I am probably a good deal older than most of you…
I began my gaming career playing chess at the age of five… by the time I was twelve I was playing Avalon Hill wargames (it was a new company back in the day, wonder how many of you are familiar with it) and later SPI wargames (SPI games could be huge… a simulation of WW2 took two rooms to set up, and was comprised of tens of thousands of unit counters, not to mention four forty page rules booklets)…
Back in the day we played against fellow humans (I know, right…?) and there was little difficulty in generating interest in one’s opponents as it was, on some level, instinctual…
I was standing outside a tiny game store in Berkeley one day when I encountered a fellow named Gary Gygax… he talked me into buying three little books that described a new gaming experience called role playing, titled ‘Dungeons and Dragons’… I took the books home, fell in love with the experience, and jumped into the new genre with both feet… later I created a very popular system myself, ran it at GENCON for a couple of years, but left game design after graduating college as I became busy with a career…
Back in the day we did our role playing with fellow humans too… we were strange folks back then…
So here is my point… gamers come primarily from one of these two principle schools of thought… either pure tactics and strategy, or pure narrative story telling… And yet a great game requires elements of both.
When we played against fellow humans the narrative was in built, as there is, as any of you know who have that background, there is enough in built history, animosities, jealousies, love, hate, to go around in a long standing game club to keep interest in any victories… that, and historical wargaming has its own prebuilt historical context…
A game with a machine is an entirely different animal altogether… the machine doesn’t care whether
you win or lose… and it runs the danger of becoming a sterile experience if this difference is not understood.
For a computer game to overcome this obstacle it must make you care about its world and your place in it… Sadly, in the past couple of years, there have been some potentially great strat/tac titles that have, on the one hand, given us the ability to game out sophisticated systems (think the recent Battletech) without all of the number crunching (yes, back in the day we did our own math too and we didn 't even have calculators until I started college…)… but these games have completely failed on the narrative front… I could probably write a book on all of the titles that succeeded on the narrative end (sadly, those of us attracted to the true strat/tac titles are a minority of gamers) and missed out badly on the tactical or strategic play…
I like PP… the game has great potential… but I do not know when, if ever, I will play it again, despite, as I pointed out in an earlier post, now owning all of the future dlc… as I have mastered the patterns in the game, and it now bores me… on so many levels…
My troops are nothing more than placeholders… no individual distinctions, no reason I should care if I loose them, as they are readily replaced by other placeholders from my placeholder factory (ie training facilities). The enemies are mindless, soulless crabs, et al, probably best relegated to the dinner table… one of the complaints is that they do not adapt their strategies and at least this feature would have given us some sense that we were interacting with, and impacting our pixled world… my bases could be eliminated altogether as they are little more than game menus with the added feature that I have to run a boring base defense every few minutes (at least they appear to intend to fix this last)… And the plot device used to bring tension… a red screen… doesn’t even begin to work for me… all it does is obscure the graphics…
I suspect there is a good deal of ‘cart before horse’ in the building of these games… and it feels as though the narrative on recent strat/tac titles was added after the fact, almost like… well, we have a game, now we need to come up with some reason for playing it… which is the opposite of the way reality actually works… as we care about our world and therefore actively engage in its defense, we don’t defend our world, succeed in that defense, and then wonder why we ever expended the energy to begin with…