Uncle Toby -> (4/19/2003 2:17:24 AM)
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This notion of realism in games which strikes me as so strange yet seems to be accepted by most people might be a fruitful field for further examination. Let me make it clear that the lack of realism I am going to point out does not bother me in the least, my attitude is the only true absurdity is to expect a game to be able to simulate such a complex real life system. Let’s look at the tip of the iceberg in EiA. The tip is of course a small part of the iceberg but it’s the most visible part as well as the bit one’s ship usually runs afoul of so it seems like a good place to start. EiA is a game in which you allocate resources (money and manpower) wage military campaigns by moving across a map representing regions of Europe, the Mideast and North Africa and make diplomatic arraignments. The goal is to accumulate status points bestowed for controlling areas, winning battles and wars and directly through purchase. This is supposed to simulate Napoleonic era war, politics and economy. The resources are key here so we’ll start with them. Revenue in EiA is fixed based on trading partners and areas controlled and the tax rate (which may be set at will for a fixed penalty in stability) an abstraction so gross as to be absurd. What state of that era or this could depend on revenues based solely on these factors? Manpower is a fixed number based on areas controlled, all manpower is of uniform quality whether you enlist 10% of what is available or 100%. The amount enlisted has no effect on the economy or on the stability (no draft riots in our game thank you). The availability and quality does not vary with the situation of the country (whether they are desperate or riding a wave of popular approval), more absurdities. On to the military campaigns: Armies move at a fixed rate of speed (what army ever managed this?) They take attrition but are not slowed down by moving in massive numbers (traffic jams apparently kill in our fantasy world but do not delay). Orders are never misunderstood, no happenstance misdirects, rain, sleet and snow may kill but they do not throw off the reliable schedule of our dependable army of postmen. Disease is likewise commendably dependable, taking a predictable range of our army’s strength based on clearly printed factors within the range determined by a die with a laudably Platonic, unvarying six sides. It is no wonder so many can approach the genius of Napoleon within such constrained parameters. Unrealistic as the armies are the navies take the prize. They not only move at a consistent rate but do so in any direction, regardless of the wind. Combatant ships are either cleanly sunk or unscathed by the sword of Mars and as ready to battle as the day they were launched. They are also built to a marvelously uniform standard, every ship having the value of one, every crew patriotically egalitarian in exhibiting the morale value of it’s nation despite disparate circumstances. I could go on about the marvelously dependable public reaction to the making and breaking of treaties, the winning of battles and financial manipulations, but you get the idea. The plain fact is to make EiA even remotely simulate Napoleonic era conflict you would either have to randomize things to the point of an unacceptable (in a game) lack of control or make it so incredibly complicated it would take months to learn and longer to play than the actual wars it recreates. More importantly every step towards realism would be a step away from game quality. I’ll take a few unrealistic muskets any day.
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