The Future Of Complex Wargames Looks Bleak
Posted: Sat Mar 02, 2013 6:41 pm
My fear is that along with everything else it seems that wargames will become increasingly more simple and lack depth.
Publishers and game makers don't seem to be making the 'epic' wargames of yesteryear with a few exceptions. And of those that are released it appears that they fail in terms of wide appeal for a few reasons.
1) They require so much effort to make and every layer just adds to the time which diminishes the returns. i.e. WiF
2) They are too complex for this instant gratification society. It takes time to grasp these systems and I'm afraid most are just not willing to commit the time, even self avowed 'wargamers'. I can't tell you how many times I have read on various 'deep' game forums where the person relayed a frustration that it just isn't worth it and gives up. I have been guilty of that too with WitP AE, although my lack of understanding of the PTO was the biggest reason. Take World War One Gold for example. It is, in it's current state, an incredible wargame, both in it's depth and challenge. Yet, it is very complex and unfortunately counter intuitive and takes a long time to grasp. The tutorials didn't help it either and sadly were never redone to address important changes.
It was a port from a boadgame. The programmer said he will never make another computer game again after that one even though he still pathces WW1 Gold, a real credit to his character. It just got another patch a month ago.
3) They try to do so much that they fail at doing it right. I'd put Pride of Nations in this group, only from what I have read. Empire in Arms falls into this category also.
4) Those larger games were a thing of the past. Current trends dictate base games with limited DLC's at best. While this may be the best hope for added complexity, most addons are of the additional scenario type and benefits to the actual system are negligible. They may add a couple of improvements, but are mainly constrained by the engine of limited ability.
5) The people that used to open those huge boardgames with thousands of pieces and a tome of a rulebook written in legalese aren't getting any younger. This goes back to the instant gratification and sadly possibly a dumbing down of society.
6) The number of smaller games being released competing for limited disposable income and play time. I have several of these games that never got any play or very limited time simply because a new shiny toy came out. I often go back and refire them up and. on several occasions, was pleasantly surprised by the new old game. Achtung Panzer and Distant Worlds as my examples.
7) Wargames are too often stuck in the past as far as graphics and UI are concerned. Unity of Command has a great UI, but I would definitely not consider that game deep by any stretch of the imagination even if it is a good lil game. We need some life breathed into the genre here. AGEOD has great maps, but I find the interface lacking a bit and the battle resolutions too hands off. HPS might have deep systems, but their graphics leave a lot to be desired.
I can only think of 2 games of large depth that still has a good following. Hearts of Iron and War in the Pacific, with the former probably having a wider appeal and much larger group of players. And even though Steel Panthers was not a complex game, and one I never played I might add, it was grand in its size. I'm afraid that is why it won't be remade soon. If it is, it will be of the DLC stripe I would imagine.
Any thoughts or counter positions?
mo reb
Publishers and game makers don't seem to be making the 'epic' wargames of yesteryear with a few exceptions. And of those that are released it appears that they fail in terms of wide appeal for a few reasons.
1) They require so much effort to make and every layer just adds to the time which diminishes the returns. i.e. WiF
2) They are too complex for this instant gratification society. It takes time to grasp these systems and I'm afraid most are just not willing to commit the time, even self avowed 'wargamers'. I can't tell you how many times I have read on various 'deep' game forums where the person relayed a frustration that it just isn't worth it and gives up. I have been guilty of that too with WitP AE, although my lack of understanding of the PTO was the biggest reason. Take World War One Gold for example. It is, in it's current state, an incredible wargame, both in it's depth and challenge. Yet, it is very complex and unfortunately counter intuitive and takes a long time to grasp. The tutorials didn't help it either and sadly were never redone to address important changes.
It was a port from a boadgame. The programmer said he will never make another computer game again after that one even though he still pathces WW1 Gold, a real credit to his character. It just got another patch a month ago.
3) They try to do so much that they fail at doing it right. I'd put Pride of Nations in this group, only from what I have read. Empire in Arms falls into this category also.
4) Those larger games were a thing of the past. Current trends dictate base games with limited DLC's at best. While this may be the best hope for added complexity, most addons are of the additional scenario type and benefits to the actual system are negligible. They may add a couple of improvements, but are mainly constrained by the engine of limited ability.
5) The people that used to open those huge boardgames with thousands of pieces and a tome of a rulebook written in legalese aren't getting any younger. This goes back to the instant gratification and sadly possibly a dumbing down of society.
6) The number of smaller games being released competing for limited disposable income and play time. I have several of these games that never got any play or very limited time simply because a new shiny toy came out. I often go back and refire them up and. on several occasions, was pleasantly surprised by the new old game. Achtung Panzer and Distant Worlds as my examples.
7) Wargames are too often stuck in the past as far as graphics and UI are concerned. Unity of Command has a great UI, but I would definitely not consider that game deep by any stretch of the imagination even if it is a good lil game. We need some life breathed into the genre here. AGEOD has great maps, but I find the interface lacking a bit and the battle resolutions too hands off. HPS might have deep systems, but their graphics leave a lot to be desired.
I can only think of 2 games of large depth that still has a good following. Hearts of Iron and War in the Pacific, with the former probably having a wider appeal and much larger group of players. And even though Steel Panthers was not a complex game, and one I never played I might add, it was grand in its size. I'm afraid that is why it won't be remade soon. If it is, it will be of the DLC stripe I would imagine.
Any thoughts or counter positions?
mo reb