch around
this guy," or "infield in," or "keep the runner honest," but ultimately,
the "pitcher" counter, in real life, makes 35 *million* dollars a year -
and commands this sum because he's forgotten more than any manager will
ever know about how to pitch a baseball to a batter.
A *real* manager rightly leaves the pitching to the pitcher. A computer
simulating a baseball manager should rightly do likewise.
So yeah, mea culpa, I would remove a metric fuck-ton of decisions from
the player, simply because the real-world manager *can't possibly
control this*. Does this "make the computer do the leg-work <yawn!>"?
Yes. Just as in the real world, the real-world players have to do the
leg-work. Giving the player only the realistic control a real-world
manager makes the game *more* interesting ... unless you think that
managing the Red Sox with the World Series on the line is "<yawn>".
> This is a fun debate, and nothing personal against you. ;)
That is, after all, why we're here.