Pros and Cons...
Posted: Sun Dec 10, 2000 6:49 am
I used to play a lot of World in Flames (a board game) some years back, so I expected to like this game.
I assumed that you could make the rules more complex when you leave it to the computer to enforce.
Now after a few hours, I lounge for the large maps and the human interaction. The big physical maps give you an overview that you just don’t get on a screen (17’’ in my case) even if you could adapt the program so you had an overview (strategic) map on a part of the screen. This helps you remember what you actually want to do with your units.
Basically I find it simpler to remember all possible rules, than to have the computer remember it for me; IF I have to interact this ‘stiffly’ with the computer. I know that this is an old game (and in some sense better and closer to what I like than some new games (why must everything be real time these days?)) but the player interaction must be priority when you construct a game. A GUI (Graphical User Interface) must be intuitive and quick. The learning curve should be short, for actually moving and attacking with the units.
The GUI should help the player, distinguish units that he has given orders to and the units without orders, in an obvious and simple way. The objective must be to get close to actual co-ordination and leadership efforts. One of the benefits with a computer game is that you do not have so strictly distinct probabilistic outcomes; you don’t need the discrete outcomes of a simple combat table as its run by the computer. This also mean that you can get rid of the micro-management of getting that extra attack-strength point that makes your 3/1 odds attack a 4/1 instead. Now, you don’t want to get rid of one micro management variant to replace it with some other. One of the reasons I liked World Inflames was the strategic scope, you did not win on the battlefield only but by having a strategic vision and implementing it (at least in some editions of the game), in your choice of construction and in how you disposed said forces. Now after my first 24 h with this game, and after reading the manual, I’m not sure that I can find that here. So far the micro-management of your forces, seems to be the dominant theme.
Could I find this in a future computer game covering WWII, I might play it extensively even if I still would miss the meeting my friends for a weekend of heavy gaming. But I cant really expect a computer game to compete with that part of the experience, with the discussions, takeout food and lack of sleep those really exciting all-nighters often meant.
I assumed that you could make the rules more complex when you leave it to the computer to enforce.
Now after a few hours, I lounge for the large maps and the human interaction. The big physical maps give you an overview that you just don’t get on a screen (17’’ in my case) even if you could adapt the program so you had an overview (strategic) map on a part of the screen. This helps you remember what you actually want to do with your units.
Basically I find it simpler to remember all possible rules, than to have the computer remember it for me; IF I have to interact this ‘stiffly’ with the computer. I know that this is an old game (and in some sense better and closer to what I like than some new games (why must everything be real time these days?)) but the player interaction must be priority when you construct a game. A GUI (Graphical User Interface) must be intuitive and quick. The learning curve should be short, for actually moving and attacking with the units.
The GUI should help the player, distinguish units that he has given orders to and the units without orders, in an obvious and simple way. The objective must be to get close to actual co-ordination and leadership efforts. One of the benefits with a computer game is that you do not have so strictly distinct probabilistic outcomes; you don’t need the discrete outcomes of a simple combat table as its run by the computer. This also mean that you can get rid of the micro-management of getting that extra attack-strength point that makes your 3/1 odds attack a 4/1 instead. Now, you don’t want to get rid of one micro management variant to replace it with some other. One of the reasons I liked World Inflames was the strategic scope, you did not win on the battlefield only but by having a strategic vision and implementing it (at least in some editions of the game), in your choice of construction and in how you disposed said forces. Now after my first 24 h with this game, and after reading the manual, I’m not sure that I can find that here. So far the micro-management of your forces, seems to be the dominant theme.
Could I find this in a future computer game covering WWII, I might play it extensively even if I still would miss the meeting my friends for a weekend of heavy gaming. But I cant really expect a computer game to compete with that part of the experience, with the discussions, takeout food and lack of sleep those really exciting all-nighters often meant.