ORIGINAL: TheHellPatrol
Although there is much under the hood EVERYTHING you need is on the playing field via screens or tooltips. The tutorial goes into enough detail to begin playing, the manipulation of units<containers> is straightforward and the added economic/diplomatic elements are not too overwhelming but again, the tooltips help.
Thanks for the response. I mean this as an honest query (not a dig at AACW, which we hope to distribute as well and which I am enjoying quite a bit) as I found the games of similar complexity and in some ways thought FOF was easier. I love both games, but as a designer/producer am interested in learning how they come across and what makes it so for gamers. In AACW, I have to go into the ledger just as one has to go into three or four list type screens in FOF each turn to manage various off map functions. FOF has plenty of tooltips and a Flash tutorial that goes through basic interface and container management. I actually find the interfaces quite similar complexity-wise and design-wise.
I guess the in-game tutorial AACW has is a superior way to learn, but I'm trying to figure out if that's really all there is to it as far as the impression of greater approachability. If I were dumped in either game without a tutorial, I think I'd probably find FOF easier, so I'm guessing the AACW tutorial scenarios are what make the difference. One thing I've found a bit cumbersome in terms of managing containers in AACW is the need to split/disassemble them fairly often when I want to reorganize. It's easy to add units in, but I haven't figured out how to get units out without disassembling the whole container. I haven't read the entire manual yet though, so this may just be my inexperience.
In fact, it is one of those "easy to play, hard to master" games because after learning the basics you get the fun part...Strategy. I think you'd agree that FOF is a little more complicated, further bogging the player down is/was the WAD dilemma which is understandable with a game of this scope.
I found AACW to be beautifully elegant and fun in the smaller scenarios like Shiloh and Bull Run, but so far I haven't gotten far into the main campaign because of the amount of management it requires each turn to check all my units, reinforcements, new militias, etc. It's taking me a lot more work thus far to get through a turn than BOA or FOF does and I'm wondering if I'm the only one seeing that. FOF feels to me a bit more like playing Third Reich while AACW is feeling a bit more like World At War (the board game) so far. Perhaps a better comparison is to say that AACW is making me feel a bit like I'm playing WITP as far as detail, which is a good thing but not what I would ever have called "approachable".
In summary: AACW has more Fun Factor where FOF demands "work" (if you want to live). On the other hand, i'm one of those people who could play HW all day long...different strokes
Well, detailed battle certainly takes time but FOF does have both quick and instant battle options, so the addition of detailed battle _as an option_ doesn't strike me as a possible negative against FOF, but rather a positive for those who do have the time to fight things out. I think AACW's instant battle resolution is much better than FOF's but FOF's quick battle seems to take similar things into account as the battle resolution in AACW, so those seem about on par.
FOF also has its Basic and Intermediate games as options, which IMHO are much simpler games than the Advanced version and Basic doesn't even allow Detailed Battles as an option.
Anyway, I'll play around with AACW some more as time allows. I'm also working on Panzer Command Kharkov and the next FOF update, both of which take up a fair amount of my time.
In any case, I'm very glad to see such a great ACW game from AGEOD and I think ACW fans are frankly blessed to have both this and FOF and the upcoming ACW game from 2by3. Enjoy it while it lasts, folks as I can't remember the last time there was this much ACW goodness all within a year's time. [8D]
Regards,
- Erik