Cyrano -> The "Up/Down" Problem (6/29/2005 8:47:13 PM)
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So, as we while away the hours until release... @ the BETA team: The story goes that Sid Meier's "Gettysburg" was originally going to be "Sid Meier's Civil War". I remember seeing screenshots of the splash screen back in the day and the very thought makes me weep. He shrunk his scope, however, again according to legend, because he found it too difficult to connect the tactical battles with the strategic map. Not just in terms of numbers and of technology but in terms of game flow and time allowed. He said he found players would build elaborate strategic plans and, when drawn down to the tactical map, would come back up (after a long battle) having all but forgotten what they were trying to in the overall war. I think RTW got around this with dinky battles. For those with long enough memories, I thought Conquest of the New World had a nice balance between a clever tactical game and the strategic side of things, but the tactical engine was a clever abstraction a la chess and not a real simulation. The battles in CoG, though, look pretty involved. And therefore the question: In CoG, how goes the flow? Is there a good connection between the strategic and tactical (I suppose grand tactical) side of things? Does the time feel well allocated? Sort of a Zen thing, I realize, but it strikes me as one of the great challenges with games of this type. Responses always appreciated, Regards, Jim "Cyrano" :/7)
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