There are some that believe that with the emphasis on
graphics and interface, something has been lost in the
wargames and simulations that are being published these
days. Some think that the depth of these games are not
comparable to older designs that didn't have to struggle
with today's high expectations for great graphics and an
easy to use interface.
In the case of simulations (and many wargames), one of the
goals is to be accurate to the situation being modeled. For
many simulation gamers, their assumption is that a "true
physics" model is always going to be more accurate than one
based on formulas and die rolls, that complexity will
always be better than simplicity. My experience is that
often just the opposite is true.
When setting out to do a true physics model, the only way
to make it accurate is to fully understand just about every
factor that can affect the outcome. Our Great Naval Battles
series of games tried to simulate naval gunnery and damage
to a ship with incredible complexity. The shells were fired
and moved to their targets based on "true physics".
When hits were recorded, the exact location of the hit on
the ship determined the damage, and players had to worry
about items such as counterflooding to offset too much
water in any particular part of the ship. Sounds great,
except for the fact that it was practically impossible to
get all of the inputs to this model correct, leading to
inaccuracies in the results. In the end designers and
testers end up tweaking the model to make it "feel right",
but had to do so while dealing with a very complex system.
Fighting Steel. Click for larger.
In Fighting Steel, our new WWII naval game in development,
we have decided to go back to the traditional wargaming
approach but with the advantage of having a computer do the
complex calculations. We use a spreadsheet for gunnery that
accounts for 20 different variables that can significantly
impact a ship's chance to hit the enemy.
Although no physics are involved, the ability of this model
to simulate history is much better than the physics model
used in the GNB series. While we want to show off our 3D
graphics and provide an interface that is easy to use and
understand, we don't believe realism is being sacrificed.
We do however reserve the right to make design decisions
regarding the choices we will allow the players to make
during a game. Eliminating player placement of damage
control parties in Fighting Steel is being done because we
want to put the player into the role of a division
commander instead of a captain of a ship or a damage
control officer.
Once again, the routines that generate and repair damage
will yield realistic results, but we don't believe that the
how-to's is something the player should need to worry
about. On the other hand, the ability to make decisions
regarding when to use searchlights, starshells and
recognition lights will yield a level of realism in night
battles that has not yet been seen on the PC.
The real programming and design complexity we are dealing
with has to do with getting the 3D auto-camera to provide
players with a fun and exciting view of the action while
providing players the ability to control what they are
seeing. It's solving this issue that will determine to a
large degree just how much fun the game is to play.
As for the complexity and realism that is "under the hood",
gamers need not worry. Just because we want to make things
easier to play doesn't mean that the realism isn't there.
Fighting Steel aims to blend complexity with ease of user
access, while maintaining a sense of involvement and
intensity of action with the best out there.
Look for Fighting Steel in early 1999. For our Fighting
Steel preview see E3 Naval Preview.