(temporarily delurking :) )
On Wed, Aug 19, 2009 at 11:31 PM, Patrick<p55ca...@gmail.com> wrote:
> Wargames purport to simulate, or represent in game form, some aspects
> of warfare. They're vehicles for getting imaginatively involved in
> the drama of war while enjoying a game.
>
> So, how detailed should a wargame be? How complex?
I think the answer is right there: "to simulate ... some aspects".
To me it depends on what aspects are simulated and how well (as far as I
can tell) those aspects are simulated. Also the aspects that are not the focus
of the simluation should be sufficiently well designed to not get in
the way or to cause any too weird results.
It is also important that it is obvious what to expect from the game.
A highly detailed game can be good if it is also very good at
reproducing historic events down to that detail. The worst crime is
adding detail that is lost to other abstractions anyway, so that the
situation could have been better gamed by applying more abstractions
and remove detail.
I learned from a thread on BGG a few months ago that some wargamers
are blind to the greatest abstractions of the hobby: time and space.
To understand and be able to compare how abstract two games are, you
first need to undersand that the positions of units in space and time
are always abstract, and in most games very abstract. A unit moving
from A thru B to C in turn 1, and then move on to D and E in turn 2,
will at only a tiny part of the turn be located at C, even if it on
the board is represented by a counter in that location possibly for a
long time. Even a stationary unit might be moving about, or located
near the edge of a hex, or having a big part of it sent out into an
adjacent hex (or the other side of the map). What we see is only a
convenient representation of the center of gravity of a unit at some
unspecified time close to the time represented by the current turn,
quantized to fit the grid of the game board. Realising this is very
important before you start comparing how well different games handle
for instance terrain effects. Such a huge abstraction, that we somehow
manage to not think about much, really overshadows most other
abstractions, making many reality arguments quite pointless imo.
--
/Pelle
On Thu, Aug 20, 2009 at 2:37 PM, Sukunai<sukunai...@hotmail.com> wrote:
> Then there is the outright failure aspect of some games to suspend
> disbelief.
This might be the key. Suspension of belief is what matters really,
complex game or not. One thing that makes me hate many computer games
is the use of standard computer GUI widgets inside of the game. The
moment I see a menu or popup dialog or something that reminds me I'm
just in front of my old computer playing a game, that's when that game
lost me. The UI has to be worked into the theme and style of the
gameworld being simulated. Most basic thing that some designers of
non-mainstream games don't do is run the game in fullscreen so that I
won't have to see a window title bar all the time.
> I loathe real time strategy simply on the grounds that too many times
> too many players have latched onto the term real time, and insisted it
> meant the game actually was simulating reality which is most assuredly
> is not.
Hm. I don't think I agree with all your talk about "real time". To me
it has always been related to what real time means in computer
science, which means the actual speed does not matter, only that it
ticks along at some minumum rate. I always assumed that the computer
geeks behind the first "real time strategy" game had that version of
the expression in mind.
> Thus, a game such as Hearts of Iron, now in it's third entirely buggy
> unsatisfactory release
> It will be on the market if it is lucky, actively
> 6 months, just long enough for everyone to know it sucks, and next
> year it won't mean squat to anyone. In 5 years time the game will have
> zero shelf worth.
HoI has been around for 7 years already (counting HoI2 as only an
upgraded version of the original HoI, and HoI2 was on the shelf of the
computer game store I visited a couple of weeks ago).
I really liked the game Europa Universalis from the same developers.
Never played HoI because of the less interesting theme. Maybe it is
buggy and bad. I don't know. Anyway you shouldn't assume that they are
bad coders even if you find the game buggy. So many other things go
into making bugfree software that is outside of the control of coders.
> Panzer General series were great games, and not always easy too.
> Simple to play, and yet often you had to really master it to beat it.
Only played the first game. Very good campaign game that I keep coming
back to. My only problem is having to bring up a dialog window with
lots of stats for each unit, compared to most boardgames that can do
with just attack-defense-move printed on the counter. My biggest
complaint with all computer wargames actually. Just becauser it is
easy for a computer to handle lots of data, and easy for a programmer
to make algorithms to handle all that data, my brain isn't better at
handling data when playing on a computer compared to on board. In fact
since computer screens are so small compared to most boards I think
computer games in general should strive to be much simpler and contain
LESS data than baordgames.
> One of the single biggest successes in wargaming came with computer
> wargaming when it gave us WEGO as a turn concept. I think WEGO has to
> be the most under appreciated major break through in wargaming design
> ever.
I always hated WEGO games. My computer is good at handling that, but
it is just too many things to consider to be able to come up with good
plans, and you need to understand all the rules behind it to make good
decisions. A simple move phase then combat phase user interface is a
lot easier to work with. Besides it is FUN to plan and execute
attacks one at a time, planning clever ways to order attacks to
exploit as far as possible and/or surround enemy units.
>Thanks to the computer's ability to process massive amounts of
> data easily
Ah, there it is. The way of reasoning that has ruined so many computer
wargames. I wish designers could think of the processing power of the
player's brain rather than what is possible to handle behind the
scenes in the computer.
> The Up Front game is based off of totally random draws of cards. It's
> random but so what. It is also likely one of the best simulations of
> the unpredictable nature of squad level warfare ever made. Just a
> shame no one has ever thought to use this process to market a card
> based wargame for computer or console. It CAN be done. They did it for
> the Yu-Gi-Oh card game.
Up Front would be really good on a computer probably. So would Fields
of Fire for instance. But when converting a game to the computer it is
a good thing to get rid of the cards imo. Cards is a really good way
to break "suspension of belief". I would rather pretend leading a
squad in combat than pretend playing a cardgame about leading a squad
in combat. For instance they could do Up Front as a turn-based 3D game
with a limited set of orders to chose from each turn. It could be
functionally equivalent to the card game, but presenting the action to
the player in a less cardgamey way.
--
/Pelle
On 8/22/09, Sukunai <sukunai...@hotmail.com> wrote:
>
> Pelle your comments are at war with each other.
I don't think so no.
> You support real time in HoI, and then you slag off a game that places
> workload excesses on the human brain in WEGO.
I do not support anything in HoI as I have not even played it, as I
said. I can enjoy slow realtime games without too much information to
handle, and preferably a pause button. Never tried to play a big
nation in Europa Universalis though, and never tried any of the
sequels in that series that might be more complex. WEGO is annoying
when there is too much going on in a small area and it is impossible
to guess in what order attacks/moves will be resolved. I don't see any
big benefit either and it makes the user interface more complex and
crowded. Not knowing exactly the state of the game when a specific
action is resolved also means it is even more important that I know
every detail of the rules of the game, meaning that there is even more
reason to not go wild adding data and details in a WEGO game.
> to support games that wish to exceed logical amounts of workload, but
> dislike games that feature menus to organize the tasks..
I don't mind menus. Menus are fine. As long as they are not the
standard operating system GUI toolkit kind of menus that reminds me of
sitting in front of a computer. Those things don't exactly do wonders
for the suspension of belief... On the other hand if there is so much
information that it has to be organized into menus rather than shown
onscreen at all times then I don't see how it can not have a too high
workload.
> You want the power of a computer, and then appear to dislike that the
> computer can do all the mental muscle workload.
The power of a computer can be used to make a nice user interface, a
good AI etc. But to use it to add more data and more rules is not what
I want, no, since there is no way to play a game well without knowing
all the rules and being able to predict the outcome of [future]
actions.
When moving chess from a board to a computer is it good use of the
computer power to add 100 new types of pieces all with special moves
and increase the board size to 100x100? Surely since the computer can
help you say which moves are legal each turn the computer is handling
all the mental muscle workload? No? And while at it why not add a lot
of data to each piece so that you need to bring up a series of dialog
windows to see exactly what each piece is capable of, rather than just
seeing the piece on the board, and also put hidden information in each
square that requires more player interaction to figure out (maybe need
to click each square to find out or switching between different
overlays). The computer can handle all the complex calculations
involved, so why not.
> You want simple and elegant, then inexplicably turf it if it uses a
> simple medium like cards. The cards are what MAKE Up Front so
> incredible simply because it is not rigid and inflexible.
Cards, dice, miniatures etc are things you use to simulate war on a
board. There is no use to bring those metaphores to the computer
screen. I would very much prefer if a computer version of Up Front
instead called them "available actions" or something and went a long
way to not display them in a way reminding me of playing cards.
Patricks post about that tin soldiers game was a good explanation of
why cards are also bad. Besides I bet that on a computer there are
better ways to do squad level combat than what is the best way on a
board.
--
/Pelle
> Computers are very intricate, complicated electronic devices. And
> it's hard for me to accept that they're suitable for something as
> trivial as game playing.
Brains are even more intricate, more complicated devices, and yet you
use those for playing games...
> To my old-fashioned mind, computers are for
> tracking spacecraft, handling corporate payrolls, or assisting with
> scientific research.
What all the above require is an ability to do reliable and accurate
book-keeping, often of voluminous data. So if you have a game that is
aided by reliable and accurate book-keeping, often of voluminous data,
then they make perfect sense as games platforms.
> So, with regard to computers, I guess I've got an Amish streak in me.
> I want to turn back the clock and live in a more low-tech age. It
> just feels more natural.
But if you try and play something which requires huge logistical and
bureaucratic input from the players you'll probably end up abandoning it
as too much work and play something else.
Personally I prefer games where there is an elegant simplicity these
days, and that doesn't really need computers to do well, but there's
plenty of avenues where computers open up possibilities that just don't
work with boards and cards.
> So, a game like Up Front appeals to me when it's played with cards--
> because cards are an old tradition; they've been used for game playing
> for centuries.
I remember when Up Front was released, and there were a lot of people
who wouldn't touch it with a barge pole because cards had no tradition
in complex wargames. No board, no hexes, etc.
Sid Meier's Civilization has vastly more detail than Francis Tresham's,
because it's using what the computer does so much better than cardboard.
But the boardgame isn't an inferior game for that, it has its own
strengths where it trumps the computer one.
> But at the same time, I'm torn--because there's that "Amish" part of
> me that believes games should only be played with implements like
> cards, dice, and dominoes.
I can see why you might prefer such tactile things, but "only played
with" is a bit odd IMHO...
Pete.
--
Peter Clinch Medical Physics IT Officer
Tel 44 1382 660111 ext. 33637 Univ. of Dundee, Ninewells Hospital
Fax 44 1382 640177 Dundee DD1 9SY Scotland UK
net p.j.c...@dundee.ac.uk http://www.dundee.ac.uk/~pjclinch/