Chris10 -> RE: Nato Symbols are a total NO-GO for WWII games (6/8/2011 11:04:34 AM)
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ORIGINAL: kirkgregerson Sure, but that was like when I was 12. When you decide to grow up and play a real man's WW2 game, then you'll be ready for WitE. If you need the little girly icons to keep your attention span, then you're probably not cut out for WitE. Don't take it personal, just my opinions. If you dont want people to take stuff personal I suggest you stop making adolescent remarks like "when you grow up". My daughter uses this when she has nothing better to say (shes 17). quote:
ORIGINAL: Mynok You cannot be serious. Certainly not if you've played wargames for 30 years as you've claimed. There is no need for me to claim something. I state facts and I did not said anything about wargames. I said I played thousands of games in over 30 years. That obviously include wargames but not exclusivly quote:
ORIGINAL: Mynok PG is not even close to the father of hex based wargames. Not even freaking close. quote:
ORIGINAL: kirkgregerson PG is more like the retarded step child of hex based war games then the father I dont know in which dimension you two live but in the real world universe PG is still played today and people created over 2500 custom scenarios for it and they still do (17 years after its release !) So its impact on follwoing hex-wargames was considerably bigger than the impact of any other hex-based game before...its absolutely ok to consider it the father of a new generation of hexbased wargames while all other hexgames are long forgotten and burried so I assume you are out of your mind and not reliable for your statements or maybe to young to really consider PGs effect on the war-game scene...either way...I dont blame you. The flash point of PC hex-wargames was without a doubt PG in 94 which combined a remarkably intuitive user interface with a game engine that had enough depth and "chrome" to attract even serious war gamers. Although several levels of abstraction away from a real model of warfare, it made players confront many of the choices actually faced by campaign commanders. It was so good at this, in fact, that Air Command and Staff College (ACSC) actually experimented with using a version of it (Pacific General) as a teaching tool in campaign-level planning. Beyond this, the game was fun. It provoked a reaction within the gaming community akin to that of Jim Dunnigan's Panzer Blitz (Avalon Hill, 1970), whose popularity back in the early seventies helped create much of today's grognard community and John Hill's Squad Leader (Avalon Hill, 1977), which helped fuel the great board-war-game boom of the late seventies. The war-gaming hobby seems to need a fun, accessible hit every so often to attract new players or re-attract old ones and WITE could be one of these but without an appealing user interface only featuring dry symbols it hardly can live up to its promises which is just a pity. You guys should really do your homework before cause you came here with empty hands and nothing more than polemic statements without substance quote:
ORIGINAL: kirkgregerson ... the 'mentally challenged' step child... now that you said it...[:D] for those interested I add a link with an interesting article. It talks of the minority who want realism wrecking the profitability of a game. http://www.extremetech.com/article2/0,2845,2340598,00.asp
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