@Black_Elk:
Perhaps I’m too blitzed right now to spit it out (I’m a smokey character tonight), but I guess what I’m driving at is this idea, that we should figure out which element of the game we care the least about from the historical analogy perspective, and then change that element to create the desired gameplay patterns, (leaving the rest alone, so its relatively easy to adopt). Figure out the simplest ways we can, to create incentives for the Campaigns we want to see occurring, while retaining the entertainment value provided by potential deviations from the history.
I rather prefer to build backwards. Taking the desired play-patterns first, figuring out what’s necessary to get where we want, and then use that to determine what a given element represents, or how it should be interpreted historically. (as opposed to the other way around.) Put another way, I’m happy to accept that a unit in one part of the world, might represent something rather different than the same unit in some other part of the world. Or that IPCs are not quite the same for Russia as they are for Germany, or for Japan and USA. Or that the treasuries of the various nations at the outset need to fall along some kind of weakest-to-strongest continuum with no regard for everything else that’s in play (like what the Nation is actually expected to do with that Treasury in the game haha.) I’d think more in terms of, “is this Nation fun to play?” and “are they doing what they should be doing from a historical perspective?” If the answer is “no, or boring, or could be better,” then I’m willing to suspend the disbelief a bit when it comes to tweaking the elements, if that results in a more convincing play-pattern.
I have a bit more time this morning than I did last evening, so I’ll expand on one point (quoted above) of Black Elk’s earlier post that I didn’t comment on directly yesterday.
This is going to be a deliberate oversimplification, and I’ll immediately nuance it a little bit because Black Elk wasn’t stating his argument in such simplistic terms, but at their most extreme the two approaches described above basically come down to “making the game fit history” versus “making history fit the game.”
The “making the game fit history” approach in its pure form would be pretty much what I said in my post yesterday about a totally scripted game that allows no deviations from the historical course of events of WWII. And as I’ve already said, this kind of approach sounds too rigid to make for an interesting game. On top of that, the A&A game system would have to be a lot more complicated to give justice to this concept because economics and logistics had a huge influence on WWII; in A&A, economics are depicted in an extremely abstract way, and logistics play virtually no role. And as has been mentioned by various people in various contexts, the physical geography of A&A is distorted in both shape and size – severely so in some cases. So an A&A game that was made to fit history (and geography) accurately would be a very different creature than what we’re used to.
The alternate approach which Black Elk favours wasn’t stated as “making history fit the game”, but rather something more subtle: identifying the game’s most desirable elements, then trying to see what historical context fits them best. Just to invent an example: let’s say (for the sake of argument) that people really like the way that the game handles (or potentially could handle) large-scale mechanized warfare, and thus that we would like to find a historical context where this game element could be used to its full value. The analysis for that problem would be easy to do, and the solution would not require any historical distortions: the best starting date would be Summer 1941, when Barbarossa was launched, and the starting set-up would have to ensure that the situation on the Eastern Front was represented accurately. By the same token, June 1940 would be a poor choice as a starting date because it would be a year too early from the point of view of when Barbarossa actually happened.
I deliberately chose this nice, clean example because it shows how Black Elk’s concept would apply in ideal, uncontroversial circumstances. The thing to keep in mind, however, is that the choices won’t always be that clear-cut. There will probably be cases in which the identification (or invention) of a great game mechanic will be followed by the discovery that it doesn’t correspond to any historical context that actually happened (either at all, or at the correct moment for the game’s chosen time-frame). So at this point, the question will be: does the problem get fixed by adjusting the game mechanic or does the problem get fixed by adjusting history?
Fortunately, “adjusting history” is a concept that covers a lot of territory. Large-scale distortions, of course, would generate howls of outrage (or at least severe eye-rolling) from this forum’s history buffs. For example: I’ve always considered it unfortunate that China only has infantry sculpts in A&A, and I think it’s desirable for China to be a tougher opponent for Japan (as was the case in real life) than is the case in the game. I understand, however, that it would be very inaccurate historically to depict China in A&A 1940 as the kind of nation it is today: massively industrialized, worth a ton of IPCs, and possessing a full range of military hardware (including nuclear weapons) in vast quantities. On the other hand, there are no historical reasons why China in A&A could not be made a tougher opponent even if we stick just with its nation-specific infantry units and with the couple of foreign unit types it’s allowed to use.
A different way of adjusting history significantly but (in my opinion) acceptably is to position the starting date just before a plausible “historical branching point” and to have rules which allow that alternate path to be taken. As has been discussed in another thread, Japan and the USSR actually did (briefly) go to war against each other in the late 1930s, and the USSR was seriously worried as late as the fall of 1941 that Japan might attack it again. A Japanese invasion of the USSR (or Mongolia) never actually happened in 1941, nor (arguably) was it likely to happen at that time…but my point is that such a scenario is still a credible one, even if it’s not a probable one. So I’d have no problems with rules that allowed Japan to invade the USSR – provided, of course, that Japan couldn’t get from Vladivostok to Moscow in a few easy hops, a concept that would be geographically absurd.
Taking this “historical branching point” idea one step further, you could also set up a game scenario in which such a “branching” is assumed to have already taken place prior to the start of the game. For example, you might have a game scenario which starts in the Summer of 1941, but which assumes that in 1940 Germany had managed to capture Gibraltar – either by persuading Spain to join the war on the Axis side, or by simply ignoring Franco’s objections and launching an attack on Gibraltar through Spain at the tail end of the Battle of France. It never happened, but it might plausibly have happened (and indeed Germany did consider plans along these lines), so I’d be fine with a scenario which made the assumption that this had already happened prior to the start of the game. Three conditions would have to be fulfilled, however, to make such assumptions acceptable: the “historical branching point” would have to be a plausible one, the logical consequences of the branching-off would have to have been considered and accounted for, and these things would have to be explained (briefly but clearly) in the game’s backstory.