Bullwinkle58
Posts: 11302
Joined: 2/24/2009 Status: offline
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I've been hesitant to tackle any sort of comments or response to this monster. It's hard to get one's arms around. But I'll make a few comments for what it's worth. I think you have some great ideas. quote:
ORIGINAL: fcharton Hi Bullwinkle, A few more points I thought about today at work. The economic part of the problem is relatively simple. There are two sides to it, revenues, and costs. A limited rework, and user contributed specs and tests would reduce the costs, but one must keep in mind that improving on an already good game (and working on old code) cannot be a small endeavor. If I understand correctly, AE was made possible because a dedicated group of users absorbed most of the cost, by working for free, or very low cost. I don’t know whether this route is still possible, but it needs to be considered at some point. I have to differ here on ethical grounds. I don't know Henderson's deal, and if they were fine with it I'm fine it. But I have a problem with a for-profit company assuming they'll use unpaid volunteer labor ongoing and pocket all the profit. On the one hand everyone is free to enter any legal contract they wish, but on the other it makes me feel a little dirty to send payment off to Matrix knowing they got the goods for nothing or close to it. I did it, but I'd rather not do it again. And I don't think Matrix should try to do it again. They have at least twice as much data now on the legs WITP as a franchise has and could have. If it makes financial sense to do another cut find a way to do it clean. I personally think the only give there is falls on the revenue side; development costs what it costs. The feature set should be controlled to make that side of the equation reasonable, but this game of all their games has a unique demand elasticity. If they want to explore the upper reaches of retail pricing as a condition to green-light this I'm up for that. On the revenue side, we all agree that the regulars would probably fund a new version, and anyway, a new WITP will prolong the product shelf life, ie more revenues. Another possibility would be if some of the new concepts (AI/UI) could be adapted to other games, or serve as the base for a new series. I'm not so sure as I said elsewhere, but it's possible. Depends a lot on their contracts with the various devs in the stable and the state of the IP. Now for the technical aspects… I imagine WITP as a set of four parts. At the core is the “model”, those are the game file, the OOB and various datafiles, plus the map, and whichever parameter the game uses. Then you have the “turn engine”, a machine that runs, and “plays” a turn, ie changes the model for today into the model for tomorrow, producing reports and a combat replay on the way. In between, you have the user interface, which serves as an editor for the model. It allows the player to visualize part of the model (limited by FOW) and to update it (before sending it to the opponent and feeding it into the engine to get the model for tomorrow). Note that Tracker acts like a “semi-editor”, in that it allows one to visualize a turn, but you have to turn to the original UI to input your orders; What about the AI? Well, the AI is just an automated version of the editor. It takes a turn, visualizes it and inputs changes, just like a player does (but without the wide screen, the cursing, the beer drinking, and the unhappy spouse). In my opinion, WITP2 is about redoing the two last parts, while keeping the two first unchanged. Note that this could be done on top of the current game, but having some sort of Tracker-like tool which could not only visualize, but also edit turns. You would just use the old AE for turn processing and combat replay. (I am not advocating that. I am giving this example as a proof of concept that this four part model works) First, a great way to visualize the thing. Excellent breakdown. To the extent I have only a user's view I think you are correct in how you group the pieces and functions. As an aside, after reading the interview with GG I linked to in another post, and having played a number of his 1980s games on my AppleIIe, I see the remnants of that era in WITP. He came out of a strong procedural programming language background. Game flow was on a master loop architecture. I'm pretty sure some of his 8-bit games were written in BASIC, and although I looked mightily and was unable to find confirmation, I could swear I read somewhere in the distant past that "Pacific War" was written in a late version of PASCAL. That might be untrue. But my memories of how it phased seem to me not to indicate a strong object oriented programming mindset. I believe UV and WITP/AE are in some form of C (+, ++, # etc. I have no idea.) But GG loved his grand game loops in olden times, and WITP shows it. (WitE still goes there but less visibly.) In that architectural mindset, and given that WITP was his baby and not a committee's, I think you're correct with your breakdown and the reasons for the dividing lines. It's why I think (or hope) that the opponent AI is largely to one side of the core EXE loop, with defined entry and exit points to the UI and algorithm and DB-accessing core of the engine. If, as you say, the AI and the UI are mostly divorced, or at least not deeply embedded, in the core of the exec. then modifications might be possible on the periphery where the player experiences the game at less than break-the-bank cost. Two points from my POV, however: 1) GG made an early, core decision to make the map the focus of the UI. For everything which flies, drives, dives, or marches this is great. It allows the normal human visualization routines developed by our hunter-gatherer ancestors to kick in. "It's about THAT far from Haiphong to Saigon, so it shoud take about THIS long to get there." Much easier to play by eye than have to decide from a distance spreadshet. However, GG in making the map the interface made production, economic, and logistic tasks like undergoing root canal. Particularly for the Japanese the stock, as-shipped routines were really hard to use. Everything was drill-down from a hex. The addition of the industry tab and some sorting capability helped a lot, but Tracker is needed by many players to get a handle on things. Making a drill-down map the core management interface was not the work of a pro UI designer. As you say, it could be made even more seamless by incorporating some Tracker-type functionality into the core game. But, as in this whole discusison, that it might get too deeply into core game code. 2) When I say "AI" I mean the computer-opponent capabilities only. In the forum the term "AI" is sometimes used for this and sometimes used to mean all processes perfomed by the game which are not under player control, such as naval targetting. Some routine functions like pilot management we have discussed as being automatable, but that to me is not "AI". As well, those functions also are embedded in what you call "the model" rather than the semi-external "AI". Seeking to make them run without interface input might again require digging too deeply into core code. I'd rather advocate for improvements in opponent AI and scripting, what I have called "bolt on" aspects of the game. (Possibly naively.) It is probably good (although not quite correct) to picture the UI as two different subsystems. You have a visualization tool, and an “input tool” to give your orders. Right. And to some extent GG made them the same thing in ways a pure-Windows developer might not have. At the heart of the visualization tool would be a better, zoomable, easier to search, map, and a series of user customizable reports, with data intensive reports like tracker, and more graphic visualization. I believe modern UI frameworks can handle this. One point I would really like to have is a report generator, something where you build your own dedicated screens. Something I don’t like with the current UI and Tracker is that you can’t choose what gets displayed and what doesn’t. Also, I’d love the UI to allow for “historical reports”. This would be practical for AAR, but also to keep tracks of past information. I agree. This is in the "bolt-on" camp. If the Tracker guys, Damien and Floyd, can take a save turn file and peel it like an onion I'd think a Matrix team with full EXE access and specs could go one farther. Data management is the first step to making decisions, and GG's tables, while useful and familiar now, are not great for figuring out a strategy. I think incorporating a report generator could be done fairly cheaply and provide a lot of oomph marketing-wise. It's hard to screenshot the world's greatest AI, but you can show report screens and grogs begin to drool. The input tool would be much linked with the “auto input tool”, aka the AI. Players would be allowed (under certain restrictions) to script and delegate to the AI some repetitive chores. Note that the AI already handles such tasks, like moving units, loading and unloading, scheduling bombardments and landings. I like to think of that scripted input as a batman. The actual AI would be made of two parts, a full fledged batman, and a scripted master plan. This is where I get leeery. Not only on an ergonomic basis if you have some tactical decisions made here and others there, but on, again, an EXE digging basis where you might have to really latch onto things which barely work now. The kind of things you refer to would be great features if designed into the engine from the deck plates, but I'm afraid trying to graft into the current code blows up a budget pretty quickly. One new thing the batman would make possible is multi-turn orders. This already exists, in the form of patrol orders for subs, auto-convoys, ship movement with waypoints, refuel and follow orders. You mentioned something similar for pilot training, but you could also delegate some tasks (besiege Yenan, sweep Manila, bomb Tokyo), and perhaps even have the quality depend on the ratings of your local commander. I believe this could improve the game in several ways. First, multi turn orders would allow for better handling of three day, or even longer turns, therefore shortening the campaign. We all love our one day turn, I’m sure, but some of us would love to see what 1944 is like before Alzheimer sets in and we all forget how to spell Babeldoab (or is it daob?). Also, this might help reduce the control players have on their troops. You could very well decide that some orders can only be input every other day, or take a while to implement (à la Gamers/MMP). And then, initiative (the ability to countermand previous orders) could be decided by game parameters, leader ability and so on. Again, here, I'm leery. I've played all three cycles, and find the 3-days are past the point I'm comfortable. A week-turn cycle in WitE works due to the scale POV of control (larger formations mostly) as well as speed of advance of the units against a contested, old-school front-line of battle. Going past 3-days in WITP and ships and planes can be in and out before the opponent ever sees them. The PTO is not a battle line enviro. At certain times in the war it's a 360 degree problem for each side. I do agree that longer cycles addresses issues like attracting different types of players, and it does somewhat disguise AI weaknesses by letting the AI always play 1-day turns even when the human is tied gagged to a stake for five days or a week, but I think you'd have to be very careful not to break a system designed around very low-levels of unit abstraction. Finally, such multi turn orders could be a game balancing factor, and boon for the AI. Just imagine an AI like the current one (ie slightly dumb) but reacting on a much faster cycle than the player. For instance, the player would be on three day turns, but the AI would react on a daily, or lower, basis. To some extent, such a use of multi turn orders would serve as a “poor man improved AI” (and would be a perfect illustration of OODA and other cycle based warfare models). And this is how, dear reader, I spoilt what looked this morning like a perfect day of work… Well, it still was perfect, right? Maybe not profitable . . . Hope you didn't get fired.
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The Moose
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