I originally was going to respond to a few posts, but realized I had the same core idea in each of them.
Basically, where do we draw the line on realism? I'm saying this not just because a game has to be simplified to the point where one person can proceed through it (unless this multiplayer multiple control thing kicks in
), but because there are obvious limits to realism that any simulation has to deal with.
There are a lot of posts on here that if implemented will make the game twice as complicated as victoria, but note that that complexity did not in my mind make Victoria more realistic than say, Europa Universalis.
In a system with set resources, game implementation has to be categorical - something that anyone will admit is inherently unnatural (something that EVERY discipline of science and art now realize). Now this might not seem related to HoI, some bizarre philisophical ranting, but let me give you an example.
In HoI there are set provinces with set characteristics. There are also Divisions with set characteristics. These are entities unto themselves. In the new version of HoI, advancing into another province results in an immediate attack and push into that province (something that is very nice), but realize that from my knowledge it is a uniform attack...all divisions simultaneously advancing into the provinces uniformly. What I mean is...even one division, a set entity, does not move uniformly. Anyone who has read military history knows that 1 division is never located in one position. They are often spread along a front (a core of a division is usually located at one point, but it is common to have brigades elsewhere - EVEN ON DIFFERENT FRONTS). When Divisons advance also, it is common that certain elements of that division enter combat and based on speed of advance leave other units behind...such as artillery in the advance into France in 1940...who were far behind the infantry and by the time they caught up and joined the battle it was all over.
Do you guys get my point? I'm just wondering about what people think should be the limit of realism that Paradox imposes in its games? Is the point to get endlessly more complicated as every new game comes out? As Victoria shows (a great game to itself), this didn't necessarily make it more realistic, and some would argue that it came at the expense of fun (which I don't agree with...I think it was great fun to micromanage...but not that realistic).
End of Rant of a Tired Person in the Middle of the Morning,
- MVSN
Basically, where do we draw the line on realism? I'm saying this not just because a game has to be simplified to the point where one person can proceed through it (unless this multiplayer multiple control thing kicks in
There are a lot of posts on here that if implemented will make the game twice as complicated as victoria, but note that that complexity did not in my mind make Victoria more realistic than say, Europa Universalis.
In a system with set resources, game implementation has to be categorical - something that anyone will admit is inherently unnatural (something that EVERY discipline of science and art now realize). Now this might not seem related to HoI, some bizarre philisophical ranting, but let me give you an example.
In HoI there are set provinces with set characteristics. There are also Divisions with set characteristics. These are entities unto themselves. In the new version of HoI, advancing into another province results in an immediate attack and push into that province (something that is very nice), but realize that from my knowledge it is a uniform attack...all divisions simultaneously advancing into the provinces uniformly. What I mean is...even one division, a set entity, does not move uniformly. Anyone who has read military history knows that 1 division is never located in one position. They are often spread along a front (a core of a division is usually located at one point, but it is common to have brigades elsewhere - EVEN ON DIFFERENT FRONTS). When Divisons advance also, it is common that certain elements of that division enter combat and based on speed of advance leave other units behind...such as artillery in the advance into France in 1940...who were far behind the infantry and by the time they caught up and joined the battle it was all over.
Do you guys get my point? I'm just wondering about what people think should be the limit of realism that Paradox imposes in its games? Is the point to get endlessly more complicated as every new game comes out? As Victoria shows (a great game to itself), this didn't necessarily make it more realistic, and some would argue that it came at the expense of fun (which I don't agree with...I think it was great fun to micromanage...but not that realistic).
End of Rant of a Tired Person in the Middle of the Morning,
- MVSN