Boardgame conversions - why I love them

This exciting new release is a faithful adaptation of the renowned Conflict of Heroes board game that won the Origins Historical Game of the Year, Charles Roberts Wargame of the Year and the James F. Dunnigan Design Elegance Award, as well as many others!

Designed and developed in cooperation with Uwe Eickert, the original designer of Conflict of Heroes, and Western Civlization Software, the award-winning computer wargame studio, no effort has been spared to bring the outstanding Conflict of Heroes gameplay to the computer. Conflict of Heroes includes an AI opponent as well as full multiplayer support with an integrated forum and game lobby. To remain true to the core gameplay of the board game, the PC version is designed to be fun, fast and easy to play, though hard to master. The game design is also historically accurate and teaches and rewards platoon and company-level combined arms tactics without overwhelming the player with rules.

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erichswafford
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Boardgame conversions - why I love them

Post by erichswafford »

Maybe it's because I'm 47 and so slightly predate the availability of PC's, but I will always have a deep fondness for boardgames and their conversions.

It seems like the boardgame roots force the designer to make a game both understandable and elegant - rather than just complex. We've all seen wargames that use the PC in an attempt to "brute-force" realism. I prefer a cleverly written rule or player interaction that successfully recreates reality.

While I love the subject matter, take a look at something like War in the Pacific: AE. This is a classic "brute-force" PC wargame, where the designer hopes that, by meticulously accounting for every bean and bullet, Reality will spring forth in an emergent fashion.

Now look at "War Plan Pacific" (basically Victory in the Pacific computerized). I've found that the latter game delivers much more consistent and historically "right" outcomes.

The reasons why:

1) I can comprehend what's going on enough to make good decisions.
2) The AI isn't overburdened with minutia.
3) You can actually playtest the entire war multiple times in a single day, thus eliminating bizarre anomalies.

"It is right to learn, even from the enemy."
- Ovid
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