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Massively-Multi
Player Online Tactical Wargames
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When is the tactical
gaming world going to get a truly inspirational massively
multi-player online (MMO) gaming experience?
Didn't someone try that?
World War II Online (WWIIOL) seemed more like a crass attempt to
cash in on the RPG craze by allowing grog-geeks to live out their
fantasies in first person combat rather than attemping to model the
Second World War in anything like realistic terms. Other games have
followed on a smaller scale, such as Operation Flashpoint and
Red Orchestra - and the concept works when you can mold
squads of men willing to put in the effort and the discipline and
the training to do what real soldiers do - dedicate themselves to
learning standards of conduct and subordinate themselves to the good
of the team. But to expect 30,000 "team players" to do the same is
ludicrous.
A Better Idea
Battlefront.com and Hunting Tank Software have agreed to join forces
and provide something unique - well, not totally unique, as
Muzzle Velocity did this about 8 years ago or so: provide an
operational level layer to a tactical 3D game, in this case, their
venerable old title Combat Mission: Barbarossa to Berlin.
They've been at it for at least 8 years, according to their website.
A look at the screenshots isn't promising; the interface is
reminiscent of Soldiers at War, the old SSI clunker which
uses a 3/4 view in 3D instead of a standard map and NATO symbols
with which to command regiments, battalions and companies around
hundreds of square kilometres of real world terrain, generating
battles resolved in Combat Mission. Not a horrible idea, but
there will be no front lines, just blocks of kilometre-square tiles
held by opposing forces, no view of the actual terrain from the
operational map, and apparently a host of other problems that keep
delaying this program further and further.
Isn't it time for a truly unique MMO? Why not find a developer out
there who will marry up their tactical game to a true operational
level online environment that will do this:
-
map an entire
theatre with an interface to an existing global data package -
some data has changed since the war, but so what - tweak the major
changes like Berlin, Stalingrad or the Normandy coastline and
accept the others as acceptable
-
allow players to
sign on as battalion commanders of anonymous line infantry
battalions - no elite panzers, paratroopers, paramarines or SS;
95% of the war was fought by units no more distinguished than the
plain old "leg" infantry
-
give them real
world missions - no "quests", no start-overs, and if you die, you
die. And recognize that players have real lives. Have the front
progress at a rate of one day every week; you get 7 days to play
out the missions of your infantry companies along the front for
those 24 hours - perhaps you'll get a battalion attack; perhaps
you'll have a defend in place, maybe one company will send out a
fighting patrol. Every attack you make effects the battle line and
the games of those around you - all the other players signed in
will be fighting on your flanks against the same AI generated
enemy. Have different worlds for different nationalities - one for
Axis, one for Allied, with enough interest, branch out into
theatres - Italy, Russia, Western Front, or even different
battles, and run them simultaneously - Normandy, Breakout,
Brittany, Market-Garden, Scheldt, Bulge, Rhineland, etc. And if
there are guys who can do a battle a day, have a "fast" world that
moves a battle a day and a "slow" world. Turn them over, start
them again, keep them going. There's money to be made. Offer
"private" worlds, with human vs. human play. And if the humans
don't make a deadline - auto resolve the battle and let them come
back for the next one.
-
Instead of phony
rank and medal systems that signify nothing, keep a personnel file
with accomplishment listings; Successful Passage of Lines,
Successful Water Crossing, Successful Fighting Patrol, Successful
Combined Arms Assault. Let the player ticket punch like a career
officer rather than collect phony medals. Count kill ratios and
track which weapons systems kill which units - arguably, the best
commander will actually let his artillery kill the enemy and will
lose the least men while gaining the most objectives.
-
Actually, why not
permit "quests"? Some of the fun involved in "meta-campaigns" that
were crafted for Combat Mission - manual campaign systems
run as, essentially, MMOs - involved such special missions as
fighting for downed aircraft containing staff officers bearing
operations orders, or such things. These types of missions
actually happened in real life and could spice up an MMO quite
nicely. They were fun in a meta-campaign setting.
If nothing else, the success of manually-run "meta-campaigns" have
proven the concept of an MMO works. And they were run for free.

It was simple, as far as Combat Mission went. A group of
players went out and researched a real life battle, and found real
world geographical data - the above map came from the fighting
around Lauban in early 1945, courtesy Stefan Korshak. The group
sussed out the orders of battle involved in game terms and banged
out the maps, a portion of which, in CM terms, are shown below:

Like all meta-campaigns, the rules had to be agreed on and
administered by mutual agreement and the campaign was labour
intensive. But the concept was valid and proved it could be done. A
couple dozen players rotated in and out of the game as real life
intervened - and no money changed hands, nothing was automated.
My final word
With a profit incentive, and given the popularity of such games as
World of Warcraft, Lord of the Rings Online and others
in the fantasy genre, it would be interesting to see if a true
operational level game married up with a tactical level game
couldn't prove as lucrative for a developer enterprising enough to
try and make it a reality. Certainly, for those stalwart few who
have meta-campaigned their way through a few CM games, the interest
has been there.
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