Real Time Company Command is not the future of wargaming
Posted: Mon Sep 03, 2007 3:19 pm
It has been suggested in another thread - located at tm.asp?m=1557178 - that the "future of wargaming" is somehow related to massive multiplayer real time. The conversation there seems disjointed and really shows no understanding of basic definitions so I thought I'd start a thread to see if we could start off from a fresh direction.
First of all, all wargaming is not tactical - there are wargames on Grand Strategy, Strategy, Operations, and then at the small end of the spectrum, tactical. I think the other thread was discussing tactical PC games, so I'll focus my comments on that.
DEFINITIONS
Some further definitions are in order to guide the discussion.
Tactical wargames can be divided into
Grand Tactical - company-based (that is to say, units commanded by the player(s) are entire companies of men, representing 100 to 200 men apiece) or platoon-based (20 to 60 men)
Tactical - platoon or squad-based, with units representing from 5 to 15 or so men, with individual men and vehicles/weapons also modelled and controllable
Man-to-Man - where every unit in the game is an individual soldier (or possibly a vehicle/crew). Not necessarily a First Person Shooter, these are also done in the third person.
Types of games - tactical games can be divided into different styles of interface, including
Turn-Based: IGO-UGO The traditional alternating turn sequence
Turn-Based: WEGO Turn-based with simultaneous resolution
Real Time: Where everything is played out in a continuous game - brief pauses may be allowed depending on the game
First Person: Not just shooters but also simulators like Steel Beasts.
Displays can include 2-dimensional displays, as a standard map, or more recently 3D worlds. Few games have allowed a hybrid of the two (i.e. orders can be given in either 2D or 3D mode; Muzzle Velocity was an early exception.
THE FUTURE
The suggestion that there will be only one kind of game in the future seems absurd on the face of it. It also seems optimistic to think that we can expect a hybrid such as that suggested in the other thread - where scales and interfaces are mixed - as historically that hasn't been the case. We can look to the past to see how tactical wargames have developed and see how trends have developed.
The first games for the PC were naturally quite simple - Computer Ambush for example, a man-to-man third person game, and Under Fire, a squad-based game. Both were simplistic turn-based, IGOUGO, 2D games. As time went on, Panzer Generals added 3D but truly realistic games like Close Combat debuted. Squad based on a 2D map, it differed from Under Fire in that it was played out in real time (and was of course worlds ahead in terms of visual presentation). Combat Mission took the squad-based tactical game concept and put it into a 3D world, with simultaneous turn-based (WEGO) resolution.
At the time they were released, both CC and CM were hailed as revolutionary and the "next big thing" in tactical wargames - but the other genres never went anywhere. First Person simulations remained popular - witness Operation Flashpoint, a serious take on 1980s era infantry. Despite a woefully underdeveloped armour modelling system and silly contact hand grenades, it remained popular enough to spawn a few sequels and a more recent update (two, actually, by different companies).
What really made a game popular, though, was not necessarily the genre, but the flexibility. OFP spawned thousands of mods from Second World War to Vietnam to the Falklands to Jurassic Park. Whether it sold many more units because of it is hard to say. CM:BB offered up every unit type on the Russian Front and a hugely flexible mission editor that CC lacked, as well as random generation of battles and maps - but no way to import models into the game as with OFP.
But I digress. The point being that there is no single "future" for tactical wargaming. First person real time games will always occupy a position alongside turn based games. Hybrids have been very rare. Muzzle Velocity was an early attempt that suffered as both a serious 2D strategy game and a serious 3D first person simulation. As fun as it was to run over civilians with a tank, shoot at moving trains, knock down buildings with .50 calibre fire, and fight at 300 metre engagement ranges, it got old fast, and the AI simply didn't fight a realistic battle when left to its own - as was required when in 3D mode.
Attempts have been made to make OFP into a massive multiplayer grand tactical game played out in the first person by dozens of individuals. It may be one way to enjoy a game, but it will never become the "only" way, nor do I think a game could ever be marketed as such. The main reason being, that the majority of the game buying public are solo players. This was true in the boardgame age, and is true with PC games. There is usually shock and disbelief at that notion, but sales statistics bear that out - the majority of people buying and playing computer games, even a game like CM which really shines in multiplayer - are playing alone. That's why CM is still marketed towards solo players, and why any game designed solely for multiplayer likely either won't prosper, or definitely won't replace other types of games.
Short answer - the "future" of tactical wargaming will be a healthy mix of turn-based games like Panzer Command and first person stuff like Armed Assault. Massive multiplayer stuff will continue to be "fluff" for the bunnyhoppers of the world, and serious military simulations will continue to be experiments with existing games. There is talk that CM may one day be multi-multi-player. The game would benefit from that; but solo players will likely always dominate the marketplace, which is a reality that is not tied to computer hardware - so no matter how enticing the prospect of multi-multi player becomes, thousands of players will simply remain uninterested - and the future will remain in their hands.
First of all, all wargaming is not tactical - there are wargames on Grand Strategy, Strategy, Operations, and then at the small end of the spectrum, tactical. I think the other thread was discussing tactical PC games, so I'll focus my comments on that.
DEFINITIONS
Some further definitions are in order to guide the discussion.
Tactical wargames can be divided into
Grand Tactical - company-based (that is to say, units commanded by the player(s) are entire companies of men, representing 100 to 200 men apiece) or platoon-based (20 to 60 men)
Tactical - platoon or squad-based, with units representing from 5 to 15 or so men, with individual men and vehicles/weapons also modelled and controllable
Man-to-Man - where every unit in the game is an individual soldier (or possibly a vehicle/crew). Not necessarily a First Person Shooter, these are also done in the third person.
Types of games - tactical games can be divided into different styles of interface, including
Turn-Based: IGO-UGO The traditional alternating turn sequence
Turn-Based: WEGO Turn-based with simultaneous resolution
Real Time: Where everything is played out in a continuous game - brief pauses may be allowed depending on the game
First Person: Not just shooters but also simulators like Steel Beasts.
Displays can include 2-dimensional displays, as a standard map, or more recently 3D worlds. Few games have allowed a hybrid of the two (i.e. orders can be given in either 2D or 3D mode; Muzzle Velocity was an early exception.
THE FUTURE
The suggestion that there will be only one kind of game in the future seems absurd on the face of it. It also seems optimistic to think that we can expect a hybrid such as that suggested in the other thread - where scales and interfaces are mixed - as historically that hasn't been the case. We can look to the past to see how tactical wargames have developed and see how trends have developed.
The first games for the PC were naturally quite simple - Computer Ambush for example, a man-to-man third person game, and Under Fire, a squad-based game. Both were simplistic turn-based, IGOUGO, 2D games. As time went on, Panzer Generals added 3D but truly realistic games like Close Combat debuted. Squad based on a 2D map, it differed from Under Fire in that it was played out in real time (and was of course worlds ahead in terms of visual presentation). Combat Mission took the squad-based tactical game concept and put it into a 3D world, with simultaneous turn-based (WEGO) resolution.
At the time they were released, both CC and CM were hailed as revolutionary and the "next big thing" in tactical wargames - but the other genres never went anywhere. First Person simulations remained popular - witness Operation Flashpoint, a serious take on 1980s era infantry. Despite a woefully underdeveloped armour modelling system and silly contact hand grenades, it remained popular enough to spawn a few sequels and a more recent update (two, actually, by different companies).
What really made a game popular, though, was not necessarily the genre, but the flexibility. OFP spawned thousands of mods from Second World War to Vietnam to the Falklands to Jurassic Park. Whether it sold many more units because of it is hard to say. CM:BB offered up every unit type on the Russian Front and a hugely flexible mission editor that CC lacked, as well as random generation of battles and maps - but no way to import models into the game as with OFP.
But I digress. The point being that there is no single "future" for tactical wargaming. First person real time games will always occupy a position alongside turn based games. Hybrids have been very rare. Muzzle Velocity was an early attempt that suffered as both a serious 2D strategy game and a serious 3D first person simulation. As fun as it was to run over civilians with a tank, shoot at moving trains, knock down buildings with .50 calibre fire, and fight at 300 metre engagement ranges, it got old fast, and the AI simply didn't fight a realistic battle when left to its own - as was required when in 3D mode.
Attempts have been made to make OFP into a massive multiplayer grand tactical game played out in the first person by dozens of individuals. It may be one way to enjoy a game, but it will never become the "only" way, nor do I think a game could ever be marketed as such. The main reason being, that the majority of the game buying public are solo players. This was true in the boardgame age, and is true with PC games. There is usually shock and disbelief at that notion, but sales statistics bear that out - the majority of people buying and playing computer games, even a game like CM which really shines in multiplayer - are playing alone. That's why CM is still marketed towards solo players, and why any game designed solely for multiplayer likely either won't prosper, or definitely won't replace other types of games.
Short answer - the "future" of tactical wargaming will be a healthy mix of turn-based games like Panzer Command and first person stuff like Armed Assault. Massive multiplayer stuff will continue to be "fluff" for the bunnyhoppers of the world, and serious military simulations will continue to be experiments with existing games. There is talk that CM may one day be multi-multi-player. The game would benefit from that; but solo players will likely always dominate the marketplace, which is a reality that is not tied to computer hardware - so no matter how enticing the prospect of multi-multi player becomes, thousands of players will simply remain uninterested - and the future will remain in their hands.