The looksee-count climbs towards 300 hits and still no comments/replies/questions…dunno what to make of it, but will try a different approach (other than the general “Here it is what do you think?” line used so far) : post a specific statement and see if any response is generated…
May as well start with a big one: The myth in aircombat gaming that the position and pointing of the little model is crucial/critical to the genre.
It is this widely-held belief that my system challenges on the ground that aircombat is akin to hand-to-hand combat. A dogfight between, say, two WW1-era aircraft in a 200-meter box contains the same sort of action as that found between two swordsmen/martial-artists in a 2-meter box. The scale (time and distance) of the two may be different, but the relative actions are the same, ie: a wingover taking 5 seconds is equivalent to a circle-6 parry or sidestep-duck taking only a half-second (or less).
The criticisms made of this contention of equivalence have, in the past, been of a physical nature and have (IMO) been rebutted: Flying is 3D…flying is restricted by the laws of physics…you have to point the aircraft to shoot… all these things are shared (in kind if not in degree) by hand-to-hand fighting.
More important, as far as game-design is concerned, is the equivalence of the two in the warrior’s HEAD. A martial artist does not think much (if at all) about hand/arm position or footwork: the body movements are viceral, almost-instinctive reactions in execution of the tactical intentions/directions provided by the head—and in most (all?) games of that genre the questions asked of players (and therefore the decisions/inputs made by them) are on that level, ie: Where will I go? (not: How will I get there?), or “Who will I attack? (not: How will I attack?)—questions/decisions on WHAT to do, not HOW to do it.
Pretty much every other game system (outside aircombat) assumes that the little fellows on the tabletop know how to do their particular piece of business, and that it is not up to the players to micro-manage details that were handled in boot camp. Leaving out the details of “how” means that the display on the tabletop is simplified: a figure is moved to within combat range of another, and an abstract system (usually involving dice) is used to determine the results—it is important to note that any time scale can be applied to a round of fighting, so that the result is not necessarily “You lose, you’re dead” in a single throw of the dice, but can just as easily be “You mis-stepped and are at a disadvantage now” on the scale of “bad things that can happen”.
Anyone who thinks that the frozen-pose figures used in groundcombat games represent/display the immediate-moment position/facing of the troops is crazy: the furious action taking place while two people engage in a fist/sword-fight is in no way shown on the tabletop. The dice-rolling used to abstractly represent that action is obviously not as visually-appealing as using poseable figures that display each cut-and-thrust/bob-and-weave—those details are left to the players’ imaginations…and by the continued sale/play of those games: quite successfully. Gamers are satisfied with the restrictions imposed by the game mechanics—and I seriously wonder if they’d play a groundcombat game that used the sort of micro-managed physical movement/display system in aircombat rules? Would you enjoy gaming a fistfight wherein you had to plot each and every move of arms and legs and body?...and measure/determine the success of a punch by cross-referencing your fist’s plot with that of your opponent’s face? Such a system describes the action involved accurately, but misses (IMO) the heart/soul/mood of the thing—as well as (and more importantly) the challenge faced by and the decisions/thinking of the combatants: and since the players are (supposedly) representing those combatants, doesn’t it make sense to have the challenges/decisions of the former more closely align with the latter?
Now, take all that said of groundcombat (and how you view and play it) and apply it to aircombat.
The point-and-shoot style of flight-sim game common to the genre does present a good mechanical/physical description/representation of the action, but misses the boat when it comes to the thinking of the pilot, re: the challenges/decisions that are faced/made. Visually, a flight-sim game is attractive—but the lack of such display/control in groundcombat games (whose actions are, IMO, equally dramatic/heroic) does little-to-nothing to hurt their attractiveness to gamers. In fact, I would stipulate that the lack of micro-management in groundcombat games helps the genre by getting the players’ energy/time away from the fiddly-bits of physical/mechanical motion and raises their attention to the tactical/thinking level that is in closer alignment to that experienced by their little warrior-alter-egos on the tabletop.
For a glatitorial-style, boxing-ring-type match, the detail level of a flight-sim game may work (though I would still argue that it has the players doing things -ie: flying the aircraft—that real pilots don’t do)—but I think that that narrow POV has led aircombat gaming into a cul-de-sac of scenarios that are nothing more than “Here’s the enemy in your face…now, fight!” wherein a player’s choices are severely limited, and produce AARs that require the skills of the best Beltway-spinmeister to craft into something that sounds reasonable (ie: this could have happened).
That many of the current flight-sim games are fun I in no way dispute: fun is fun and cannot be debated. What I’m looking to do is engage in a discussion/exploration of expanding the POV of aircombat gaming into the area occupied by the rest of the hobby, with the goal of (perhaps) producing a more common, user-friendly vehicle by which non-aircrazy gamers can enter the genre as well as (and more importantly) create aircombat games that address the challenges faced by pilots and present those challenges to players to deal with without burdening them (and taking up valuable gametime) with the tedious business of flying the aircraft—something real pilots don’t bother with…so why should gamers?
There: if that’s not a thrown gauntlet I don’t know what is. So…any comments? ; )
PS- I wish to emphasize (as I’ve done at other times on other sites) that the stridency of my presentation is in the interest of promoting a healthy debate, not to proselytize. I don’t see myself a putting forward MY idea, just AN idea…if it’s shown to be bunk, then so be it—I’ll not suffer for its loss. So: no need to hold back out of regard for my delicate sensibilities or because I’m taken to be a zealot against whom reason and debate are useless tools and a waste of time.