Les_the_Sarge_9_1
Posts: 4392
Joined: 12/29/2000 Status: offline
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I do have a comment I guess (no really :)). It is not how many men our represented/controlled, it is specifically HOW those men are controlled that is the key. In ASL my squad has 4 movement points. Which is a finite budget. It means I can move them 4 hexes if each hex costs 1 movement point. I can move them into a hex that costs me 2 MPs, but then I have only 2 left. So ahex costing 3 is not an option if I only have two left. In Steel Panthers, the squad is still a real world group of human beings. Just represented by a computer icon, and not by a 1/2 inch square piece of cardboard. The map will look the same, but it will be on a computer screen, not an image drawn on paper/board surface. In ASL I have to actually know what each and every hex represents as a barrier to movement. Because I have to manually move the piece, and I have to know in advance, in my head, what's involved. No computer program to do all the work for me. Of course having learned all those details, I am able to do it. It's a learned skill, and either you have that learned skill, or you don't. In Steel Panthers, you merely click on the unit. You can have the preferences set so the hex grid is visible or not. You can have the preferences set so you can see a shaded area of movement potential at that specific instant or not. It follows, that for maximum realism, you should not have the hexes shown, nor the shaded movement range option on. Because to get maximum feel, you don't actually want to know. But Steel Panthers is a computer program. And a designer has had to meticulously design the program to know all of which you the gamer would have to learn to play ASL. The gamer is not required to know what's required to be known in deciding how far the squad can move. It's a detail that is removed from the process. You as player are only required to focus on how do I take that spot of the map given the forces I have at hand. To some, ASL is a cool game. But you can't play that cool game if you won't learn it first. No quick play option, no easy to follow tuturial. It's called a manual, and you are required to use it. But reading manuals the likes of the ASL manual doesn't turn some people's cranks. And that is not surprising. Don't waste your time trying to get me to read your C++ manual for the same reason too :). Boooooooooring. Let someone else do it. Detail overload can strike a board game just as easily as it can a computer game. They are both equally vulnerable to bad design decisions. A computer game can ruin the fun just as swiftly as a bad board game concept. To some, ASL is mired in waaaaaaaay to much detail obsession. I won't even pretend to have a counter argument there. I have the complete ASL Manual, makes a fun tool for shocking people on occasion. Think your law book is daunting hey check out my ASL game. According to section X sub section X.xx of rules category X, I can do X when employing the rules for this specific unit. Yeah that's a lot of detail. Then there are games like Grand Strategy Real Time Strategy games (guess the name I am thinking of and win a prize :)). Some games are just to much detail for some. I generally don't like real time games. Most employ to many units. Thus far, in the area of not turn using, I have found I prefer 2d look down designs with unit densities not exceeding Close Combat. I don't reeeeally care for shooters, but if I want real time, actual real time, where the term real time won't get an argument over relevance, I will play something like battlefield 1942. Yep it really is real time. Your dude won't do squat till you make him do it. And the game could care less if you sit on your butt and do nothing. But the passage of time occurs at the exact same rate it does for the human lump sitting in front of the monitor :). 5 hours playing Battlefield 1942 really is 5 hours spent playing Battlefield 1942. If online games were an experience free of participation cost, I suspect all other popular forms of computer gaming would suffer plumetting participation levels. WWII Online is not exactly new as software goes, but it is basically the first foray more or less into multi user online wargame experience gaming. If it wasn't for the monthly fee, I might be interested. As it goes though, I know plenty of people that could care less how cool it might or might not look, because they refuse to pay to use it. Detail load, it's all about detail load though. I find Strategic Command an excellent example of low detail load. I would much rather play it, and see what my chances are of successful combat command, than play something in real time (yes guess the name and win a prize). One game offers the experience, low detail load, the other offers the experience, great detail load, and you are not allowed to sit back and relax while playing it. it's rush rush rush, hurry up and perform your actions. It took six years to fight WW2 as we commonly call it here in the west. So I am not overly in need of a game that can do it in 2 hours. A couple of weeks will do just fine. Recently tried Rise of Nations. Fine enough game, but it uses rush rush rush. I would rather sit back, and play Civ 3 Play the World if I want to laugh at your efforts to control the world in a drive through history. Both games will have their fans. Panzer General might still rank as the best combination of detail to complexity ratio. You had numerous units, but not to many. You had to manage them, but you didn't get stuck with managing endless minutae. It probably explains why the game has not yet been fully equaled even by the games of today sporting "awesome" graphics. Awesome graphics are in some cases just pretty images. But in the end, did you actually get as good a game experience? Eventually it will be time for game programmers to swing back in the direction of quality detail "behind the monitor". Players want a great game experience, they just don't want to be burdened by managing it. If a computer's power is currently only being used for awesome images, you might as well do it right and watch a war movie. The average documentary is likely to be more enjoyable if you just want your eyes entertained eh. I have found that in my small amount of playings of Strategic Command, it is clear you have to master the art of war, not master the art of detail to win in that game. That's why some can create "gambit's" that vex some players so. They have sat down and mastered their game. No amount of detail in that game will save you from a good player. You can easily win in other games, simply because you only need to win a battle of detail load management. Losing to me in ASL is easy to arrange. But my winning in a game of Steel Panthers is a bit more difficult. And I don't think beating me in Rise of Nations is even worthy of a cheer hehe, I suck that bad at it hehe :).
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I LIKE that my life bothers them, Why should I be the only one bothered by it eh.
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