On 7 mei, 16:04, Frank E <
fakeaddr...@hotmail.com> wrote:
> On Mon, 7 May 2012 05:47:50 -0700 (PDT), "
eddyster...@hotmail.com"
>
> <
eddyster...@hotmail.com> wrote:
> >On 7 mei, 14:25, Frank E <
fakeaddr...@hotmail.com> wrote:
>
> >> I've always been a proponent of fairly abstract systems in wargames
> >> but not abstracted down to the boardgame level.
>
> >I've always been a proponent of historically accurate wargames that
> >put the player in the commander's shoes.
>
> >Now, pray tell which one is the more historically accurate game on the
> >East Front, the one really puts you in the shoes of uncle Adolph &
> >Stalin : the "simple" and very much abstracted boardgame No Retreat or
> >the massively complex War in the East pc wargame ?
>
> That's a false choice though.
No, it's a perfect example to show that the equation more data = more
realism is total bs and that abstract wargames can easily outperform
their micro-manage monster cousins on the historical accuracy front.
Given the a-historical staggered lines I saw in WitE screens, I don't
think anyone can dispute this point.
> Lets take your mythical eastern front
> game where I'm playing the role of Hitler and/or OKH. I don't care
> about allocating reinforcements to specific units or how supplies flow
> but that doesn't mean those systems shouldn't be there
> (automated,
> running in the background).
How about abstracted in the background ?
> If my tank replacement rate is 100 Pz IIIs
> and 100 Pz IVs a month and I run my panzer divisions into the ground
> during the first winter, then I want the game to reflect the fact that
> I can't magically get my units back up to strength in time for a
> spring offensive.
I think you're confusing No Retreat with The Russian Campaign. That
game indeed had this bs mechanic where SS units got magically rebuild
each year so they became totally expendable.
> If I outrun my supply lines during an offensive, I
> want to see a gradual deterioration of combat effectiveness until I
> can rest my units.
What's wrong with von Paulus 6th army getting flipped after a turn out
of supply ?
> Those are the types of things that just aren't handled well in board
> games because they can't handle the granularity of those systems
> without getting bogged down in minuta.
Ok, granted - pc wargames are able to handle the granularity better -
up to a ridiculous level even. The point then becomes a matter of
taste : do you like this granularity because I know where it leads to
in pc wargame design : having to move the 516th Kitchen Company due
East every turn.
> A well designed PC game handles
> that well without ever bothering the player with it.
Great. And apart from a couple of notable exceptions like the Command
Ops engine, where can I find those fabled designs ? Because all I see
is engines becoming *more* unmanageable. Just one example : I like
Viktor Reijkersz very much, he's fun to hang out with and so on but
his designs went from simple beer & pretzel stuff I liked - "People's
Tactics" - to games I won't even touch if you paid me. People into
historical sims will just love his new Decisive Campaign - Case Blue
game but moving 700-800 units per side each turn is just not something
I do in my spare time.
> Gifty mentioned Star Fleet Battles, which is also a good example. It
> doesn't work particularly well as a board game because it becomes too
> bogged down in the details of allocating power systems and plotting
> moves but transfer that system to a PC where the details can be hidden
> in the background and it suddenly works much better.
Why does everyone think a boardgame port must be a 1-1 port where the
gamer moves stacks of fuel markers ? Of course I want the digital
version to take care of the bookkeeping stuff and even do this behind
the scenes. I just want the digital developer to start with a working
game, instead of waste his time reinventing the wheel and come up with
a square one as happens all too often in the pc wargame world.
And of course there's no point in porting a bog-standard hex & CRT-
based boardgame to the digital world. We have Tiller for that. No, I'd
like to see that half dozen games each year that are *really* good and
novel get ported.
Greetz,
Eddy Sterckx