Realistic strategy game?

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23 comments, last by AoS 11 years, 9 months ago
The vast majority of RTS games have TERRIBLE economic management. It is stale, but only because the implementation is crap. However most gamers seem to dislike economic management for ruining the purity of their tactics, a complaint that is somewhat ironic given that the most clever military solutions tend to arise from the economic disparity between two sides.
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Actually, the artillery game sounds really cool! I've thought a lot about incorporating various tactical or strategic mechanics into games, but honestly I never knew there was quite so much involved in artillery (I've seen some awesome stuff on the newer, automated guns, and they look so much like tanks that I just kind of assumed they maneuvered and operated like long-range tanks).
Honestly, I was really disappointed by the Art of War from an inspiration standpoint. It is a fascinating book, and remarkable for how coolly and rationally it evaluates strategy, but I think RTS games really need to move closer to the ground, not further from it. The valuable unused territory is in high level tactics and low level strategy, not high level strategy or diplomacy (or, for that matter, economic management or individual combat). That is not to say that those things don't belong at all, but I think they've all been done enough times to be familiar and slightly stale (unless of course you have some really interesting twist).


Well, actually, now that I think about it, no RTS has ever come close to emulating the realities of warfare and the horrors it brings. I suppose a game like that wouldn't be much fun for many people and would serve to cause more distaste for what war is really about (certainly not glory and heroism): accidentally killing civilians, men, women, children, etc. having lives turned upside down, homes and families destroyed, the sorrow and heartbreak of a lost loved one, close friend, true gut-wrenching fear for life, complete boredom and misery, desperation, lost limbs, fatherless children, etc... all because people can't get along. If a game ever came truly close to describing warfare and all the bad shit that comes with it, it would be followed by a shitstorm of media controversy ("omg! a game where you kill kids! the kids throw grenades at you! a game where a crowded market place gets blown up by a suicide bomber! a game where men and women are raped! we can't sell this to children!") and would never sell well. Instead, we get games like Red Alert 2 where we've got cute little blimps flying around dropping bombs on military installations (in reality, B-17's dropped massive amounts of fire bombs on major cities causing huge fire storms, killing hundreds of thousands of people through burns and asphixiation). I worry that war games turn into a propaganda outlet to glorify warfare instead of humanizing it properly. But, a properly humanized game of war wouldn't be entertaining and thus wouldn't sell, so you've got these competing business interests and designer interests where the ultimate goal is viceral "entertainment" even though its a participation in a hollywood inspired delusions of what war is about. Then you get starrey eyed kids running to the army recruiters office with no idea of what they're really getting into. Ugh.
I suppose a properly made war game would be an anti-recruitment, anti-war game. One bullet, one peice of shrapnel, and your life is effectively over.
I'm not a huge fan of this kind of game, but I thought I'd throw a game suggestion. If you haven't played it already, you might get a few ideas :)

Have you ever played Mount and Blade? It's a bit deceiving at first, because it *looks* like some kind of Elder Scrolls with lower production value. It's medieval, first person and you swing your weapon by clicking... After a few hours playing you realize that it's a completely different gameplay! COMPLETELY. It's the closest thing I've ever seen to a realistic war simulation. It's really hard to explain, you might need to play. Actually, playing might not be enough, you might need to read and see some videos of gameplay.

Actually, I feel the opposite. In games frequently you need to worry about more things than in real life. For example a medieval baron, he would just say "go there" and the army will go there and they will worry about food themselves and other things. Actually, the leader frequently could be quite incompetent and it still would work out fine smile.png

Note that there were some real life presidents of certain countries that were making noobish mistakes of forgetting (or even not knowing in the first place) where exactly a certain another country is located biggrin.png Something not imaginable in a strategy game smile.png

Realistic strategy should deal with LESS details, because that's how it works in real life, the supreme leader have TONS on generals/minsters that make decisions instead of him.
Of course that's not exactly fun, because players want not realistic games where you have MORE control than in real life situation, so they want to dvelve in MORE details...
Plus, if you make it more realistic by reducing the details they will accuse you of making it nonrealistic biggrin.png Oh joys of game design biggrin.png


Actually, the idea is that you are the general. Or a officer or something. If you read Sun Tzu, then you would see what I'm trying to say. My idea would give the player more emergent strategies to try out, as well as to make it so that, even if you're outnumbered and cornered, the situation isn't futile.

Actually, the idea is that you are the general. Or a officer or something. If you read Sun Tzu, then you would see what I'm trying to say. My idea would give the player more emergent strategies to try out, as well as to make it so that, even if you're outnumbered and cornered, the situation isn't futile.
Sun Tzu is obsolete, it was written for old times when armies were tiny and the ruler was able to personally supervise the whole operation. Nowadays a stupid division is 10,000 men, which is more that whole armies in ancient times. After Napoleon times it's all about selecting sub liders, not about doing it yourself (also that's what was the cause of Napoleon's demise, English made a policy to always avoid troops lead by Napoleon and attack armies of his generals instead, while Napoleon was a superior military genius his generals were on average below the skill of average English general, so he lost in the end). Even if you are not a ruler of a country, but supervise a bigger operation (like WWII Normandy landing or Torch) all you do is select the sub generals that would lead the troops and make all decision by themselves and distribute the supplies.

But players want Sun Tzu, they strive to be a small size army superior leader (without anyiomne above giving out orders) that can oversee everything and don't deal with delegation of power to lower ranks :) That's completely non realistic (unless you go for a proper non modern setting), but it's pointless to argue with players :)

In short players want to make decisions on strategic level and operational level and tactical level at the same time. Which is absolutely unrealistic and leads to heavy micromanagement. But still they want it... They want to decide what units factories produce on country level and then decide on which side a single archer should point on the battlefield (so in the end we need to dumb the army size down because it would lead to insanely amount of small decisions to make by the player).

Check Hearts of Iron 3 for truly realistic combat (not too fun through).

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[quote name='aattss' timestamp='1341238990' post='4954912']
Actually, the idea is that you are the general. Or a officer or something. If you read Sun Tzu, then you would see what I'm trying to say. My idea would give the player more emergent strategies to try out, as well as to make it so that, even if you're outnumbered and cornered, the situation isn't futile.
Sun Tzu is obsolete, it was written for old times when armies were tiny and the ruler was able to personally supervise the whole operation. Nowadays a stupid division is 10,000 men, which is more that whole armies in ancient times. After Napoleon times it's all about selecting sub liders, not about doing it yourself (also that's what was the cause of Napoleon's demise, English made a policy to always avoid troops lead by Napoleon and attack armies of his generals instead, while Napoleon was a superior military genius his generals were on average below the skill of average English general, so he lost in the end). Even if you are not a ruler of a country, but supervise a bigger operation (like WWII Normandy landing or Torch) all you do is select the sub generals that would lead the troops and make all decision by themselves and distribute the supplies.

But players want Sun Tzu, they strive to be a small size army superior leader (without anyiomne above giving out orders) that can oversee everything and don't deal with delegation of power to lower ranks smile.png That's completely non realistic (unless you go for a proper non modern setting), but it's pointless to argue with players smile.png

In short players want to make decisions on strategic level and operational level and tactical level at the same time. Which is absolutely unrealistic and leads to heavy micromanagement. But still they want it... They want to decide what units factories produce on country level and then decide on which side a single archer should point on the battlefield (so in the end we need to dumb the army size down because it would lead to insanely amount of small decisions to make by the player).

Check Hearts of Iron 3 for truly realistic combat (not too fun through).
[/quote]

For one thing, there's no real reason to make it modern.

Also, we could have the player be an officer or the leader of guirella forces or something. He could have officers below him who take care of micromanaging, and the soldiers would do obvious tasks automatically (although it may be possible to schedule when they do what, like when should they wake up).

For one thing, there's no real reason to make it modern.

Also, we could have the player be an officer or the leader of guirella forces or something. He could have officers below him who take care of micromanaging, and the soldiers would do obvious tasks automatically (although it may be possible to schedule when they do what, like when should they wake up).


Right. Hey, have you played Mount and Blade yet? It's kind of like that. Sorry for being annoying laugh.png
Yes, leader of guerilla forces could work with this.

Also check the old Conflict in Corea/Vietnam (I forgot the exact tile, these games where you were leading a platoon of soldiers behind/near enemy lines).

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube


[quote name='aattss' timestamp='1341238990' post='4954912']
Actually, the idea is that you are the general. Or a officer or something. If you read Sun Tzu, then you would see what I'm trying to say. My idea would give the player more emergent strategies to try out, as well as to make it so that, even if you're outnumbered and cornered, the situation isn't futile.
Sun Tzu is obsolete, it was written for old times when armies were tiny and the ruler was able to personally supervise the whole operation. Nowadays a stupid division is 10,000 men, which is more that whole armies in ancient times. After Napoleon times it's all about selecting sub liders, not about doing it yourself (also that's what was the cause of Napoleon's demise, English made a policy to always avoid troops lead by Napoleon and attack armies of his generals instead, while Napoleon was a superior military genius his generals were on average below the skill of average English general, so he lost in the end). Even if you are not a ruler of a country, but supervise a bigger operation (like WWII Normandy landing or Torch) all you do is select the sub generals that would lead the troops and make all decision by themselves and distribute the supplies.

But players want Sun Tzu, they strive to be a small size army superior leader (without anyiomne above giving out orders) that can oversee everything and don't deal with delegation of power to lower ranks smile.png That's completely non realistic (unless you go for a proper non modern setting), but it's pointless to argue with players smile.png

In short players want to make decisions on strategic level and operational level and tactical level at the same time. Which is absolutely unrealistic and leads to heavy micromanagement. But still they want it... They want to decide what units factories produce on country level and then decide on which side a single archer should point on the battlefield (so in the end we need to dumb the army size down because it would lead to insanely amount of small decisions to make by the player).

Check Hearts of Iron 3 for truly realistic combat (not too fun through).
[/quote]
I would have to disagree about Sun Tzu being 'obsolete', rather I would say that as wars have increased in magnitude (a 'brush fire' war involves several hundred thousand soldiers) his advice has remained applicable at a lower level. Sun Tzu mostly discusses the logistics (generally delegated throughout all levels of an army) of victory, and the philosophy of war, not so much particular strategies.
Also, what leads you to believe that players smaller armies and more micro-management? I ask because I've tried to discuss strategy games with everyone I know who enjoys them, and I've found that what they say they want from a strategy game varies tremendously. I've heard anything from "I'd rather manage my troops without any directly controlled combat" to "I'd like to work with a team of other players, where each player has a specific role". I have difficulty deciding on my favorite aspect of strategy games, because I find all of them so enjoyable.

Actually, the idea is that you are the general. Or a officer or something. If you read Sun Tzu, then you would see what I'm trying to say. My idea would give the player more emergent strategies to try out, as well as to make it so that, even if you're outnumbered and cornered, the situation isn't futile.

I think if you are going to make the game historical, or have it take place in a fictional setting where conflicts are smaller, then it seems plausible for a single general to command a combat force, top to bottom (I don't much like micro as a representation of reality, but as a game mechanic it can be very fun). However, if your setting is modern, recent history, near future, or any fictional large-scale conflict, then it really does seem inconsistent to ask a player to both manage an empire (or even a small region) and tell individual people what to do and how to do it.
Hierarchy structuring and command delegation is half the challenge of strategy, its an important part of Sun Tsu's teaching and a greatly overlooked challenge in the strategy game world. StarCraft could explore this idea since each unit has a kill count. By giving units with high kill count "reinforcement" slots a player could link other units to it. That way a player can select any unit from that group and it would auto select the leader. Instead of issuing tactical commands to this "leader unit" a player could issue operational objectives/waypoints and the tactical decisions could be made by the leader. This would create a stronger tie between the player and the units as well since these leader units are created not just by the player's choices but by the chaos of combat as well. This explores luck in strategy. Everyone likes to keep something lucky around.

You don't need to give the player the ability to do it all, just give them a choice of what they would prefer to explore. The achievements system isn't cutting mustered for a rewarding player's anymore. The best way to reward players for success in games is opening up new perspectives in games. Giving the player the choice to look at the game from another point of view with a whole new set of tools and learning curve to explore.

Sun Tsu will always be relevant because conflict will always exist. The challenge of studying conflict is what games are.

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