I think we are working at cross-purposes here. When I talk about fidelity, I’m talking about the relationship between a deep historical understanding of the subject being simulated/gamed, and the execution of systems designed to exploit or implement that understanding. I find that in computer games, the need to have two separate skill sets, programming and game design, usually undermines this sort of fidelity. In board game design, there is far less between the idea the and the implementation. This is why, in my opinion, so many computer wargames end up counting rivets. It’s easier to develop models, from a programming stand point, that add up values than it is to implement complex simulations of doctrine and battlefield practice, which are easier I think to do in a board game environment, where you can rely on the interpretive powers of the players to some extent to grasp the intent of the systems.
In other words, I do not equate fidelity with numbers, but ideas, but computer games are always, always, about numbers in the end.
As for how daunting the AI work is, yes, you are correct that from a programming perspective it’s quite doable. The trick is finding a way to have the right design skills and the programming skills in the same spot. One-man teams cannot create games that meet the needs of today’s gamers, in most cases (graphics, interface, size, performance, etc.) and larger teams have a real problem with communicating complex design parameters between designers and programmers in ways that work for everyone. Then there’s money; Tiller himself told me that the reason he doesn’t do much with AI in his games is that it doesn’t pay. No one cares enough to pay what would be necessary to cover the costs for good AI. They will pay for looks, or other things, and that’s where most developers wisely put their money.
So I will agree to disagree, I guess; I find the quality of military history-type deep thought in the best board wargames higher and better realized than that in most computer wargames. The demands of the two mediums, and the commercial climate for both mediums, drives this I think. I do not think this is absolute, or that there are no computer games that are really solid here, or that all board games are great, far from it, just that in general this is what I find. YMMV.