Originally posted by Tom DeFranco
Patrick, I have a question about points 3 and 4. You say you want historical accuracy, that's good. But in point 4 you say you want a "omniscient overview". By limiting the players' ability to react immediately to an opponent's move they are accomplishing point 3, are they (the designers) not? That's why I like games that try to limit player near "omnipotence" (except, of course, for the dice). To each their own, though.
It's somewhat contradictory, I admit. Here's how I see it, FWIW:
When I pick up a good book on, say, the Battle of the Bulge, I expect the text and maps and illustrations to be historically accurate. I also expect the book to be written in the third person, from an omniscient narrator's perspective. That's standard; we can probably all agree on it.
Well, when I open up a wargame on the Battle of the Bulge, I expect the same things: an accurate map and set of unit-counters, as well as rules and charts that are true to the historical battle the game is based on.
Whether I'm reading a book or playing a game, I want to vicariously experience the whole battle (or as much of it as the author/designer can manage to cover). Occasionally, as a change of pace, I might want to read, say, General McAuliffe's account of what the Battle of the Bulge looked like from his individual POV; but there's a big trade-off there: I'm apt to see only the 101st Airborne sector and an isolated set of events. Similarly, I might
occasionally want to play a wargame from a commander's perspective, just as a change of pace; but when I do, I'm going to miss the "big picture"--the grand overview.
The whole battle did, in fact, take place. Therefore, it's conceivable that some god was hovering over Belgium, looking down and seeing everything. Historians often endeavor to give us that "god's-eye" view of the battle. Why shouldn't a wargame designer do the same?
I don't mind command-control rules, actually. They simulate the delay in getting orders to the units and the units' ability to comprehend and react under prevailing conditions. They also make me, as a player, feel I'm not having to micromanage a situation that could not historically have been micromanaged. Still, I don't usually mind if command-control rules are absent; because it's still true (if the game is well designed) that the historical units could have moved and acted as I move them in the game (if they'd received explicit orders and been able to act exactly in accord with them throughout the battle). I don't see the lack of command-control rules as a violation of historicity. It's a dimension of reality that's optional in the game design.
Limited intelligence (hidden setup/movement, dummy counters, etc.) goes more against my grain. True, it simulates the fact that commanders don't always know exactly what they're up against. But OTOH it spoils my overview of the battle. If most of the enemy's moves are invisible to me throughout the game, I may
never know what happened overall ("I was just doing this, and then suddenly the enemy appeared out of nowhere and did that, and before I could react it was all over"). That spoils one of the main reasons I want to play a wargame: to see a dynamic, interactive illustration of how a historical scenario might play out.
When I play a wargame, I don't feel I'm playing the role of battlefield commander or even commander-in-chief. I'm just a game player--a human being temporarily granted the godlike power of hovering over a battlefield and directing the action of one side's forces. (Or, in a solo game, I may even be choreographing the actions of both sides' forces.) The purpose of that exercise (beyond entertainment & amusement, which is also a big factor) is to learn something--to increase my understanding of what happened when & where, or what
could probably have happened.
In short, I want pretty much the same kind of experience from a wargame as I get from a war movie or military-history book, only more dynamic and interactive (or participatory). I do not (except as an occasional change of pace) want to be forced into the narrow role of battlefield commander.
Does that answer your question?