Alikchi2
Posts: 1785
Joined: 5/14/2004 Status: offline
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The instant a player gives an order contrary to one that historically happened, the game becomes uncontrollable and unpredictable, and the war as it happened is unlikely to happen. The idea isn't to prevent "ahistorical" outcomes, as those are inevitable, but to allow players to game out their scenarios within a framework of extreme plausibility. IMHO, it would be pretty implausible if the Allies were to simiply disband their mobilized armies in Europe in the face of a still-strong Japan in 1945 or 1946 (depending on how well the game has gone for a Japanese player). Then again, during a full WitP AE game, extremely pro-Japanese circumstances probably would have called for reinforcements earlier and less focus on a "Germany First" strategy. There are ways, theoretically, to make the game more "adaptively plausible" instead of following a rigid and implausible framework. I think it would be interesting to model Allied reinforcements from other theatres based on the Japanese victory point level, their ownership of bases, etc. IE, if Japan captures Hawaii, the US gains several divisions earmarked for Torch.. et cetera. But I suspect that this sort of thing is OTS and should be reserved for a future project. (I should note that I'm writing this after staying up all night, so I might be, er, rambling incoherently a bit.. )
< Message edited by Alikchi -- 4/12/2008 6:12:54 PM >
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