I Want a Sandcastle, Not a Competitive Excercise
Posted: Thu Aug 21, 2014 3:13 am
My problem with tactical and many strategic games is that I suck at multitasking and I am easily frustrated. It's not so much that I don't understand general tactical principles (force concentration) or common tactical tricks (defeat in detail, etc.) but that I have no concept of how to implement them in relation to the enemy's movement and to keep track of how the various brigades actually relate to each other spatially.
I also have a terrible sense of space.
These last two issues are why I actually do better at real time, tracking how long different units and enemy units will take to get places on a IGYG turn game is just more effort than I even want to put into it.
I jive well with some games, and I like a lot of detail. I just don't do well at tactical games (or competitive ones) and would much rather be able to tell an AI to implement the general battle strategy instead of trying to do it solider-by-soldier (which is not only ineffective, in my case, but also utterly tedious).
Essentially, in a tactical game I want to be the general, not guiding my officers by the reigns and worrying about stupid crap that an actual field commander would do as a matter of rote. Equipping troops, setting up their order of battle, and so forth is fun; but I find actually moving them around unrealistically difficult (i.e. I make mistakes that even I, as a person who has only ridden a horse three times, would not make in real life). The 'situational awareness' that comes automatically to me in situ utterly defies me in the world of square movement.
This all relates to the fact that I kind of dig the roleplaying/history elements the most out of it. This is what attracts me to the grognard games, but I wish most of them had some kind of 'automated' feature for all the things I don't care about, or an easy mode that didn't still presume you're doing hex counting. Because I'm just not going to do that. Don't care.
I do very well at grand strategy games like Europa Universalis, because I can take things at my own pace. I also dislike being forced into wars, I like to take them at my leisure; which is usually possible in grand strategy games if you don't act too offensively but pretty much never in operational or tactical games, where being constantly attacked is the default assumption.
I really would much rather have an extremely historical sandbox rather than a game 'about' anything. This is why Hearts of Iron III doesn't interest me, I am done with WW2 games.
Just generally I don't want games anymore, I want the ability to engage in detailed self expression with mechanical systems. Because of my interest in history and strategy I am attracted to these games but I have to be realistic that I am not going to put effort into learning anything where the curve is going to get me killed. I'll just quit. A high learning curve is fine, but not if you have to know a bunch of minutia to eve perform in a mediocre fashion. The horrible tutorials of most niche games doesn't help anything, either.
I have never been competitive, and while a game should have some curve of difficulty I basically want it to be optional; i.e. in EU IV I get into wars because of my own finagling; or in Minecraft there's no danger unless I decide I want to get fancy things for my hut. That's the sort of challenge I want, an 'as you like' optional feature, rather than baked-in and inevitable. Another reason I am so done with WW2 games.
I also have a terrible sense of space.
These last two issues are why I actually do better at real time, tracking how long different units and enemy units will take to get places on a IGYG turn game is just more effort than I even want to put into it.
I jive well with some games, and I like a lot of detail. I just don't do well at tactical games (or competitive ones) and would much rather be able to tell an AI to implement the general battle strategy instead of trying to do it solider-by-soldier (which is not only ineffective, in my case, but also utterly tedious).
Essentially, in a tactical game I want to be the general, not guiding my officers by the reigns and worrying about stupid crap that an actual field commander would do as a matter of rote. Equipping troops, setting up their order of battle, and so forth is fun; but I find actually moving them around unrealistically difficult (i.e. I make mistakes that even I, as a person who has only ridden a horse three times, would not make in real life). The 'situational awareness' that comes automatically to me in situ utterly defies me in the world of square movement.
This all relates to the fact that I kind of dig the roleplaying/history elements the most out of it. This is what attracts me to the grognard games, but I wish most of them had some kind of 'automated' feature for all the things I don't care about, or an easy mode that didn't still presume you're doing hex counting. Because I'm just not going to do that. Don't care.
I do very well at grand strategy games like Europa Universalis, because I can take things at my own pace. I also dislike being forced into wars, I like to take them at my leisure; which is usually possible in grand strategy games if you don't act too offensively but pretty much never in operational or tactical games, where being constantly attacked is the default assumption.
I really would much rather have an extremely historical sandbox rather than a game 'about' anything. This is why Hearts of Iron III doesn't interest me, I am done with WW2 games.
Just generally I don't want games anymore, I want the ability to engage in detailed self expression with mechanical systems. Because of my interest in history and strategy I am attracted to these games but I have to be realistic that I am not going to put effort into learning anything where the curve is going to get me killed. I'll just quit. A high learning curve is fine, but not if you have to know a bunch of minutia to eve perform in a mediocre fashion. The horrible tutorials of most niche games doesn't help anything, either.
I have never been competitive, and while a game should have some curve of difficulty I basically want it to be optional; i.e. in EU IV I get into wars because of my own finagling; or in Minecraft there's no danger unless I decide I want to get fancy things for my hut. That's the sort of challenge I want, an 'as you like' optional feature, rather than baked-in and inevitable. Another reason I am so done with WW2 games.