TPM -> RE: Unit size for senario creation (11/11/2007 4:29:22 AM)
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ORIGINAL: Jim_H @kevinkin I can't date it exactly, but also remember Perfect General and still have my copy somewhere! It's interesting you mention the abstraction of that game. I remember it now, but whilst playing the game I don't think it was that noticeable most of the time and I guess that's because the game dev made it possible for the scenario designers to work with some measure of flexibility. This also goes for AT and I do understand the reasoning behind the questions you and others are asking. @all But, to play devil's advocate, at what point do you draw the line and stop trying to be accurate or realistic or whatever word you want to use? I'm not a designer. It's not something I've ever really wanted to try before AT and so am coming at this with a purely player's hat on. Perhaps I'm being a little too simplistic, I am not pretending to be a purist...but, if someone presents me with a WWII scenario for this game, with the unit names and equipment lists looking reasonable, along with a plausible scenario premise, I'm happy to suspend disbelief (this is a game after all!) and just enjoy the experience. However, I appreciate that there are people out there who would also balk if presented with a scenario where the calculation for the thickness of the front turret armour of a Pz Kpfw Panther II was 10mm out (it was 100mm by the way, and I wonder how many will check this!! [:'(]). To me, that's one step (or several) too far and takes something away from what should be fun, a game. By definition, you must have abstraction in a wargame. It is just not possible to factor in all calculations needed to turn it into a simulation rather than a game and I'd never play another if and when that happened. To use the Panther example again, why not factor in the number of crew (5) who can bail and survive, so 10 tanks destroyed = potentially 50 troops on the battlefield. Would a designer really need to look at the exact scale of their map, work out that at the max speed of 46km/h a Panther would (providing it could travel that fast constantly) move through three hexes in one turn etc. etc. I know it's silly, but I think some people are in danger of going too deep. Just adapt what feels right and seems right and balanced in playtesting and release. If the scenario is way out on something, the players will soon mention it and a modified version can be released. Flames on a postcard to....[;)] Regards, Jim I totally agree, playability of the game is the most important, there are already plenty of games out there that go pretty deep (TOAW comes to mind). And as far as playing the WWII scenarios, I usually just accept what the designer has created and then enjoy the game...I think it's more for the scenario creation that these issues come to light...you're sitting there trying to construct a US infantry battalion, and you're how many MG's, how many mortars, etc. Again, as tweber alluded to, I think you just have to try something, experiment, see what works with the scale you've decided on, and the production, etc., and try to make a scenario that WORKS.
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