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- 5/8/2002 9:41:54 AM   
Reiryc

 

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Joined: 1/5/2001
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"ALL games are based on a grid of something, the question is not "hexes or no hexes" but what is the best denisty (or granularity) for that grid. Hexes are normally based on the area of ground a unit can control and allows abstraction of the precise location of the unit with in the hex. (zones of control extend this "tactical mobility" beyond a hex). This is MORE realistic, in context, than only portraying a unit as occupying the space its men extend to and trying to depict the detailed kinematics (that are typically neither controlled, not understood, precisely."

Yes everything is on some form of grid due to the need for the computer to understand where its units are at any one time. A computer can not "understand" the concept of a man standing by a tree next to the river 'over yonder' the way a human can.

I do disagree that a hex zone of control is more realistic than no zone of control. A zone of control is what? It's basically a way that a game, not real life, but a game, reflects difficulty in disengaging and moving laterally along a frontage. Well what is this zone of control? It's enemy contact, it an exchange of fire on a small scale, it's something that's often intangible. This zone of control is however, a 'gamey' feature. It does not portray the reality of a frontage of 2 forces facing each other. I've yet to read anything that suggests that a general could not disengage from an enemy because his zone of control stopped him, so he had to go back one hex and then over 1 hex and back up so he could make some form of lateral move.

"THe point I take most serious umbrage with is the idea that "closer to 1:1 is more realistic". That assumes that we can model, indeatil the kinematics of the battlefield.

We can't, and likley never will."

You may not be able to model it perfectly, but each step towards a 1:1 is a step towards more realism assuming that each step does not create problems of their own along the way. In general however, the closer one gets to 1 inch = 1 inch the closer we get to a more realistic simulation. This is NOT to say that only such a 1:1 detail will provide more realism as other things are needed as well, but it will a more realistic framework with which to fight in.

Whether or not it will ever happen is based mostly upon technology...my feeling is that it will happen but probably much later if at all in our lifetimes.

"In reality a platoon taken under fire can spend that long just resuming movement! But having units pinned ofr 20 or 30 turns is hardly condusive to a fun game, so "time dilation" is assumed. Once you assume "time dialtion" then the game is no longer 1:1 and the "realism" of 1:1 game mechanics are disproved."

No it is not disproved. It is shown to be "not fun" and that is the difference. As you have pointed out, being pinned for 20-30 turns (minutes in real time) is not fun for the player. Hence dilution often comes into play. It does not however have to be the case if someone designs a situation that removes any time dilution...maybe a military simulator for the US Army or something?

"So my "short" but long-winded point is that hexes or turns don't "Make a game unrealistic" any more than lack thereof makes it "realistic". ITs how they are integrated into the game concept and how the game mecanics allow course of the battle (at whatever level) to be accurately (or inaccurately) portrayed."

I still disagree. The mere fact a hex exists is due to limitations in controling pieces in a way that would allow for a 2 player board game in a structured environment. Each "game mechanic" as you call it is nothing more than some form of abstract method to provide a 'gamey' control so as to provide a method of play. This is unrealistic in and of itself. Each and every factor relegated to some game mechanic further pulls the game/simulation from reality. In reality, there are no 'game mechanics' that control what a unit (brigade/division/whatever) can do or represents.

"The same is true of higher level games. Uncommon Valor is a "hex based, turn based" game that I challenge anyone to demonstrate would be significantly enhanced by eliminating its hexes, or abandoning turns."

Enhanced in what form? Realism of fun playability? When I see real life controled in the form of turns, then I will say a turn based game represents reality... Due to the operational nature of UV, it has to be turn based or hyperaccelerated if continuous time. Who would have fun actually playing an operational game in which 1 second in game time = 1 second in real life time? I don't think anyone will argue it would be more fun, but more realistic, yes I think so.

"BOTH hex-based, turnbased games, and hexless, turnless games have a future."

Absolutely...like bureaucracy, once the genie is out of the bottle, one would have a hell of a time putting it back in. Hex based games, since their inception has continued to gain a following. So much so, that many can not or will not conceptualize a game being fun without them. Those people love being able to 'count hexes' with as much time as they want. Providing themselves with as much time as is needed to count and calculate each and every piece move and counter to those move. This is fun...but imho it's not very realistic.

Reiryc

ps...and btw...I pre-ordered UV, bought desert fox, plan to buy close assault, combat leader, war in the pacific, napoleonic wars, and korusn pocket. Thus I am not against turn/hex based games...I just don't feel they represent reality more than a real time/hexless game.

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(in reply to Fred98)
Post #: 31
- 5/8/2002 1:12:02 PM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
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Unforutnatley you seem to confuse (as many wargamers do) "detail" with "realism". Since you can never predict teh delays in volved in human decison-making (which drives tactical timelines) 1:1 time games will NEVER be "realistic" (jsut based on reaction time distributions that are taken form "real" situations - but this is "pseudo-realism" - detail that has now relation to "reality" other than fitting an appropriately shaped distribution.

You've also never been on a staff or involved in a military planning proess. Believe it or not they work on "turns" :eek:

Its called an OODA loop. IT represents the cycle through which a head quarters can gather information, assimilate it, decide on a course of action and execute to it. fr high level staffs in WW2 it was about a 2 week cylce. for lower level HQs div/corps it was a couple days, For a battlion a few hours.

If you can't know the information needed to acuately reflect kinimatics and the effect of teh human psyche on the time line, then there is no way to model the 1:1 scale. If you are jsut using distributions of random numbers to represnsent those effects at 1:1 then you can go to 10:1 or 100;1 and simply consolidate those random draws into braoder distributions over "turns" longer than 1 sec. Since you don;t know the distributions applicable to any given situation, this statistical "gameyness" will produce "results closer to reality" since you are working at a level you can collect battlefield data to compare it to.

Its like significant figures" in math - multiplying 5.1 * .3985763524 = 2.03273939724. But if these are measurements, then you would say that answer is "more realistic" than me rounding it to 2.0. THeorectically you are correct, but practically, the potential error in the measurment mean any digits right of the 0 are "insignificant" - I CAN'T know if they mean anything or not.

Same thing as you get closer to 1:1 - there is so much you CAN'T know that you are dealing in the "unreal"

How small to hexes have to be to cross teh line to "realistic" the answer is it depends on how much you know about modeling the combat responses of the units. In an operational game a "zone of control" represents the fact that neither you nor the enemy know exactly where teh unit is, and it is constantly in motion. There are plenty of historical situations where opposing units encountered "combat friction" because their advance elements interacted in such a way that casued either or both commanders to lose time sorting the situation out. IF you can't model the motions and geometry and engagement zones of the companies that make up the unit, then one can argue ZOCs better represent the "reality" of a situation than a game that tries to show second by second the footprint a unit occupies and manpower density per unit area in that footprint.

How small a time slice does a turn have to be to be "realistic". In a strategic game, if teh turn is less time than the Staff's OODA loop, then its "wasted" becasue there is nothing that can happen in that time that the staff can influence, so resolving it as 1 2 week turn or 1.209,600 1 sec turns has little bearing on realism. Is it "less realistic to resolve it as 20,106 minue turns? or 336 hourly turns?

OF course not. Thats why "real" military wargames are played in turns that represnst the cycle time of teh OODa loop, or close to it, because they realize you can;t just roll up 1:1 tactical play into operational level play - war is a cnon-linear complex dynamic systme that isn't heirarchical in causality or effect.

Its unlikely I will convince you, but hex or no hex and turn or no-turn is a red herring - "real" realism as nothing whatsoever to do with either. You can have bad games both ways, and simply using one "gamey construct" or the other has nothing to do with it.

(in reply to Fred98)
Post #: 32
- 5/13/2002 5:24:45 AM   
Marc von Martial


Posts: 10875
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From: Bonn, Germany
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[QUOTE]Well, Close Combat has no spaces, or hexes or boxes. And I have played that for many years now. [/QUOTE]

Not visible ones. The maps have a 10x10 pixels mesh underlying. Each square has a terrain value. Just like a "hex" game ;). Just matter of size and of course game/ map scale,

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Post #: 33
- 5/13/2002 7:39:29 AM   
Fred98


Posts: 4430
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From: Wollondilly, Sydney
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When I started this thread, I was hoping to provoke thought rather than dispose of hexes.

My intention is to win more people over to wargaming.

IMHO, a game must have 3 levels of complexity.

A shallow level for the first timer, a deeper level for the regular player and a deep level for the real grognard.

I am aware that all games have some sort of an underlying grid. If you look at the game 101st Airborne, when you click on a man, a number of small points light up around him. And you can move him to any one of those points.

In this case it appears to me that the grid is a series of squares and that each of the points of light is a corner of a square.

It means that for movement purposes it is more flexible than a hex based game.

Imagine if this flexibility was built into a more traditional wargame. Imagine too, that a unit counter could change its shape. When a unit bumps another, one could mould itself around the corner of the other and then attack at whatever the odds are.

I have no idea whether this would be playable, instead I am thinking outside the square, or in this case outside the hex.

-

(in reply to Fred98)
Post #: 34
- 5/16/2002 1:07:38 AM   
AbsntMndedProf


Posts: 1780
Joined: 7/6/2001
From: Boston, Massachusetts
Status: offline
To each his own! Personally, I like hex based wargames. Maybe I'm just old-fashioned that way. :D

Eric Maietta

(in reply to Fred98)
Post #: 35
- 5/16/2002 10:39:44 PM   
Kanon Fodder

 

Posts: 196
Joined: 9/8/2001
From: Portland, Orrygun
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I actually went from realistic moulded terrain to 1" hexes in the final stages of my Micro-Armour system in the '80s.

I spent about $35 getting various colours of paper photo-copy-enlarged with those 1" hexes on them.

I used cork-board and styrofoam to make the hills and ridges and pinned the hex sheets over the top of them.

What I ended up with looked very much like what the Steel Panthers system looks like - that is probably one of the reasons I have always enjoyed playing this game.

Why would I go from realistic terrain to hexes ?

Because it significantly reduced the time it took to move units and calculate shots. No more measuring tapes required, except to quickly measure longer distances. No more arguing over whether that measurement was 36" or 36-1/4" etc.

Changing the map to hexes and computerizing all the die rolling requirements and the subsequent results made strategy and tactics the most important part of the gaming experience instead of the tedious measuring, rolling and result lookup fest it had been.

When I play SPWaW the hexes are there - I just don't display them.

(in reply to Fred98)
Post #: 36
- 5/16/2002 11:50:51 PM   
Les_the_Sarge_9_1

 

Posts: 4392
Joined: 12/29/2000
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Kanon Fodder you sum up why I feel no need to give up hexes, basically they work.

Sure it might be possible to make a game "look prettier", but as a wargamer its just not important enough to me.

If the programmer crowd out there can justify the work load to make the games "look" better, sure go ahead and do it.

But considering the effort, and considering the average wargammer interest level (our forum polls are a good measure of actual interest level).
Of several thousand members here at Matrix, only a handful are taking the polls.
The effort isn't merited.

I say go ahead and make RTS games without hexes, and forget even bothering the hex grognards about their beloved hexes. Or accept that the work load to make something better than hexes will never likely pan out numbers wise.

Currently the indicators are strongly in favour of saying, that we WANT wargames with hexes.
Whether something is capable of being better is currently immaterial. There isn't enough people who care.

_____________________________

I LIKE that my life bothers them,
Why should I be the only one bothered by it eh.

(in reply to Fred98)
Post #: 37
- 5/17/2002 7:54:49 AM   
Brigz


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Joined: 1/20/2002
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Okay, Okay, I've read enough, and with foot near mouth I must jump in. I don't want to hurt anyone's feelings but I find the whole discussion moot. I don't think it's a valid argument.

Any game designers out there will probably agree that any acceptable game must do two things: It must be fun, and it must do what it says it will do. How it does that is totally up to the simulation desired and the talent of the designer. If it means hexes make the simulation work best, then hexes should be used. If the desired simulation works best with no hexes and a pixle by pixle placement system, then that should be used. The same goes for rivers. Rivers in hexes work best for some situations, and rivers running along hexes work best for other situations. I see game designing as art work and all these components of wargames are like a palatte to use to make a simulation work best for that particular simulation. It gives us diversity and I like diversity. I like hexes, but I've also spent a lot of time playing Harpoon I. No hexes, works best without them. Steel Panthers has hexes and I wouldn't want to play it without them.

People will buy a game if it's fun and if it meets or exceeds their expectations. At least that's how I buy games. I want them to be fun and do what I expect them to do, hexes or not. Otherwise they just end up on the shelf.

Okay, I'm done.

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“You're only young once but you can be immature for as long as you want”

(in reply to Fred98)
Post #: 38
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