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The problem with Panther Games

 
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Frank E

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Since: Dec 01, 2004
Posts: 398



(Msg. 46) Posted: Tue Dec 18, 2007 11:57 am
Post subject: Re: The problem with Panther Games [Login to view extended thread Info.]
Archived from groups: comp>sys>ibm>pc>games>war-historical (more info?)

On Tue, 18 Dec 2007 11:08:29 -0500, Giftzwerg
<giftzwerg999 RemoveThis @NOSPAMZ.hotmail.com> wrote:

>In article <=b1nR07O9I1i+fD1szocB2qsbXKb@4ax.com>,
>fakeaddress@hotmail.com says...
>
>> >Again, I am not take a swipe at you. I have heard similar comments
>> >many times. But, FOR THE LOVE OF GOD!!! Sometimes you just can't
>> >win.
>> >
>>
>> The fact that CotA doesn't 'grab' you and pull you in seems to be a
>> common element in this thread. It's a catch-22; the better your AI and
>> the more realistic your control delays, the more noticeable this
>> problem becomes.
>>
>> If that's true, it follows that at some point you have to step back
>> and say 'my AI is good enough and I have plenty of features, now what
>> do I do for the playability and style of this game?'
>
>To be fair to the system, though, while you *can* give orders to very
>high echelon units and essentially let AI play AI, almost nobody every
>does this. It's like my chess program; I *can* set it to play itself
>... but why do this? And if I do choose to set it up this way, is it
>valid to complain that my interaction is so limited?

Two things:
- It doesn't really matter whether it's a valid compaint or not. It's
a complaint that a lot of people have, and it's a safe bet that it
keeps more than just a few from buying more than one game in the
series.
- Overall, I think it has more to do with lack of immersion than lack
of control. There might be ways of handling that other than giving
the player more control. A system that gives you more feedback for
example? More eye candy to show a player what's actually occuring?

Rgds, Frank

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Giftzwerg

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Since: Mar 23, 2005
Posts: 728



(Msg. 47) Posted: Tue Dec 18, 2007 12:27 pm
Post subject: Re: The problem with Panther Games [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <nvpnRw9VApr=CA0f6frTI4fmw2zk@4ax.com>,
fakeaddress.DeleteThis@hotmail.com says...

> >> If that's true, it follows that at some point you have to step back
> >> and say 'my AI is good enough and I have plenty of features, now what
> >> do I do for the playability and style of this game?'
> >
> >To be fair to the system, though, while you *can* give orders to very
> >high echelon units and essentially let AI play AI, almost nobody every
> >does this. It's like my chess program; I *can* set it to play itself
> >... but why do this? And if I do choose to set it up this way, is it
> >valid to complain that my interaction is so limited?
>
> Two things:
> - It doesn't really matter whether it's a valid compaint or not. It's
> a complaint that a lot of people have, and it's a safe bet that it
> keeps more than just a few from buying more than one game in the
> series.

....which brings us back to your original point and suggests a demo. I
think it's mainly a perception - and a *wrong* perception - on the part
of people who've never played the game that keeps them away. I think a
full-featured demo with a couple of decent scenarios might fix this.

> - Overall, I think it has more to do with lack of immersion than lack
> of control. There might be ways of handling that other than giving
> the player more control. A system that gives you more feedback for
> example? More eye candy to show a player what's actually occuring?

Yeah. I've always thought the messages were a little scanty and
generic. Maybe do more with them, or let the player set status or
mission popups.

--
Giftzwerg
***
"I still find it hard to believe that the invention of the catapult
preceded the invention of the computer and all its peripherals; nothing
in human history exceeds the ability of the computer to make its user
want to construct a device that hurls heavy objects as far away as
possible."
- James Lileks

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Giftzwerg

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Since: Mar 23, 2005
Posts: 728



(Msg. 48) Posted: Tue Dec 18, 2007 3:35 pm
Post subject: Re: The problem with Panther Games [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <d2408260-6b62-4706-a65a-11f24fd9cc17@
18g2000hsf.googlegroups.com>, henius32 DeleteThis @gmail.com says...

> But for me it is all about immersion into the game, which I find quite
> difficult to define. I own both HTTR and COTA, but somehow I cannot
> get myself to play them very much. Maybe it's the "dry" interface,
> maybe it is the battle sounds, maybe it is because I know that the AI
> would do much better without me interfereing....

This is a point that keeps coming up, and that I keep marveling at. I
can only speak for myself, but the fact that I generally kick the snot
out of the AI in any situation that's even reasonably equivalent leads
me to believe that the AI *cannot* do better without me interfering.

And ...

Let's say for the purpose of argument that the COTA AI *can* best you
every time at whatever you're doing; how - *exactly* - does this impact
your enjoyment of the game in any way? After all, the AI in CHESSMASTER
X plays chess massively better than I do. That doesn't mean I want to
just set it to play itself and go off to do something else - it makes me
want to beat it!

--
Giftzwerg
***
"I still find it hard to believe that the invention of the catapult
preceded the invention of the computer and all its peripherals; nothing
in human history exceeds the ability of the computer to make its user
want to construct a device that hurls heavy objects as far away as
possible."
- James Lileks
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Mike Kreuzer

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Since: Oct 20, 2007
Posts: 38



(Msg. 49) Posted: Tue Dec 18, 2007 6:23 pm
Post subject: Re: The problem with Panther Games [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Arjuna" <dave.DeleteThis@panthergames.com> wrote in message
news:8d5a8eb3-fec4-4d59-8513-dc075f136e5f@d4g2000prg.googlegroups.com...
> On Dec 18, 11:02 am, Giftzwerg <giftzwerg....DeleteThis@NOSPAMZ.hotmail.com>
> wrote:
>
>> At least give me a slider under the "orders delay" dialog so I can set
>> the "timings" realism setting to "In Your Dreams, Mr. Stopwatch."
>
> LOL love it! Smile)

Yeah, I'll pay that one, but you've got the wrong end of the stick G: I'd
always assumed that the more complex the order the longer the delay.
Telling a formation to stop shouldn't have the same delay as giving it a
complicated attack plan. I guess the minimum implementation of all this
would be to just add a start time to orders & give an ETA for (I suppose)
each waypoint. If some units jump off late things just go realistically awry
from there.

Triggers sound excellent: real reserves.

Regards,
Mike Kreuzer
www.mikekreuzer.com
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Giftzwerg

External


Since: Mar 23, 2005
Posts: 728



(Msg. 50) Posted: Tue Dec 18, 2007 6:23 pm
Post subject: Re: The problem with Panther Games [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <47677582 RemoveThis @dnews.tpgi.com.au>, mike RemoveThis @FIRSTNAMEkreuzer.com
says...

> >> At least give me a slider under the "orders delay" dialog so I can set
> >> the "timings" realism setting to "In Your Dreams, Mr. Stopwatch."
> >
> > LOL love it! Smile)
>
> Yeah, I'll pay that one, but you've got the wrong end of the stick G: I'd
> always assumed that the more complex the order the longer the delay.
> Telling a formation to stop shouldn't have the same delay as giving it a
> complicated attack plan.

Spoken like an old time micromanager, though. When Rommel radioed a
regimental commander with an attack order, I'll bet he didn't send along
a complex, ready-made "attack plan" - I bet he just just barked,
"DESTROY AUSTRALIAN POSITIONS AT WADI EL-ARJUNA."

Not much more difficult to conceptualize than "STOP," is it?

The planning is supposed to take place at the level of the HQ that gets
the attack order. That's where HTTR/COTA models the delay process -
even going so far as to depict shitty Col. Blimps as taking
significantly longer to get moving that nifty Col. Frosts.

Looking at thing from the other perspective, if you one battalion
"stop" and another "assault at point x," the battalion with the stop
order will just stop when it gets the order. The battalion with the
attack order will *begin* the process of attacking when it gets the
order ... but will carry out that attack perhaps hours in the future.
This seems entirely reasonable.

In other words, a system like HTTR is supposed to reward the player who
*doesn't* try to be seven regimental commanders and twenty battalion
commanders and 137 company, platoon, and section commanders all at once.
You're not supposed to send your battalion a "complicated attack plan,"
you're supposed to tell them what you want attacked and let *them* worry
about the fiddly details.

If that includes a specific time for the attack, then I'm with you ...
so long as a neat, by-the-number, coordinated assault only happens
*very* rarely.

> I guess the minimum implementation of all this
> would be to just add a start time to orders & give an ETA for (I suppose)
> each waypoint. If some units jump off late things just go realistically awry
> from there.

I think this would be an excellent addition. As things stand now,
coordination is a very iffy thing to *attempt*, but it would be more
realistic to make it very easy to order/attempt, but very difficult to
actually carry out.

--
Giftzwerg
***
"More than 10,000 jet into Bali for global warming conference."
- Associated Press
"You just can't make this stuff up."
- Glenn Reynolds
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Oleg Mastruko

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Since: Feb 09, 2005
Posts: 91



(Msg. 51) Posted: Tue Dec 18, 2007 6:55 pm
Post subject: Re: The problem with Panther Games [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Mon, 17 Dec 2007 23:40:10 -0800 (PST), "eddysterckx@hotmail.com"
<eddysterckx.TakeThisOut@hotmail.com> wrote:

>1) Scale - a grand strategic game need not be realtime to be more
>realistic than a turn-based one

Of course. I am talking tactical and grand-tactical scale here,
I thought that's kinda obvious..... I don't mind having turn based
grand strategy game, in fact when it comes to scale that big all I
play is turn based Surprised)

Any scale where commanders felt time constraints and had to make
decisions on a minute to minute basis should simulate that pressure in
game. Scales where guys on top took days or even weeks to summon all
data, hold meetings and to decide - can be turn based for all I care.

>2) There's one very good reason to go turn-based and it's called PBEM.
>Given the demographic of wargamers and the reality of timezones this
>is often the only option for guys wanting to play multi-player games.
>Now, I have proposed a PBEM system for COTA in here before but the
>reaction on it wasn't stellar.

Old Close Combat 3 was quite popular back in 1999. direct play,
RTS. I could have a good game over then nascent (and now long dead
LOL) Microsoft MSN Play service at any time of day using my
prehistoric 56k modem. 1999 is from todays point of view ancient
history so why can't we have some workable match making system, and/or
some really popular game, to play using the direct play? That's a
question for developers and publishers not me....
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Giftzwerg

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Since: Mar 23, 2005
Posts: 728



(Msg. 52) Posted: Tue Dec 18, 2007 7:54 pm
Post subject: Re: The problem with Panther Games [Login to view extended thread Info.]
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In article <a3ce806e-50f1-4279-95ec-
b3fe934cf58a DeleteThis @i12g2000prf.googlegroups.com>, eddysterckx DeleteThis @hotmail.com
says...

> 1) Scale - a grand strategic game need not be realtime to be more
> realistic than a turn-based one

Given that something like D-Day took *years* to seriously plan, I'm not
sure it matters if you just give players 365 days of real time to plan
the thing ... or four three-month turns to get it done.

But when you're talking about an enemy tank company that the Battalion
HQ just got word of ... and the turn scale is 30 minutes ...

--
Giftzwerg
***
"I still find it hard to believe that the invention of the catapult
preceded the invention of the computer and all its peripherals; nothing
in human history exceeds the ability of the computer to make its user
want to construct a device that hurls heavy objects as far away as
possible."
- James Lileks
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eddysterckx

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Since: May 13, 2005
Posts: 1293



(Msg. 53) Posted: Wed Dec 19, 2007 12:53 am
Post subject: Re: The problem with Panther Games [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 18 dec, 23:52, Oleg Mastruko <o....TakeThisOut@bug.hr> wrote:
> On Mon, 17 Dec 2007 23:40:10 -0800 (PST), "eddyster...@hotmail.com"
>
> <eddyster....TakeThisOut@hotmail.com> wrote:
> >1) Scale - a grand strategic game need not be realtime to be more
> >realistic than a turn-based one
>
> Of course. I am talking tactical and grand-tactical scale here,
> I thought that's kinda obvious.....

Just checking Smile

> Any scale where commanders felt time constraints and had to make
> decisions on a minute to minute basis should simulate that pressure in
> game.

Well, I agree - provided that you don't have to wear the hat of the
company CO, XO, chief quartermaster and G2 at the same time. In other
words : the time pressure shouldn't be in giving you more things to do
than your historical counterpart had to do in the same amount of time.

This is also why I prefer my tactical gaming to be in a 3D environment
and my operational / strategical ones to be 2D with me pouring over a
map : because those setups most closely resembles the setup faced by
the IRL commanders at the same level.

> Old Close Combat 3 was quite popular back in 1999. direct play,
> RTS. I could have a good game over then nascent (and now long dead
> LOL) Microsoft MSN Play service at any time of day using my
> prehistoric 56k modem. 1999 is from todays point of view ancient
> history so why can't we have some workable match making system, and/or
> some really popular game, to play using the direct play? That's a
> question for developers and publishers not me....

Mass. You need a certain player mass for this to work. Now, an
individual developer can't really be expected to put energy in
creating a matchmaking service, this type of thing must be handled at
the appropriate level - which is the publisher.

A publisher with an established matchmaking service could then work
with with the developers for seamless integration of their game into
this existing matchmaking service.

Pretty obvious stuff really but publishers may be a bit wary of
putting time & money in such a thing because market studies show most
gamers don't play MP games, but play against the AI and of those who
play PBEM it's often with pals they always play games with so no
matchmaking service is needed.

The above is of course a chicken and egg situation.

Greetz,

Eddy Sterckx
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annamarie.lykke

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Since: Dec 20, 2007
Posts: 1



(Msg. 54) Posted: Thu Dec 20, 2007 11:42 am
Post subject: Re: The problem with Panther Games [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>
> Let's say for the purpose of argument that the COTA AI *can* best you
> every time at whatever you're doing; how - *exactly* - does this impact
> your enjoyment of the game in any way? After all, the AI in CHESSMASTER
> X plays chess massively better than I do. That doesn't mean I want to
> just set it to play itself and go off to do something else - it makes me
> want to beat it!
>


So do I, and I don't crank the difficulty up to Grandmaster level...

No, seriously, I do not want a dumb AI. In my view, Panther games
really shines when you keep the direct orders to a minimum. Anyway,
when I start micromanaging, things go sour really, really fast. When
micromanaging units, the complexity of the games multiply to a level
where you start issuing really stupid orders. I once by mistake
ordered an artillery unit to move to a location that was occupied by a
strong enemy force. It tried, got repulsed, reorg'd and tried again
several times, while I sat there watching, fascinated - how many times
would it try? How stupid could that commander be? I guess it was
there I lost the immersion, because no commander other than a computer
could try to implement orders like that. The AI is only as good as the
orders it get....

This is what I mean by saying that the AI is better than me and it
should be left alone doing what it does best. But I'm afraid that
leaves us with the slideshow lots of people have been talking about.
There is not much left for the gamer to do, other than to decide the
overall battle plan, set it in motion and then wait for the result.
Perhaps similar to a live general, but at least the real general could
jump in his jeep to take a closer look at the action himself. And
maybe influence stuff in that particular sector.

There are tons of recollections of commanders doing just that: Getting
anxious and rushing out to the action when they really should have
stayed at the HQ. And I think it is something like that HTTR and COTA
needs.


-henius
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