I was worried my comments would generate into the usual HOI argument:
"You don't know the art of war and history."
Maybe not. Maybe I do. Either way, I liked the balance struck in Hoi2 between a 'model which speaks to realism' and 'a game whose mechanics don't give me grief and regret playing the game'.
I am a software designer. Today there is the notion of Domain Driven Design. The tenets of this approach to developing software is that you dispense with talking about technology and techniques and focus on the facts of the HUMAN problem you are looking to solve. In business this might mean an online retail "problem domain" or a hospital administrtion "problem domain". That means you sit down when designing and talk about those logical concepts and processes pertinent to your problem domain ONLY.
Anytime notions such as technology, or abstractions which are not directly relivent to the problem domain creep in, you've got a 'smell'. It might mean you are off track, or it might mean you've discovered a new way of thinking about the problem domain (usually not though).
Why bring this up?
There are two problem domains at play in HOI3.
1) It is a game. People play it to be ENTERTAINING. It's also safe to say in the case of the HOI franchise, these people like details and micro management.
2) It is war-game simulation. Plug in inputs, press play, and the model produces results of a war-game. Aspects of the simulation include, technology, politics, supply, unit construction, etc etc.
The way I see it, with my software consultant hat on, you've primarily got three classes of users in these forums, whose chief differences are which part of the problem domain they focus on and how rabid they are about trying to make their point.
a) The rabid simulation first crowd. The more detailed (class c would say arcane) a model you throw at them, the more they love it. The connect the virtual lines between the feature of the simulation and aspects of history and get a rush out of experiencing it virtually. Also, given HOI's history and unique position among WWII games, these forums have a very high percentage of rabid simulators (which may not best serve PI's business interest if they let them guide product development).
b) The rabid "Risk" player. These folks focus on the first problem domain first "It's a game, it must be fun". If there is an aspect of the simulation which does not work inuitively, requires too many clicks, etc, it detracts from their fun, and thus drives them off to greener pastures (often a console or Sid Meier game)(which are fantastic imo).
c) The pramattic crowd. These folks value both parts of the problem domain and are willing to learn some arcane details. They understand that there is a big different between "Risk" and "HOI" and will put the time in to get up to speed... IF the "It's a game and should be fun" part of the problem domain follows through.
The original point of my post is that I am starting to believe PI has fallen away from catering to the folks category C. It seems to me that they have gone whole hog intot he simulation first camp, and are starting to realize that they've taken it too far. Rather than roll things back and fix it, they are then compensating by catering to the rabid "Risk'ers" with arcade mode fixes.
I am in group C of users. This is why I play the game:
1) For historical events popping up (not RANDOM!) and letting me know odds and ends of history as the game progresses (and where they happened). Prior to playing HOI, i had not idea about the "Marco Polo Bridge Incident". HOI2 did this great. HOI3 is terrible and wierd. (an F)
2) Trying to then mess with the simulated history from the above point and see what happens if, for example, the united states can be made to join the axis. HOI2 had some options for this, but the simulation prohibited a lot of the more interesting scenarios (which was fine). HOI3 has a lot more promise, but does not deliver a very sensible model... thus it's not much fun.
3) I'm an armchair general. I like building an army, driving my enemy before me and revelling in the lamentations of my enemies virtual women and children. HOI 2 delivered. HOI3... not so bad.
4) I'm an armchair despot. Social engineering and underhanded dealings are great. In HOI2 these was limited and seemed like an afterthough. HOI3 built on it, and IMO, this was one of the biggest advances (an A but not an A+). (barring the espionage which doesn't seem to make much sense in HOI3).
If I were a producer at PI, I'd give serious thought to having development shift focus from the simulation'y side of things and issue a memo stating "HOI3 is a game...people play it to have fun".
Don't slap your intelligent customers in the face with arcade mode fixes. Give them 'simulation mode' fixes which still have mechanics to learn and don't disable, whole cloth, aspects of the game which offer rewards of their own (interdiction, production management, etc).
-Joel