I have been thinking alot about why I don't really like R:TW (and most likely M2:TW) and I think it is mostly because R:TW is not simulating battles, at least not to the extent that I can see in R:TW what I read in history books.
With this post I hope to get a little discussion about wether a battle simulator would be interesting, which compromises need to be made to keep gameplay interesting and wether a battle simulator is even sensible game to create.
In this discussion I talk about pre-modern warfare (ancient to Napoleonic)
Scale
Of course you could say that technical limitations limit the scale of armies, but I think more is at hand.
In real life armies ranged from a couple of thousands on each side to one hundred thousand and more during the Napoleonic period. With such huge armies you will need huge battlefields. Couple that with realistic movement speeds and kill rate you will get battles that can have a movement phase lasting several hours.
Forming square of a Napoleonic batallion was done in around a minute. The execution of that single order is considered fast if you know that hundreds of men were involved, but it is considered slow when you compare it to the battle phase of a typical R:TW game, which tend to be decided in just a few minutes.
With 1:1 scale you get the problem of needing to spread your attention across a battlefield that can be several kilometres deep and wide. You would need to zoom quite alot to get some overview of what is happening.
I have made renderings of 10,000 soldiers and it just becomes a big mass. The focus on detail would then shift from the soldiers to the battlefield as zooming in is not essential if you need to control formations that are several hundred metres wide.
Casualities
During the battle of Towton in 1461 the melee lasted for several hours, with the casuality rate no where near that of a TW game. During Waterloo 200,000 thousand men fought and someone calculated that on average 1,5 soldiers died every second. Implement that casuality rate in TW and gamers will complain about the dull combats.
Unit cohesion
Despite that you can use army/group formations, there is no true cohesion between units. In medieval times there were usually just 3 battles (groups) with perhaps a cavalry force detached for flanking. "Units" would form up into larger groups and act and move as a single unit. A battleline would deform as a whole and not fragmented as the case is with TW's system of handling units.
Tactics
Playing a TW game and reading a historical report of a battle is quite different. Battles were won by tactical decision making on a larger level. If you look for the deciding events or factor that decided the outcome of a battle you will rarely come across ones that you use or see in TW.
(Running out of time, so I'll just summarise and go on later, especially on command and control. Hopefully this has sparked enough interest for some replies)
In short, I would like to see a battle simulator in which I can see interactively why battles were won in real life and how it could have happened differently. Scale is a big problem as battles did occasionally last for hours on end (especially as the armies grew larger) and it is difficult to see how such a game could be interesting if seen as being of the same family of games were battles are played in 1 hour. It needs to be seen from a different perspective. Take Command (American Civil War) is doing that, but it still uses a 1:10 scale. The same with the upcoming Napoleonic HistWar.
And really short: Could a battle simulator with a 1:1 scale and historically correct rates of movement and casualities still provide the player with interesting and challenging gameplay from deployment to routing?
Cheers,
Duke John
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