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By Mark Baldwin
Gamasutra
CGDC Roundtable Report, April 1997

 


Features

Whither (or Wither) War Games

The purpose of this roundtable was to discuss the direction of computer war games in the changing world of computer games. Are they dying or evolving?

One of the first questions brought up is what defines as computer war game. Two primary characteristics seemed to be important. The first was that it involves the conflict of at least two active decision-makers, either human or an artificial opponent. These separated out the war game from the puzzle game, in which there is only one active decision-maker and normally requires a fixed solution. The second characteristic is the modeling of a 'war type' conflict. This distinguishes the war game from the larger category of strategic game.

Tied to the comparison of puzzle vs war game was a discussion of the new crop of 'real time' war games. Many felt that these games were more puzzles than war games at least in the single player mode. One reason for this 'feeling' of puzzle in such games was ascribed to the failure of the artificial player (or artificial intelligence). However, it was felt that the industry was finally recognizing the need for good AI in games and resources were being invested to solve this problem.

The types of successful war games in the market were examined. Obviously, the simplified real time game as exemplified with Command and Conquer and Warcraft. But the more complex and turn based games such as Steel Pathers or Talon Soft's Battleground series shows that the market is doing quite well.

The market and it's nature was examined with respect to war games. Currently, there is a high demand for the 'real time' simple war game. It was felt that this didn't represent a deterioration of the market but instead an influx from the arcade market. The demand for any type of war game from this market was seen as an evolution of the audience, and the more complex and rich war games should eventually be appealing to this maturing market.

In the same way, the industry is learning to improve the war game and therefore it too is maturing. Basic characteristics such as simplicity, good interface, flash and a distinct relationship between cause and effect are critical components for such games. Success based on good design is proving valuable.

In conclusion, it was felt that both from the product point of view and the enthusiast point of view, there are many encouraging signs for computer war games. We can expect improvement in the quality and quantity of war games of all types in the years to come.


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