General game-theory thoughts (made by myself on another site):
Transfering one’s tactical intentions (as a player) into gaming surface results (be it on a board, tabletop, or screen) is the same in any board, mini, or computer game that has the players ‘flying’ the aircraft, ie: moving, positioning, and facing the counter/model/pixels in 3d space in order to determine the current/relative battlefield value.
The chief (if only) challenge faced by players in those types of games (what I term ‘flight-sim’ games) is one of time-motion, ie: the ability tested is the assessment of the 4d picture/environment and the physical motions required to place oneself in an advantageous position within that environment using the tools of the specific game (plotting, choosing maneuvers, manipulating templates, or pushing buttons/joysticks).
‘Flying’ the model in such a (flight-sim) game and taking on the time-motion challenge is the facet of aircombat faced in that situation. Doing so is fun -I’ve no argument with that. The trouble I see is in how the focus on ‘flying’ has created a (false, IMO) yardstick for achievement/value in the genre.
The emphasis on flight simulation -caused in part, IMO, by the simple fact that the scale of aircombat (motion v. combatant size) allows the physical representation of the action on the playing surface in a way not practical in other one-on-one combat genres (at least with board/tabletop games)- has directed design/gaming energies down the path of this single facet at the cost of explorations/valuations of other roads. Put another way: An aircombat game is judged ‘good’ if the player feels like a pilot -but only with an emphasis on the physical skillset of manipulating the controls to move and point the plane. Again: while that can be fun, I don’t see it as the only option.
I’m wondering about (and exploring) games that present different challenges of the genre to players, and whether those, too, can be fun.
Putting players in a position where the only road to success in the genre is in learning/mastering a game’s interface in order to move/position the aircraft is, IMO, presenting an (unnecessary) obstacle in front of those who may very well find fun/enjoyment in gaming WW1 aircombat but balk at the required admission fee.
Other genres do not require such things from their players: hand-to-hand combat games don’t always ask players to move the arms and legs of their alter-ego-warriors -it’s possible (and done), but games can easily be found that do not have that facet as a chief part of their mechanics. In those games, the broader tactical decisions made by the warriors (what I call the ‘what’, as opposed to the ‘how’) are the focus of the challenge presented to players, and the fun had is in meeting/conquering that challenge.
Again: the purpose is the expansion of the available routes to gaming fun. Not every (potential) player has the time-motion skill/aptitude -or enjoyment of same- to find fun in gaming the choice of whether a circle-6 parry or lunge is the proper move to make in response to an opponent’s attack, yet they can handle (and enjoy) a game that has them ordering their warrior to combat a particular foe: the particulars of how the little fellow executes that order are left to his training and experience and are not a part of (or bother to) the player’s concern.
One could certainly argue that without the performance of a successful parry (or lunge or whatever) the warrior will fail and that therefore those skills are critical to his success. I’d agree. I’d say also, though, that the representation of those skills within a game can be handled in a wide variety of ways that includes -but doesn’t necessarily require- the direct physical manipulation of those motions/skills by the players and their subsequent display on the playing surface.
Gaming aircombat faces the same challenge. While flying / positioning the aircraft is (like the parry or lunge) a critical facet of the action, it needn’t be specifically represented in a game nor something a player need spend time / energy on. My thought/idea is to make the time-motion skill of the pilot be an RPG-syle statistic rather than have it be the chief skill represented by the player occupying the majority of the decision-making during a game (as it is with pretty much every flight-sim style game) - the flying of the aircraft is, IMO, a task/skill handled by real pilots via training and experience on an almost instinctive/reactive level and that having players handling the task/skill via conscious, methodical plotting/calculation is not a good representation of the time-motion challenge.
The level of abstraction I’m considering removes pretty much all details of the flying. The specific behavior of the aircraft is not detailed or controlled in any way by the player: whether the little fellow does a wingover or a barrel roll or a high-yo-yo is moot. The only important piece of information -the one I believe is on the pilot’s mind- is the aircraft’s position relative to the others involved in the combat, and that data can be communicated to the player(s) abstractly (instead of physically).
The time scale of the game would be the same as in a typical flight-sim (within an individual’s decision-loop…2-3 seconds, perhaps?) and the level of control would still be at that of the individual pilot (ie: players would control aircraft singly, not as flights or squadrons). I see it as, maybe, one step up from the usual flight-sim game as far as perspective goes, with the gaming area measured in hundreds of yards (instead of feet)?
The difference would be in the type of decisions made by players -instead of answering the question: “How do I move my plane?” (something I don’t believe pilots ask themselves…I don’t, anyway) players answer these sorts of questions : “Do I manoeuvre this guy so he can get at tailing bonus at that guy the next turn, do I go for the objective, risking getting shot at or do I take a long range shot at that guy? Do I take the risk of pressing the flight envelope in order to get at tail shot at that guy? Is the benefit of getting the shot worth the risk of a high speed stall? is my pilots piloting skill good enough to make the roll? and do i feel lucky? What are the consequences of a stall? is there altitude enough to have a fair chance of recovering the plane? Am I vulnerable if I stall?” (Note: These questions were presented/posted by another contributor on the original thread/forum, and photos showing examples of these ‘meaningful choices’ can be seen at http://s575.photobucket.com/albums/ss191/brawlfactory/Aerial Craps/Meaningful Choices/ )
The information needed to answer those questions (and the means to resolve them) does not require (IMO) the physical placement/movement of the models - there’s no need to spend gametime plotting/moving/positioning the models or occupying player energies in making those flying decisions that -as mentioned before- I believe are handled by real pilots on an instinctual/reactive level. You can include those decisions in a game - but do you have to?