> On 8 feb, 12:58, Giftzwerg <
giftzwerg...@hotmail.com> wrote:
>
> > Yeah, I'm not getting this either. How a thread gets from, "how to get
> > funding for development of a game I've been wanting all my life," to,
> > "how to convince one of the few guys in the world who actually wants to
> > build real computer games that he should build boardgame simulators" is
> > simply beyond my comprehension.
>
> Requirement to build : 500K
> Likely revenue : 2-3000 times $50 - give or take 150K
>
> I don't know how it works in your company but over here the options
> then are :
>
> 1) Bury the project
> 2) Scale the project down
>
> So, let?s recap what I said and note it was nothing like ?build a
> boardgame simulator?
>
> Copy & paste :
>
> ?I know you won't listen ...but you have to scale it back to where
> you're totally uncomfortable with it :)
>
> Team play : chuck it out
>
> Granularity : 20 km from data-point to data-point and corps/army
> sized
> units
>
> Supply : make it so rudimentary / design for effect you can code it
> in
> a day
I think you're arguing about different things and may actually be in
violent agreement.
I don't think Eddy's talking about a boardgame port, just a game whose
engine uses some form of abstraction in those places where process-
simulation would be too time-consuming and/or costly.
Gifty, you acknowledged not that long ago that you wouldn't mind playing
a computer game that used some boardgame-like conventions in its engine,
as long as you didn't have to see them or think of them in those terms.
Imagine a Russian Front comptuer wargame. Let's say there are no hexes,
phases, whatever. The designer, having got this far, needs to implement
partisan warfare.
Option 1: He can have the player "draw" a partisan activity card or roll
some dice, which tells him the effects on supply, other modifiers
involved, etc. Definitely sub-optimal for a computer game.
Option 2: He can create lots of little partisan band objects that attack
rail and supply objects and have to contend with anti-partisan security
objects and out of all of this comes the information he needs: how much
partisan operations are hurting his ability to prosecure his military
campaign. He could pull in population data and anti-Nazi feeling data to
determine where and when partisan bands appear. Note that even an option
like this is going to involve abstraction at some point. *
Option 3: Option 1's process, with the information presented to the
player in the form of Option 2.
If Option 1 takes, say two months, and Option 2 takes a week, is option
3 really so terrible. Also, is it really any less realistic, since
presumably it will be tested to some degree against whet the designer
knows about historical level sof partisan activity.
* I'm aware that this scenario probably throws my utter ignorance of
game programming into stark relief, but I think you'll see the point I'm
making anyway.