RE: The State of Digital Wargames Nov. 2021
Posted: Thu Nov 04, 2021 10:28 am
Thank you Erik. I was sure that there was a lot more to a project than just a developer! [;)]
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: CapnDarwin
For Flashpoint Campaigns Red Storm and the new Cold War: Southern Storm game (now in beta and looking at a late Q1 release next year) let me add my 2 cents on some topics to add to Erik's comments.
1). Don't make us wait 10 years for an obvious feature: "Flashpoint Campaigns" could be a great game - one of the best Matrix ever produced. Why only "could"? Because something as banal as "Allow the player to decide the engagement range" was never implemented. Panthers in the Shadows had it in 1995. As I write, I'm not even sure if Southern Storm (a game promised for about 2014-15) will have it.
Answer #1 - What most gamers fail to understand is that not all features are a good thing or work well in the game as it is designed. We hear, "I want to set the engagement range of all my troops". No, you really don't, and here is why. Say you want your tank platoon to engage at 1500m. Great. Now the enemy rolls up at 2000m, stops, and starts pounding your tanks. What should happen?
ORIGINAL: Erik Rutins
ORIGINAL: RFalvo69
Continuous time: I mentioned "Road to Moscow", but Matrix was publishing "Airborne Assault: Highway to the Reich" in 2010. Todays, orgasms (and day-after regrets) are caused by WitE 2 - the marginal upgrade to a system originally published in... 2010. Come on [8|])
I'm sorry, but having worked on WITE2, it is far more than a marginal upgrade. The AI for one is the best ever in a game of that type, but the sum total of all the improvements is an increase in the realistic modeling of the Eastern Front that is IMHO as great as it was for WITE1 compared to what came before it. I'm not sure anyone outside the development team can really understand the amount of work and research that a game like this requires.
Realistic C3: WitP: AE is a wargaming success story. WitP: AE is also a game that assumes that:
- An analysis of the PTO.
- The development of a strategy for the PTO.
- The sending of orders to the various commanders.
- The sending of orders further down the line.
- The execution of such orders.
...Is something that happens in 24 hours. Let's not forget how either Nimitz or Tojo could "click" on an air unit (with perfect knowledge of where it was) and see a perfect portrayal of what the situation was down to the single pilot. In a word: no. Tell me that WitP: AE is a great game but, please, don't tell me that it is a great simulation. Just no.
Well, of course it's a game, but WITP also lets you choose if you want to play in 1 day turns or extend that to multiple days if you would like more of a delay.
I mean, Matrix Games was founded in 1999. If we've done nothing to amaze you wargaming-wise since 1999, then I'm sorry we've failed but I've certainly had a lot of moments of being amazed when working on our titles since then.
You're aware that multiple WITE1 expansions, plus War in the West and its expansion, came out in between?
ORIGINAL: dje
I also feel the land war in the Pacific is tremendously underrepresented. I've never seen a game specifically made for the invasion of Okinawa. There are very few scenarios even in SPWAW-SPWW2 that take place there. I think that it is a large enough battle to have its own game. If its not, have one that has Oki and Iwo then. Saipan and Peleliu, or the rarely seen British campaign against Japan.
ORIGINAL: timmyab
I think at least part of the problem is the very high bar you have to cross to become a computer game designer i.e. you have to first become an expert computer programer. It's a rare person who excels at both. Ideally you would have a gifted game designer working with a team of programers, but maybe that's technically problematic I don't know.
ORIGINAL: timmyab
Ideally you would have a gifted game designer working with a team of programers, but maybe that's technically problematic I don't know.
ORIGINAL: *Lava*
ORIGINAL: timmyab
Ideally you would have a gifted game designer working with a team of programers, but maybe that's technically problematic I don't know.
Yes it is.
I know of a case where a programmer patented the game engine and then basically pushed the game designer out of their small company.
ORIGINAL: Michael T
There is a ASL clone being developed for PC now. By Microprose. I have no idea though how they intend to avoid a legal challenge from Hasbro/MMP.
Not at all. As I wrote, you can't copyright the game system, only the specific wording that explains how it is played in the rule-book (or all the RTS games out there after Dune II couldn't exist). Should the programmer of Second Front admit any connection between his game and ASL he could unneededly open the doors to hot water.ORIGINAL: Michael T
Well I am no legal expert, but the programmer of the ASL clone has quite obviously got his hands on an ASL rule book and began coding it. Seems like blatant plagiarism to me. They could at least give some credit, but they deny any link to ASL. Quite bizarre really.
The mention of the old V4V series from Atomic Games still gives me a warm, fuzzy feeling:
Utah Beach was released by Atomic 30 years ago! And, in general, I am amazed at how little digital wargames have progressed in the last three decades compared to other technologies.
ORIGINAL: CapnDarwin
Let's flip this script a bit... what do you believe needs done today to innovate a wargame on a computer?
ORIGINAL: CapnDarwin
Let's flip this script a bit. What, specifically in the 90s was a great advance in wargaming, not computer tech (mouse with a keyboard was awesome, better resolution of screens and size which is still ongoing today, CPU/GPU throughput increases) and what do you believe needs done today to innovate a wargame on a computer? If you know, please tell us developers and we can evaluate things. NOw I will say that having those hardware advances have led to adding new capabilities to wargames on computers. A mouse was revolutionary back in the day as I could now easily click on a unit and destination and order a move versus using keyboard inputs only. The thing is we still have that same basic mouse today. Other than VR/AR setups, which would be kind of Ironman cool, the basic keyboard/mouse is the majority setup of wargames. You might be able to use a controller with a simple beer and pretzels game, but games like Flashpoint Campaigns and CMO with lots of functions and overlays and orders and such, kind of rule those out. So again I am left with the question of what the software can do for a hex and counter wargame when the hardware side has only gotten bigger and faster, but not new. Now I am leaving the AI discussions out as that is a whole other can of worms.
This is a rather cool and important topic, so fire away. [8D]