The Future of Hex & Counter Wargames: Evolving Mechanics in the Next Decade
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- Опубликовано: 11 сен 2024
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Id love wargames to start utilising an app and voiceover, so when you move your counter the ai can react and tell you what is seen, how the enemy reacts wtc. Imagine a game like ambush, or combat 1&2 where you move to a hex and you click on an app and it reveals what the enemies do and reads out some narrative like " as your squad moves into the area, you notice a tiger tank in hex etc that is camouflaged in hay and the turret begins to turn towards you "
That would be amazing. To me anyways.
I agree with your belief that game designers will move away from CRT odds and other table-based ways to resolve combat, but I also believe that designers will find more efficient ways to speed and simplify movement. Both combat and movement are unbearably tedious and actually undermine the plausibility and playability of most contemporary wargames. I think designers need to rethink movement as more objective-driven, not the slow gamer-controlled movement systems we currently suffer with. Real military commanders did not trace optimized movement paths or count movement points. It's an absurd relic of the early Avalon Hill era.
For instance, in addition to the town itself, Gettysburg has several ridge lines, hills, and rough terrain areas that are natural, logical, and historical objectives. To simplify and speed movement, the defensive player should be able to assign units to one such objective ridgeline filling in on the left or right flank. In a similar fashion, the offensive player should assign formations to capture an objective. Additional formations could be assigned to reinforce the attack or be kept in reserve. Road movement should allow a formation to move until enemy resistance is encountered. To leave road movement, the formation must be assigned a field (off-road) objective using an objective marker-based order system (e.g., Cemetery Hill). Orders are not revealed until the objective is taken or the order is changed.
Agree. Mostly.
Change or being different just for the sake of being different doesn't mean that the change will make a good game that people will want to play