ORIGINAL: barbarossa2 . . . I wish that CoG:EE had the same kind of battle engine that the total war series has, but more realistically played. I simply don't enjoy anything hex based anymore really.
That is an interesting point, and it makes me wonder about the distribution of various tastes and preferences for the graphical side of user experience (GSUE) among gamers these days. Games like Civ, the whole 3D first-person-shooter genre (FPS), and then the highly 'realistic' graphical experiences in myriad real-time strategy games (RTS) have done a lot to transform the standards and expectations in the market, and I am frankly a bit discouraged by that transformation. I noticed in a previous post that Ubik said something similar about 'graphics being paramount,' if I may paraphrase. It is an interesting isssue from both a consumer psych, and anthropological and a game-marketer perspective.
I'll state up front that my tastes are with games like War in the Pacific (WiTP), Forge of Freedom (FoF) COG:EE, and games with similarly austere GSUE that are more 'realistic' in (a) being scaled to realworld terrain and geography; (b) intrinsically based on a turn-based system in which most variation in performance at the game does not depend on what I call 'Twitch Factor Gaming' (TFG)(handeye-coordination and in particular keyboard-hotkey-mouse-screen coordination of hand-eye executive function); (c) allow for detailed terrain-combat-unit dynamics to be simulated (e.g., a "Woodsman" unit in a wood hex/tile is not so easy to simulate in a non-hex RTS-style map I would think?). What these games lack in complexity of GSUE they more than make up for in actual depth of historical detail, nuances of strategic potential, and capability to simulate real historical (or fantastical) social/military dynamics with a reasonably easy to run engine that remains balanced and challenging to comprehend and master.
I have not played any of the Total War series, but I did play a bit of Starcraft, and Star Wars Empires(?) (the one that is similar to Starcraft in game design). Admittedly, a game like Star Wars Empires (SWE) is not WITHOUT strategy, it is simply that the visceral 'rewards' of the battles are a much more prevalent element of the experience than is the introspective analysis of strategic and tactical factors. I found that if I played SWE by constantly hitting the pause button, I enjoyed it quite a bit, and probably got a good two months of gaming out of it, playing an average of 10 or 15 hours a week.
Starcraft I uninstalled after maybe 8 hours of trying it. It was, to put it quite simply, a 'kid's game,' that I simply could not get in to.
I'm guessing the TW series are more toward SWE, but now withe even more grandiose engine, security, 'steam' perambulations to wade through, and for a gamer like me, who I guess I'd characterize as a fairly typical 'Grog,' it is just not worth it.
My great fear is that these TFG RTS, glitz-factor GSUE games are 'taking over.'
Don't have any real data to back that up, but when I hear someone like you, who is obviously a very mature, very thoughtful, intelligent, knowledgeable and serious strategy gamer, i.e., also a 'Grog,' say that he has 'had it with hex-based,' it seems to me to corroborate that they are 'taking over.'
I suppose a GSUE like Civ _is_ in _some_ ways more pleasing than one like WiTP or COGEE or FoF. I have to put a lot of emphasis on SOME.
I find the Tactical battles in FoF and COGEE to be absolutely enthralling, at least for the course of one or two campaign wins. Granted the AI is not that able to standup to a human, and after winning maybe 3 or 4 games with FoF I stopped playing it for a long period, but in the instance of a game like Starcraft of SWE, I didn't even get that much mileage out of a game that lacked the tactical and strategic sophistication, but did have better graphics.
I'll put forward an 'hypothesis,' I think that we are increasingly beguiled and transfixed by mass-media. I look at games like World of Warcraft, which are really not even games at all, but merely 'past-times.' A game has a basis for winning and losing. WoW (and evidently Empire Total War: Napoleon based on the review) can neither be "won" nor "lost" as far as I can tell; it simply takes time and energy and yes, indeed, thought, and teamwork, to get the imagery you want most: watching your Level 80 bad-arse character whooping up one everyone in sight . . . To me it is like a classic operant conditioning exercise in which the proverbial rats have been habituated to push the bar that should provide them with a 'real' reward (e.g., a food pellet, or to use the gaming equivalent, an 'honorable win' that is based on a thorough strategic understanding) but instead all they ever get is a 'pretty picture' that they find ephemerally satisfying, and a prompt to push the bar again.
To me, if you want to see a 'pretty picture,' heck! Go outside and go for a hike. Look into the eyes of the old lady who needs your help with her groceries at the supermarket. Make eye-contact with that person on the street who could benefit from a wee-bit of encouragement. Hug a tree. The 'prettiness' and impressiveness of these supposedly amazing sophisticated GSUEs is really not that impressive to me, and the sad part for us strategy gamers is that in most instances the glitzy GSUE is being 'bought' at the expense of the 'real reward:' a game that is a challenge to learn and master and thus provides the opportunity, through effort and thought, to achive an honorable win.
Much like other elements of society that are being changed, diluted, or dumbed-down if I may be so bold, graphics are IMHO threatening to kill if not killing real strategy gaming.