Tzar007
Posts: 772
Joined: 2/7/2004 From: Montreal, Quebec, Canada Status: offline
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From Beery: Having said all that, I recognise that HTTR represents an evolutionary step in terms of its movement rules (i.e. no hexes), its way of removing the micromanagement flaws inherent in turn-based games, and its order delay system, but if it's still giving the player real time VP and enemy strength data, it is failing to give players what it's supposedly created for - a realistic WW2 commander's perspective leading to a realistic simulation of WW2 battle. If you're playing a game where there is no information lag from the front, second-by second knowledge of enemy movements and force strengths, and instant communication between elements of your command structure, I'm sorry, but you're not playing a WW2 wargame. You are playing a simulation of war in the 21st century fought by WW2 infantry. I'm not involved in this hobby to play fantasy wargames, and I'm sick to death of being expected to cheer every time a new wargame system comes along that's filled with the same old flaws. It's about time that game developers developed some vision and created something that deserves the title 'historical battle simulation'. Computers are easily able to do all the things necessary to get us there. Hiding information from players is what computers do best. Cardboard, counters, and rulebooks can't hide that information from the players, but computers can. So why on Earth is it that when it comes to computer wargames, developers are still giving us information that no real commander had access to, simply because that's the information that board wargames are forced, by virtue of their physical limitations, to give?
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