So against my judgement I managed to secure the last copy of this (I mean, they told me vie email it was the last copy, at least):

Will most likely only play it solo since the SOP is really not suited for pbemail, but man, these counters are gorgeous (and the air combat rules seem very interesting and crucial to the whole experience). I have never player The Next War, so I wonder how much it differs rules wise…

The Toyota War factor?

Thanks, I backed.

Damn that game looks SO hot.

Hmm, well I have the first one. II will see what the difference is.

That looks very cool.

Are we time-zone-able for live VASSAL? I own the game as well.

Oh this looks kinda neat!

What is the best cpu Carrier war game that isn’t too old?

Problem is not so much time zone as current freedom to schedule one or two 2-hour sessions per week. Currently that’s impossible for me, too much uncertainty in too many vectors. Can we check again come January/February? Things might be more stable then…

Probably War in the Pacific.

Vectors! I hate ‘em! :)

Yeah, no prob, Jan/Feb works.

TIm Stone’s column at The Flare Path has been an excellent - made me laugh out loud - Saturday morning read… echoing certain recent discussion started by @tomchick

Tim is obviously bored. I would have never thought of using John Tiller’s games to illustrate the point :-)

These don’t have “difficulty dials”. :)

But this clause certainly should apply even to those who swear by codes and pixels.

(iv) I, the wargame creator, agree to ensure that the relative difficulty of the challenges within this game mirrors the relative difficulty of the events and situations that inspired them.

That is the Navaronegun Ghost Caveat
"When depicting actual historical events you owe a debt to the living and the dead to try to get it right."

Interesting read, thanks for the link.

Unity of Command had right approach, but whiffed on the implementation. It is odd that so few computer war games get this right, or try so hard to get it wrong.

No worries @cannedwombat.

Pat points to his precious treasure - nice one @Navaronegun - but there’s two kind of obvious analogues to the “dials”:

  • Optional Rules
  • House Rules

Optional rules can be either for chrome - or just shits and giggles really - or to increase the fidelity of the simulation (ASL is the insane extreme in the physical game world). You don’t have to dial down anything, just outright ignore it.

House rules can be either “hot fixes” to issues with the rules (either editorial issues or more deeper ones), but in my experience, house rules boil down to streamline some aspects of gameplay. Most often, you just work that out on the spot, making them as you go along with your opponent.

If the game turns out to be balls… well, if you’re playing with friends, having a couple beers and doing smacktalk, who cares?

It’s like going to a football match that turns out be shockingly bad. If you go alone, feels like wasted money, if you go with friends, probably you won’t mind so much.

Computer war games kind of try to simulate that process of negotation that makes every single table top war game game session unique in its own way. On a computer, that process is enabled by exposing those toggles, dials and sliders. The language is that of the medium, at best ambiguous and at worst obtuse, and the intelligence behind those levers is at best limited, or at worse, inexistent, enabling the players to setup games which turn out to be unfun. There’s rarely programmed any kind of failsafe built in that produces a pop up window saying “These settings suck donkey’s balls man! Are you sure you want to play like this?”.

Changing tack to something a bit more combative.

FWIW, games like Civilization and on have also issues in this regard, game speed and “AI cheating levels” come to mind. A bunch vocal fans want to have excruciatingly painfully long games, because they want to play tactics with a game that models warfare at a similar level as Risk does. Another bunch of very vocal just want to play the game as quickly as possible online, pretty much skipping over 50% of the actual gameplay which requires too much “thought” (plannning, optimization, or what some call derisively “micro management”).

I don’t think you can make 10 games in one, each a slight modification catering to the preferences to 10% of your audience. Well, you can, but you end up with a Soylent Green game like Civilization 6 (which I tried to like but I can’t).

You will need to piss or turn off someone eventually, and that should be okay. In the TV world, this has lead to 15 years of pretty solid shows which I don’t think would have been “doable” in the 1980s or early 1990s. I for one don’t miss the hegemony of shows like insert generic soap opera or sitcom here whose appeal was basically their blandness: everybody could watch them, nobody hated them too much.

Other types of games seem to play with different rules. For instance, flight simulators, where games have neatly split between “study” sims that require insane amounts of dedication just to perform adequately basic tasks (DCS PFM come to mind), middle of the road sims that offer AI assistance and hardcore modes barely over the level of complexity of PFMs (novy IL-2) or just go arcade (War Thunder) making the whole discussion irrelevant. Many voices claim that walking away from casual friendly customization (which is hard to make well) and other “single player” oriented features killed the mainstream appeal of flight simulators… did they?

Do computer wargames need their War Thunder to kind of wake up out of this perceived slumber?

Ah, but as you point out, these can be ignored. Also, they are (usually) either Chrome (n/a to a “dial”) or not Playtested (more akin to DLC). So These are not “difficulty dials”.

These also are not dials. This is a pleasant euphemism for “not playing the game as designed”. It could be done to spare a poor opponent embarrassment. But it isn’t a designer implemented “dial”.

Note I said “analogue”, not “equivalent”.

On the other hand, optional rules not necessarily are chrome and sometimes they have been playtested. And the feedback from that suggested to make them optional.

Regarding ‘house rules’ the beautiful thing is that whatever the designer wants or desires, players are free to do as they wish if they think it makes a better game from them. Let’s say that it is a feature that comes by nature, not by design. Or if you want, “out of the box moddability” :)

Not all house rules boil down to the kind of monstrous but also fun entrepot that @brooski presented to us last weekend. Also, isn’t handicapping the better player a way to “spare a poor opponent embarrasment” and further encourage them to learn the games?

The winner, by a wide margin, is Jenkins’ Ear ™

A special thanks for all entries, including nods to the latecomers: Shangri-La, Toyota War.

Woot!
I’ll set up a P.O. Box for the royalty payments.

Carrier Battles 4 Desktop
More than 100 backers yesterday = little bonus for everybody