byron13
Posts: 1589
Joined: 7/27/2001 Status: offline
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I think Grotius has identified the real issue in the love it v. hate it groups. The ultimate historical "game" would be nothing more than a turn-by-turn pre-programmed replay of the entire war with no input from the players. What's the use? The idea is to see "what if." Sliding to the far opposite end of the scale is what if Japan had a nuclear weapons program, devoted more to building carriers, the Germans sent many U-boats to the Pacific, India revolted, the U.S. had a Pacific-first philosophy - the "what ifs" are endless. The trick for the designer is build in enough realistic variability and options without making the game an alternate reality bordering on pure fantasy. Where the line is drawn is purely subjective; some would want the line drawn here, others there. Should players have the option of not converting ships that were historically converted to some other task? Should the player have the option of training more Marines and fewer soldiers? Building more carriers and fewer battleships than was historical? Devoting R&D to building jets? Permitting Commonwealth forces to keep more of their ground forces intact later in the war at the cost of lower production of supply and resources? And, in line with this, should the Japanese player be able to train more and better pilots than they did historically? It's all part of where the line should be drawn. I'm sure the decisions were tough ones. Certainly a number of options were historically possible, just not undertaken - and often for very good reasons for which we are unaware or are beyond the scope of this game. I remember well the debates that went on well before WitP was ever released over how much control the Allies would have over production, shipping resources, etc. Every option is a trade-off and moves the scale from being a pure re-enactment toward the fantasy end. There is also the question of: at what level is the player assumed to have control? Is he just a field commander that has to accept what the nation and its politicians give him, or is he more of a supreme leader/god that can also dictate policy? One player may want to play as field commander and see if he can do better than his historical counterpart given the hand dealt by Tojo, Marshall, or Roosevelt. Others would like to play at a higher level, actually making decisions made by Tojo, Marshall, and Roosevelt, wanting to change policy (abandon China to take India, eschew battleships for a strictly carrier force, etc.). To each his own, but this issue immediately implicates itself on the first day you sit down to design the game. Obviously, there is no one right answer. The salient point of all of this is that there is no "sweet spot" at which the game is perfect. There is simply a sliding scale of options that moves the game closer to or further away from the extremes of pure history and fantasy. The game is perfect only if your desires of what the game should offer happen to coincide exactly with what the game actually offers - and even then the implementation will probably be an issue. The desires of the vast majority of us lie somewhere else on the scale, and it could not be otherwise since the game was designed for sale to more than just one person. Apparently, pilot training is a hot-button issue unlike ship conversions and other issues. Since it seems divisive, it would be nice to have the option to turn on or off, but I think that it a tougher challenge than simply adding a toggle. In the end, it is not a game breaker either way, and both sides need to recognize that their desires simply fall on different places on the scale, and I don't think anyone can know for sure what a real majority would want. I think the present training is a reasonable implementation of a good idea and that the designers - and especially the team that created AE - have struck a darned good balance of history and alternate history. My main point has been made, so the rest here is more in the nature of rambling. This issue must the next on the list of "we should have the option." In thinking about it, I'm actually quite impressed with the number of options built in to permit the player to move the slide on the scale. Alternative first-day options (or was that just WitP?), including a December 8 scenario for the hard-core historian. Options to upgrade a/c historically or player defined upgrades. Ship conversions. The entire options screen. When you think about it, what other game on the market provides as many options as this one does? This is all a way of thanking the designers and developers for producing a superior game that is unique in the market. Is anyone working on more scenarios by the way? Oh, and thanks, Andy, for contradicting me on the good balance of things. Here I was supporting your work an you go and make a statement that things are borked!
< Message edited by byron13 -- 3/14/2010 6:29:16 PM >
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