Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
"I don't do eye candy" - Major H. in the strategic ng to someone
complaining about the "1993 graphics" of TacOps.
It triggered a chuckle, but then it got me wondering about the
importance of graphics in wargames. The main school of thought in here
is that graphics in wargames should be clear and functional, nothing
more, so that the developer can use the time saved by not adding
"superfluous" eye candy on the things that matter more, like AI or
additional features.
I used to be a fervent (and outspoken) proponent of this school of
thought, but lately my views on this are getting more and more
challenged. It seemed logical that time *not* spend on eye candy could
be spend on something else but as I'm now somewhat getting a inside
view on the wargame production process this turns out to be not so
clear-cut.
If you're a "one-man-shop" like Major H or Ron Dockal the adagium still
hold true, but producing a wargame in most cases is the work of a group
of people, each with their particular talents. The developer who takes
care of the graphics is not the guy working on the AI.
Ok - so forget about the "time saved" factor, but how about costs ? Are
eye-candy level graphics worth the additional cost ?
Well, I'm starting to think that to a certain extent they are.
Current hard- and software in combination with a graphics guy who knows
his stuff can produce astounding graphics for a fraction of the cost it
would have taken 10 years ago. I've done some experimenting with the
bitmap graphics of GGWaW and got good results in a fraction of the time
it would have taken me way back in the DOS days.
Then there's screenshots - it's the first thing gamers ask for when a
new game is announced and it's the first thing you see when you browse
to the site of a published game. It's a first impression - and it
counts. I've caught myself getting dragged into reading more about a
particular game when the initial impression is positive and I'm more
likely to check out a game when the screenshots are spectacular. For
anyone wanting the same experience : check out the screenshots of the
new Tin Soldiers : Julius Caesar at the Matrixgames website.
Ugly graphics have an opposite effect - I really have to force myself
to look beyond them, but wouldn't the casual (war)gamer just make the
split-second mental equation bad graphics = bad game ?
Wargamers are just as susceptible to eye candy as every other
monkey-like biped on this planet. Just visit a miniatures tournament or
convention. It's not the best battle that draws the crowd, it's the
tabletop that looks good, even if the battle played out on it is a dead
duck.
Maybe it's a case of wargamers consciously claiming that eye candy
doesn't matter, but their subconsciousness playing a nasty trick on
them ?
Gentlemen, your thoughts on this - as always - highly appreciated
Greetz,
Eddy Sterckx
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
I think good clear graphics are very important, but with good I
certainly do not mean 3D models and fanzy animations. Usually when there
is discussion about eye candy some people turn discussion into two
opposing choices. First is that graphics doesn't matter at all or you
want animated tanks running on strategic map where Europe is divided
into three areas.
But it is not that simple. I for example couldn't never get into TacOps
because it just didn't look nice. But on other hand I would be very
happy to play game where units would be just colored boxes, if those
boxes looked nice and fit into their environment.
--
jari k
remove unnecessary parts of address to make it work
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
> Maybe it's a case of wargamers consciously claiming that eye candy
> doesn't matter, but their subconsciousness playing a nasty trick on
> them ?
Cleavage sells but I am still not going to add to the TacOps splash screen a
well endowed female Spec4 in a sweat wet T-shirt.
Best regards, Major H.
tacops@mac.com
http://www.battlefront.com/
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
Major H <tacops@mac.com> wrote in news:BE8D1DDA.7E80A%tacops@mac.com:
>> Maybe it's a case of wargamers consciously claiming that eye candy
>> doesn't matter, but their subconsciousness playing a nasty trick on
>> them ?
>
> Cleavage sells but I am still not going to add to the TacOps splash
> screen a well endowed female Spec4 in a sweat wet T-shirt.
So, you've already given some thought to the question where in TacOps you
could get away with it ...
Greetz,
Eddy Sterckx
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
In article <BE8D1DDA.7E80A%tacops@mac.com>, tacops@mac.com says...
> > Maybe it's a case of wargamers consciously claiming that eye candy
> > doesn't matter, but their subconsciousness playing a nasty trick on
> > them ?
>
> Cleavage sells but I am still not going to add to the TacOps splash screen a
> well endowed female Spec4 in a sweat wet T-shirt.
Gaaaaack! And you call yourself a *US Marine*!?!?!?!?!
My uncle is rolling in his grave.
--
Giftzwerg
***
"Most Republicans skipped the hearing, leaving Democrats largely
unchallenged as they assailed Bolton's knack for making enemies
and disparaging the very organization he would serve."
- Dana Milbank, Washington Post
"Uh, Dana? I'm pretty sure the organization Mr. Bolton is supposed
to be serving is *America*."
- Giftzwerg
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
In article <1114088472.410267.327050@f14g2000cwb.googlegroups.com>,
eddysterckx@hotmail.com says...
> Ok - so forget about the "time saved" factor, but how about costs ? Are
> eye-candy level graphics worth the additional cost ?
>
> Well, I'm starting to think that to a certain extent they are.
The two phrases that your question turns on are "eye-candy level" and
"additional cost," and how we define those terms is going to inform our
decision.
TACOPS is (sorry Major) fairly ugly. HTTR is adequate but not glorious.
DANGEROUS WATERS is very, very pretty.
I have no idea what "additional costs" were involved in making HTTR look
better than TACOPS, nor how much effort was lavished to make DW look so
very, very pretty. But my suspicion is that the graphics in HTTR didn't
cost so very much more than TACOPS[1]. In other words, HTTR uses little
blocks of graphics that look like forests, while TACOPS uses twisty
green lines that appear to have been scrawled with a Binney & Smith
crayon. I like HTTR's look better, but it can't have broken the bank to
make the field green in HTTR instead of leaving it white like TACOPS.
Conversely, I suspect that the developers of DW spent considerable time,
effort, and money in making it look so nice.
So what I would say is that something like HTTR probably represents the
*optimal* compromise between making the graphics adequate enough that a
potential buyer doesn't go "bleagh" when he sees a screenshot, and
expending significant resources (which, after all, are probably zero-
sum-gained with *something*) on pretty graphics that don't impact
gameplay.
[1] I'm putting aside any strictly *mapping* decisions that have actual
impact on the fundamental game system, and just looking at pure
aesthetic elements.
--
Giftzwerg
***
"Most Republicans skipped the hearing, leaving Democrats largely
unchallenged as they assailed Bolton's knack for making enemies
and disparaging the very organization he would serve."
- Dana Milbank, Washington Post
"Uh, Dana? I'm pretty sure the organization Mr. Bolton is supposed
to be serving is *America*."
- Giftzwerg
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
In article <Xns963FA6E96E189eddysterckxhotmailco@67.98.68.12>,
eddysterckx@hotmail.com says...
> > Cleavage sells but I am still not going to add to the TacOps splash
> > screen a well endowed female Spec4 in a sweat wet T-shirt.
>
> So, you've already given some thought to the question where in TacOps you
> could get away with it ...
Some days, cleavage is *all* I think about.
--
Giftzwerg
***
"Most Republicans skipped the hearing, leaving Democrats largely
unchallenged as they assailed Bolton's knack for making enemies
and disparaging the very organization he would serve."
- Dana Milbank, Washington Post
"Uh, Dana? I'm pretty sure the organization Mr. Bolton is supposed
to be serving is *America*."
- Giftzwerg
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
Giftzwerg wrote:
> So what I would say is that something like HTTR probably represents
the
> *optimal* compromise between making the graphics adequate enough that
a
> potential buyer doesn't go "bleagh" when he sees a screenshot, and
> expending significant resources (which, after all, are probably zero-
> sum-gained with *something*) on pretty graphics that don't impact
> gameplay.
Another aspect is that developers can choose to make the graphics
moddable - Hubert Cater made "adequate" graphics for Strategic Command
1, the fanbase turned it into something nearly perfect in my eyes
(dropshadows, prettier icons, ...)
Greetz,
Eddy Sterckx
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
<eddysterckx@hotmail.com> wrote in message
news:1114104425.186578.136340@o13g2000cwo.googlegroups.com...
>
> Giftzwerg wrote:
>
> Another aspect is that developers can choose to make the graphics
> moddable - Hubert Cater made "adequate" graphics for Strategic Command
> 1, the fanbase turned it into something nearly perfect in my eyes
> (dropshadows, prettier icons, ...)
>
For those small developers that can't spend the time, I think making them
modable is the correct balance...
I don't count myself as someone that cares too much about the graphics...
HTTR is good with me, and any
of the HPS games are also fine... but I have to admit that TacOps, while a
great game, undershot this one (at least for me)...
Mike
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
On 21 Apr 2005 06:01:12 -0700, "eddysterckx@hotmail.com"
<eddysterckx@hotmail.com> wrote:
>"I don't do eye candy" - Major H. in the strategic ng to someone
>complaining about the "1993 graphics" of TacOps.
Yes, that be me, and I just posted back to the Major that eye candy
sells. :-)
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
In article <Co2dnTgvfZ3kiPXfRVn-2A@rogers.com>, mmoore327@rogers.com
says...
> > Another aspect is that developers can choose to make the graphics
> > moddable - Hubert Cater made "adequate" graphics for Strategic Command
> > 1, the fanbase turned it into something nearly perfect in my eyes
> > (dropshadows, prettier icons, ...)
> For those small developers that can't spend the time, I think making them
> modable is the correct balance...
>
> I don't count myself as someone that cares too much about the graphics...
> HTTR is good with me, and any
> of the HPS games are also fine... but I have to admit that TacOps, while a
> great game, undershot this one (at least for me)...
What always bugged me about TACOPS graphics is that I wanted there to be
another (closer) level of zoom to the map - particularly as screen sizes
changed from 640x480 to 1600x1200. Maybe several levels of zoom. With
correspondingly easier fine-positioning of units and allowing me to
dispense with the "pop-up" fine-unit-selection box when several counters
are in close proximity.
--
Giftzwerg
***
"Most Republicans skipped the hearing, leaving Democrats largely
unchallenged as they assailed Bolton's knack for making enemies
and disparaging the very organization he would serve."
- Dana Milbank, Washington Post
"Uh, Dana? I'm pretty sure the organization Mr. Bolton is supposed
to be serving is *America*."
- Giftzwerg
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
In article <ot5g61prf25v4lfq74fvpghqn3m938rrn4@4ax.com>,
ae@invalid.email says...
> >"I don't do eye candy" - Major H. in the strategic ng to someone
> >complaining about the "1993 graphics" of TacOps.
>
> Yes, that be me, and I just posted back to the Major that eye candy
> sells. :-)
Eye candy sells ... *once*.
I've bought *three* versions[1] of TACOPS from Major H.
[1] V1.0 I didn't have, IIRC. Mac only?
--
Giftzwerg
***
"Most Republicans skipped the hearing, leaving Democrats largely
unchallenged as they assailed Bolton's knack for making enemies
and disparaging the very organization he would serve."
- Dana Milbank, Washington Post
"Uh, Dana? I'm pretty sure the organization Mr. Bolton is supposed
to be serving is *America*."
- Giftzwerg
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
Over the years I have had a lot of conversations about the graphics in
TacOps. Many/most times when I really explored with an individual exactly
what it was about the graphics that he did not like, the real issue turned
out to be that they wanted a different type of game at a different scale. I
think of TacOps scale as being grand tactical. That scale does not give a
tactical fan all the detail that he wants and an operational fan gets too
much. So ... not only did I pick a niche game genre I also managed to pick
the least popular scale within that niche.
Best regards, Major H.
tacops@mac.com
http://www.battlefront.com/
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
> So ... not only did I pick a niche game genre I also managed to pick
> the least popular scale within that niche.
And yet, TacOps is still selling while most of the prettier games released
in the same ten years are not.
Best regards, Major H.
tacops@mac.com
http://www.battlefront.com/
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
In article <BE8DA5A4.7E828%tacops@mac.com>, tacops@mac.com says...
> Over the years I have had a lot of conversations about the graphics in
> TacOps. Many/most times when I really explored with an individual exactly
> what it was about the graphics that he did not like, the real issue turned
> out to be that they wanted a different type of game at a different scale. I
> think of TacOps scale as being grand tactical. That scale does not give a
> tactical fan all the detail that he wants and an operational fan gets too
> much. So ... not only did I pick a niche game genre I also managed to pick
> the least popular scale within that niche.
If this is a response to my post, though, what I meant is not that I
want another *scale*, but simply that I want more *zoom* of exactly the
same scale; a purely graphical exercise in making the units and the
terrain bigger, such that I could position my men more precisely. If I
could get sharper, better graphics in a zoomed-in view, so much the
better.
--
Giftzwerg
***
"Most Republicans skipped the hearing, leaving Democrats largely
unchallenged as they assailed Bolton's knack for making enemies
and disparaging the very organization he would serve."
- Dana Milbank, Washington Post
"Uh, Dana? I'm pretty sure the organization Mr. Bolton is supposed
to be serving is *America*."
- Giftzwerg
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
In article <BE8DA7D4.7E82A%tacops@mac.com>, tacops@mac.com says...
> > So ... not only did I pick a niche game genre I also managed to pick
> > the least popular scale within that niche.
>
> And yet, TacOps is still selling while most of the prettier games released
> in the same ten years are not.
Well, this is weirdly unfair, given that virtually *no* games released
ten years ago are selling ... except TACOPS ... pretty or no.
<g>
--
Giftzwerg
***
"Most Republicans skipped the hearing, leaving Democrats largely
unchallenged as they assailed Bolton's knack for making enemies
and disparaging the very organization he would serve."
- Dana Milbank, Washington Post
"Uh, Dana? I'm pretty sure the organization Mr. Bolton is supposed
to be serving is *America*."
- Giftzwerg
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
On Thu, 21 Apr 2005 20:03:22 -0400, Giftzwerg
<giftzwerg999@NOSPAMZ.hotmail.com> wrote:
>In article <BE8DA7D4.7E82A%tacops@mac.com>, tacops@mac.com says...
>
>> > So ... not only did I pick a niche game genre I also managed to pick
>> > the least popular scale within that niche.
>>
>> And yet, TacOps is still selling while most of the prettier games released
>> in the same ten years are not.
>
>Well, this is weirdly unfair, given that virtually *no* games released
>ten years ago are selling ... except TACOPS ... pretty or no.
most games are abandoned so you don't have the option to buy them even
if you wanted.
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
On Thu, 21 Apr 2005 19:02:45 -0400, Giftzwerg
<giftzwerg999@NOSPAMZ.hotmail.com> wrote:
>Eye candy sells ... *once*.
IYO austere opinion. Say this in any other gaming group and you will
get laughed off the board.
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
On Thu, 21 Apr 2005 23:56:18 GMT, Major H <tacops@mac.com> wrote:
>And yet, TacOps is still selling while most of the prettier games released
>in the same ten years are not.
If a lot of those old games where given a modern face lift and made to
run on XP they would sell.
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
On 21 Apr 2005 06:01:12 -0700, "eddysterckx@hotmail.com"
<eddysterckx@hotmail.com> wrote:
>"I don't do eye candy" - Major H. in the strategic ng to someone
>complaining about the "1993 graphics" of TacOps.
That's perfectly OK, Major H should hire someone to do it for
him
)
>It triggered a chuckle, but then it got me wondering about the
>importance of graphics in wargames. The main school of thought in here
>is that graphics in wargames should be clear and functional, nothing
>more, so that the developer can use the time saved by not adding
>"superfluous" eye candy on the things that matter more, like AI or
>additional features.
Eye candy is *extremely* important IMO. If some think I am
shallow for saying that, I don't mind - call me shallow.
I came to regard devs and publishers who do not pay attention to
eye candy as if they're insulting me. Wargames are time consuming
hobby. When playing a wargame I am supposed to stare for HOURS on end,
and for many *months* (if game is worthy of my time) at something
ugly? At something developer did as an afterthought? No, please. If I
"pay" for the game - not with money, but with many hours of my
valuable free time - then I want to stare at the map and little
units/counters/battle animations that are at least pleasant to watch.
Nothing more, nothing less. Just pleasant.
Now of course big question is "what is good eye candy" and what
is "pleasant to watch"?
Some examples:
- HTTR is actually excellent looking game for me. Good example
that "eye candy" can mean just decently painted 2D maps and finely
drawn 2D unit counters. No bells and whistles, just decency and
functionality, but still obviously work of someone who knows to work
with graphics.
- Practically the same goes for FPG which looks very much like
HTTR visually (though game mechanics are very different).
- UV and WITP look very very nice with some modded user made
maps, though UI in those games could use some work. Original graphics
was decent, modded graphics available on the net is excellent.
- GG WAW - example of almost perfectly looking game, very decent
grand strategic map with sexy little unit icons. Everything a gamer
should ask for from a grand strategy game.
(Incidentally, I was showing WAW to one of my office buddies and
he dubbed it "skin for Excel": obviously for him this was a game of
numbers, so, basically could be played in Excel spreadsheet software
with some graphical enhancements to look "gamish".)
I'd say it's not just a coincidence good looking games usually
have very nice sounds too.
Some examples of BAD eye candy, ie. developer trying to do eye
candy but doing it badly, and actually distracting from gameplay:
- Panzer General 3D series - ugly, unnecesary pseudo-3d in what
is totally 2D game was confusing and distracting.
Some examples of NO eye candy at all, which I find downright
*insulting*:
- Any HPS game. Why would I pay full price for a game that was
produced with half the effort? Yes doing decent graphics involves some
effort...
BTW I tried demo of TacOps and it didn't look that bad to me.
Though it could use some help from a hired graphic designer. Major H,
graphic enthusiasts from East European countries can be hired
practically for free these days ;o)
>I used to be a fervent (and outspoken) proponent of this school of
>thought, but lately my views on this are getting more and more
>challenged. It seemed logical that time *not* spend on eye candy could
>be spend on something else but as I'm now somewhat getting a inside
>view on the wargame production process this turns out to be not so
>clear-cut.
))))
Nicely said. Beta experience with Arjuna and his team must be
enlightening.
>of people, each with their particular talents. The developer who takes
>care of the graphics is not the guy working on the AI.
Usually.
>Ok - so forget about the "time saved" factor, but how about costs ? Are
>eye-candy level graphics worth the additional cost ?
Absolutely!
O.
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
> If a lot of those old games where given a modern face lift and made to
> run on XP they would sell.
I think many would sell if they were just kept OS compatible and the last
lot of reported bugs were fixed. Not enough probably to keep them in brick
stores but certainly enough to keep them available from an Internet store.
For example, I think that it was crazy for the V for Victory series to be
abandoned. New gamers appear every year.
Best regards, Major H.
tacops@mac.com
http://www.battlefront.com/
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
"Oleg Mastruko" <oleg@bug.hr> wrote in message
news:3olg61ti9heqf1p2judcm2b6okksnhrts2@4ax.com...
> On 21 Apr 2005 06:01:12 -0700, "eddysterckx@hotmail.com"
> <eddysterckx@hotmail.com> wrote:
>
> >"I don't do eye candy" - Major H. in the strategic ng to someone
> >complaining about the "1993 graphics" of TacOps.
>
> That's perfectly OK, Major H should hire someone to do it for
> him
)
>
> >It triggered a chuckle, but then it got me wondering about the
> >importance of graphics in wargames. The main school of thought in here
> >is that graphics in wargames should be clear and functional, nothing
> >more, so that the developer can use the time saved by not adding
> >"superfluous" eye candy on the things that matter more, like AI or
> >additional features.
>
> Eye candy is *extremely* important IMO. If some think I am
> shallow for saying that, I don't mind - call me shallow.
>
> I came to regard devs and publishers who do not pay attention to
> eye candy as if they're insulting me. Wargames are time consuming
> hobby. When playing a wargame I am supposed to stare for HOURS on end,
> and for many *months* (if game is worthy of my time) at something
> ugly? At something developer did as an afterthought? No, please. If I
> "pay" for the game - not with money, but with many hours of my
> valuable free time - then I want to stare at the map and little
> units/counters/battle animations that are at least pleasant to watch.
> Nothing more, nothing less. Just pleasant.
>
Oleg has a good point here. The graphics have to be good enough that they
don't distract the player or turn him off from the game.
To expand on that, they also have to be functional. Wargames tend to be
information dense and good graphics can go a long ways towards helping the
player assimilate and digest all the relevant data. Good, well, ergonomics
probably isn't the right word but something in that direction, is critical.
It isn't strictly game design, graphics or UI, but a grey zone in-between
all three that often gets forgotten or tacked on clumsily after the fact
because no one took it into consideration when they started.
--
Multiversal Mercenaries. You name it, we kill it. Any time, any reality.
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
Major H wrote:
> > If a lot of those old games where given a modern face lift and made
to
> > run on XP they would sell.
>
> I think many would sell if they were just kept OS compatible and the
last
> lot of reported bugs were fixed. Not enough probably to keep them in
brick
> stores but certainly enough to keep them available from an Internet
store.
> For example, I think that it was crazy for the V for Victory series
to be
> abandoned. New gamers appear every year.
Eric Young designed the V for Victory series, he was then hired by
Keith Z of Atomic to work on the Close Combat series. I'm guessing that
- as was customary at the time - the rights of the series remained with
the publiser (360 ?). So even if he wanted to, maybe he couldn't
upgrade the V series out of contractual reasons. Damn shame as they
were top.
Given that he then moved on to do Squad Battles, with the second
installment coming out soon, maybe there's also the aspect that he
can't possibly do everything and has to choose.
Greetz,
Eddy Sterckx
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
Giftzwerg wrote:
> Well, this is weirdly unfair, given that virtually *no* games
released
> ten years ago are selling ... except TACOPS ... pretty or no.
.... And here's me thinking that "BattleGround" game has been selling
for 15 years now
Greetz,
Eddy Sterckx
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
In article <g0mg61hrob6sionlfpkhkm6tbf9edrc0ml@4ax.com>,
ae@invalid.email says...
> >Eye candy sells ... *once*.
>
> IYO austere opinion. Say this in any other gaming group and you will
> get laughed off the board.
Perhaps it's escaped your notice, but this isn't "any other gaming
group." This is a historical wargaming group, and graphics are not so
crucial to wargaming as they are to, say, a flight simulator, a first-
person shooter, or MUPPET TREASURE ISLAND.
--
Giftzwerg
***
"Most Republicans skipped the hearing, leaving Democrats largely
unchallenged as they assailed Bolton's knack for making enemies
and disparaging the very organization he would serve."
- Dana Milbank, Washington Post
"Uh, Dana? I'm pretty sure the organization Mr. Bolton is supposed
to be serving is *America*."
- Giftzwerg
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
Aldwyn Edain wrote:
> On Thu, 21 Apr 2005 19:02:45 -0400, Giftzwerg
> <giftzwerg999@NOSPAMZ.hotmail.com> wrote:
>
>
> >Eye candy sells ... *once*.
>
> IYO austere opinion. Say this in any other gaming group and you will
> get laughed off the board.
I fully believe it when an individual gamer says to me that for him eye
candy doesn't matter. That said, I've never heard a good reason why
wargamers - as a group and on average - wouldn't have the same basic
psychological treats as other humans. One of the basic treats being :
that what looks good, attracts attention. Be it a woman or a computer
game
I gave the example of miniatures battles at conventions - the prettiest
battle, not the most interesting or closely fought, gets the most
attention. Now I'm pretty sure that if you would ask the spectators if
for them eye candy mattered 80% would say "no", yet they stand there
and not at the next table ...
Greetz,
Eddy Sterckx
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
In article <3olg61ti9heqf1p2judcm2b6okksnhrts2@4ax.com>, oleg@bug.hr
says...
> Some examples:
>
> - HTTR is actually excellent looking game for me. Good example
> that "eye candy" can mean just decently painted 2D maps and finely
> drawn 2D unit counters. No bells and whistles, just decency and
> functionality, but still obviously work of someone who knows to work
> with graphics.
Yeah, the trouble with discussing "eye candy" is that everyone has a
different thing in mind when they use the phrase. Maybe it would be
better to categorize wargame graphics as:
(1) Substandard
A graphical setup that's noticeably less attractive than the average
game. HARPOON 2002 or TACOPS would be an example of this.
(2) Adequate
Graphics that are attractive and useful. I would put most modern games
in this bucket; HTTR, BIN, anything by HPS.
(3) Eye Candy
I would define eye candy as graphics that are *unnecessary*. For a
flight simulator, it's probably necessary to have full-blown 3D. For a
wargame, it's probably silly. I mean, if you visit the command
operations center on USS ABRAHAM LINCOLN, you won't find the admiral and
his staff peering at anything remotely as pretty as GGWAW - they'll be
marking a map with a pencil and looking at wire-frame graphics on VGA.
So in the "eye candy" category I'd place things like COMBAT MISSION or
the 3D view in TOAW; nice, I guess, but I would play CM in 2D mode if it
were a practical option.
--
Giftzwerg
***
"Most Republicans skipped the hearing, leaving Democrats largely
unchallenged as they assailed Bolton's knack for making enemies
and disparaging the very organization he would serve."
- Dana Milbank, Washington Post
"Uh, Dana? I'm pretty sure the organization Mr. Bolton is supposed
to be serving is *America*."
- Giftzwerg
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
For me it's not a scale thing... Love the way the game plays... lots of
flexibility in unit composition, etc...
The problem is the graphics remind me of CGA/VGA level graphics (even the
colours are from a very limited palette...)
I love the maps in BIN/Korson Pocket but wouldn't pay extra for them -
perfectly happy with the detail in
something like HPS games, but the Tacop ones for me actually reduce my
enjoyment of the experience...
Having said that, I do like the game, and would buy a new version if one
were released so perhaps you
are right Major H... I gotta think that your sales would be better if the
graphics were updated though... game could
appeal to a broader audience if they gave it a chance and weren't turned off
by the appearance...
Making the graphics modable seems like the best balance to me...
Mike
"Major H" <tacops@mac.com> wrote in message
news:BE8DA5A4.7E828%tacops@mac.com...
> Over the years I have had a lot of conversations about the graphics in
> TacOps. Many/most times when I really explored with an individual exactly
> what it was about the graphics that he did not like, the real issue turned
> out to be that they wanted a different type of game at a different scale.
> I
> think of TacOps scale as being grand tactical. That scale does not give
> a
> tactical fan all the detail that he wants and an operational fan gets too
> much. So ... not only did I pick a niche game genre I also managed to
> pick
> the least popular scale within that niche.
>
> Best regards, Major H.
> tacops@mac.com
> http://www.battlefront.com/
>
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
Giftzwerg:
gz> And I've been to these conventions; if one of the exhibits featured
gz> Halle Berry playing checkers topless, nobody would be looking at
gz> anything else - but that doesn't mean checkers is going to replace
gz> SQUAD LEADER in the hearts and minds of boardgamers anytime soon.
Yeah, but ... playing checkers against Halle Berry topless will replace
anything in the hearts and minds of boardgamers anywhere anytime anyway.
Regards, Hartmut "while sipping Vodka from a straw" Schmider
--
Hartmut Schmider, Queen's University
We are capable of sacrificing ourselves for sentiment.
Sentimentality exacts the sacrifice of others.
Yoritomo-Tashi
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
> Eric Young designed the V for Victory series, he was then hired by
> Keith Z of Atomic to work on the Close Combat series.
V For Victory was designed by Ed Rains, Keith Zabalaoui, and Larry Merkel -
in that order. Eric Young came in for Velikiye Luki and Market Garden. I
don't know why Young got higher billing in Market Garden than Ed Rains.
> I'm guessing that
> - as was customary at the time - the rights of the series remained with
> the publiser (360 ?).
Well, the game docs give copyright to Atomic Games rather than 360. For
more info than that on what happened you should talk to Ed Rains. Perhaps
enough time has passed that he might now talk about it publicly.
I worked with Ed and Larry for several years after they left Atomic Games -
on an unfinished game with a working title of "European Theater of
Operations: Normandy". Ed was the designer, Larry was the artist and AI
honcho, and I was the coder. We also worked together briefly on the
unfinished Panzers East. The group drifted away mostly because I kept
getting distracted by TacOps updates and partly because of the last days
unpleasantness with Arsenal.
ETO was pretty far along and would have been a great game. I don't know why
Ed and Larry did not finish it with another coder. I gave them the code and
my ownership interest.
Best regards, Major H.
tacops@mac.com
http://www.battlefront.com/
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
> I gotta think that your sales would be better if the
> graphics were updated though.
If it was not so much trouble to do, I would give you gents what you are
asking for just for the satisfaction of then hearing your subsequent
complaints that (1) the sexy unit icons became so big that they destroyed
your ability to rapidly sense the map terrain underneath them and (2) that
the smoother maps made it impossible to find the borders between differing
terrain types - forcing you to be constantly hiding the icons and switching
to the incredibly ugly terrain analysis view.
I have tested sexier icons and more photo realistic maps and they did not
work. They ruined game play at the TacOps scale of ten meters per pixel
(100 pixels per grid square).
Best regards, Major H.
tacops@mac.com
http://www.battlefront.com/
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
On 22 Apr 2005 04:12:42 -0700, "eddysterckx@hotmail.com"
<eddysterckx@hotmail.com> wrote:
>
>Major H wrote:
>> I think many would sell if they were just kept OS compatible and the
>last
>> lot of reported bugs were fixed. Not enough probably to keep them in
>brick
>> stores but certainly enough to keep them available from an Internet
>store.
>> For example, I think that it was crazy for the V for Victory series
>to be
>> abandoned. New gamers appear every year.
well a key part of what you wrote was fixing the bugs. a big complaint
that people on usenet had about atomic's V4V and WaW series was that
they never fixed some serious bugs and abandoned support for their
games.
>Eric Young designed the V for Victory series, he was then hired by
>Keith Z of Atomic to work on the Close Combat series. I'm guessing that
>- as was customary at the time - the rights of the series remained with
>the publiser (360 ?). So even if he wanted to, maybe he couldn't
>upgrade the V series out of contractual reasons. Damn shame as they
>were top.
you forgot about the World at War series they did for Avalon Hill
before moving on to CC.
>
>Given that he then moved on to do Squad Battles, with the second
>installment coming out soon, maybe there's also the aspect that he
>can't possibly do everything and has to choose.
you mean Squad Assault and before that it was GI Combat.
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
Major H <tacops@mac.com> wrote in news:BE8E7654.7E857%tacops@mac.com:
>> Eric Young designed the V for Victory series, he was then hired by
>> Keith Z of Atomic to work on the Close Combat series.
>
> V For Victory was designed by Ed Rains, Keith Zabalaoui, and Larry
> Merkel - in that order. Eric Young came in for Velikiye Luki and
> Market Garden. I don't know why Young got higher billing in Market
> Garden than Ed Rains.
Ok - I'm home now so I can stop typing from memory and have a look at
the box and manuals of Velikiye Luki.
You're absolutely right - Game design : Ed Rains, Eric Young, Keith Z
and Larry Merkel. Funny that the only one I remembered was Eric Young,
maybe because it's the only one still designing games. Keith Z is
doubtfull - the Atomic webserver was up for a brief period last year,
but has been down for months now.
>> I'm guessing that
>> - as was customary at the time - the rights of the series remained
>> with the publiser (360 ?).
>
> Well, the game docs give copyright to Atomic Games rather than 360.
It has the three-sixty logo in the upper left part of the box - seems
like I remembered the "eye candy" logo and not the small print at the
bottom of the box
> For more info than that on what happened you should talk to Ed Rains.
> Perhaps enough time has passed that he might now talk about it
> publicly.
Educated guess : Keith Z muscled them all out in a shifty deal.
> I worked with Ed and Larry for several years after they left Atomic
> Games - on an unfinished game with a working title of "European
> Theater of Operations: Normandy". Ed was the designer, Larry was the
> artist and AI honcho, and I was the coder. We also worked together
> briefly on the unfinished Panzers East. The group drifted away mostly
> because I kept getting distracted by TacOps updates and partly because
> of the last days unpleasantness with Arsenal.
> ETO was pretty far along and would have been a great game. I don't
> know why Ed and Larry did not finish it with another coder. I gave
> them the code and my ownership interest.
Now, that's the kind of historic insider story I like
Greetz,
Eddy Sterckx
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
Art Weingardner <artg@softhome.net> wrote in
news:6i6i615596t3ibe8lv3e2loddiskgfgse4@4ax.com:
> you forgot about the World at War series they did for Avalon Hill
> before moving on to CC.
My memory chips seem to be getting parity errors ...
>>Given that he then moved on to do Squad Battles, with the second
>>installment coming out soon, maybe there's also the aspect that he
>>can't possibly do everything and has to choose.
>
> you mean Squad Assault and before that it was GI Combat.
I'm definitely in need of a major overhaul - that or the rumour that the
human body needs sleep is true ...
Greetz,
Eddy Sterckx
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
"Giftzwerg" <giftzwerg999@NOSPAMZ.hotmail.com> wrote in message
news:MPG.1cd2a8512d399d2d98a29a@news-east.giganews.com...
> Perhaps it's escaped your notice, but this isn't "any other gaming
> group." This is a historical wargaming group, and graphics are not so
> crucial to wargaming as they are to, say, a flight simulator, a first-
> person shooter, or MUPPET TREASURE ISLAND.
Yes, that's why I used the word "austere". I've got "Muppet Treasure
Island", damn good game!
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
Giftzwerg <giftzwerg999@NOSPAMZ.hotmail.com> wrote in message news:<MPG.1cd2ac6f75cccb1398a29b@news-east.giganews.com>...
> In article <3olg61ti9heqf1p2judcm2b6okksnhrts2@4ax.com>, oleg@bug.hr
> says...
>
> > Some examples:
> >
> > - HTTR is actually excellent looking game for me. Good example
> > that "eye candy" can mean just decently painted 2D maps and finely
> > drawn 2D unit counters. No bells and whistles, just decency and
> > functionality, but still obviously work of someone who knows to work
> > with graphics.
>
> Yeah, the trouble with discussing "eye candy" is that everyone has a
> different thing in mind when they use the phrase. Maybe it would be
> better to categorize wargame graphics as:
>
> (1) Substandard
>
> A graphical setup that's noticeably less attractive than the average
> game. HARPOON 2002 or TACOPS would be an example of this.
>
> (2) Adequate
>
> Graphics that are attractive and useful. I would put most modern games
> in this bucket; HTTR, BIN, anything by HPS.
>
> (3) Eye Candy
>
> I would define eye candy as graphics that are *unnecessary*. For a
> flight simulator, it's probably necessary to have full-blown 3D. For a
> wargame, it's probably silly. I mean, if you visit the command
> operations center on USS ABRAHAM LINCOLN, you won't find the admiral and
> his staff peering at anything remotely as pretty as GGWAW - they'll be
> marking a map with a pencil and looking at wire-frame graphics on VGA.
> So in the "eye candy" category I'd place things like COMBAT MISSION or
> the 3D view in TOAW; nice, I guess, but I would play CM in 2D mode if it
> were a practical option.
I suppose it all depends on what a person wants from a game. To me, I
enjoy CM because I can 'see' the battlefield, burnt-out tanks and all,
just as I can hear the soldiers shouting orders etc. It's more
interesting than 2-D. BUT, the more I play it I realise that the REAL
game in CM is the actual engine behind all that, and the tactics that
seperate victory and defeat. I can see why a person might prefer to
play it without the sugar on top, but I like it there anyway. FPS
games that are all graphics and very little decision making do nothing
for me, especially when you can only play them around three times
before you know when and where the enemy is going to pop out of.
>
> --
> Giftzwerg
> ***
> "Most Republicans skipped the hearing, leaving Democrats largely
> unchallenged as they assailed Bolton's knack for making enemies
> and disparaging the very organization he would serve."
> - Dana Milbank, Washington Post
>
> "Uh, Dana? I'm pretty sure the organization Mr. Bolton is supposed
> to be serving is *America*."
> - Giftzwerg
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
On Thu, 21 Apr 2005 14:07:34 GMT, Major H <tacops@mac.com> wrote:
>> Maybe it's a case of wargamers consciously claiming that eye candy
>> doesn't matter, but their subconsciousness playing a nasty trick on
>> them ?
>
>Cleavage sells but I am still not going to add to the TacOps splash screen a
>well endowed female Spec4 in a sweat wet T-shirt.
>
>Best regards, Major H.
>tacops@mac.com
>http://www.battlefront.com/
I would buy it.
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
In message <eu%9e.15816$m31.145766@typhoon.sonic.net>, James Gassaway
<dtravel@sonic.net> writes
>"Oleg Mastruko" <oleg@bug.hr> wrote in message
>news:3olg61ti9heqf1p2judcm2b6okksnhrts2@4ax.com...
>> On 21 Apr 2005 06:01:12 -0700, "eddysterckx@hotmail.com"
>> <eddysterckx@hotmail.com> wrote:
>>
>> >"I don't do eye candy" - Major H. in the strategic ng to someone
>> >complaining about the "1993 graphics" of TacOps.
>>
>> That's perfectly OK, Major H should hire someone to do it for
>> him
)
>>
>> >It triggered a chuckle, but then it got me wondering about the
>> >importance of graphics in wargames. The main school of thought in here
>> >is that graphics in wargames should be clear and functional, nothing
>> >more, so that the developer can use the time saved by not adding
>> >"superfluous" eye candy on the things that matter more, like AI or
>> >additional features.
>>
>> Eye candy is *extremely* important IMO. If some think I am
>> shallow for saying that, I don't mind - call me shallow.
>>
>> I came to regard devs and publishers who do not pay attention to
>> eye candy as if they're insulting me. Wargames are time consuming
>> hobby. When playing a wargame I am supposed to stare for HOURS on end,
>> and for many *months* (if game is worthy of my time) at something
>> ugly? At something developer did as an afterthought? No, please. If I
>> "pay" for the game - not with money, but with many hours of my
>> valuable free time - then I want to stare at the map and little
>> units/counters/battle animations that are at least pleasant to watch.
>> Nothing more, nothing less. Just pleasant.
>>
>
>Oleg has a good point here. The graphics have to be good enough that they
>don't distract the player or turn him off from the game.
>
>To expand on that, they also have to be functional. Wargames tend to be
>information dense and good graphics can go a long ways towards helping the
>player assimilate and digest all the relevant data. Good, well, ergonomics
>probably isn't the right word but something in that direction, is critical.
>It isn't strictly game design, graphics or UI, but a grey zone in-between
>all three that often gets forgotten or tacked on clumsily after the fact
>because no one took it into consideration when they started.
>
HCI is the term, Human Computer Interface - ensuring that the user gets
the information they need from the computer as easily and naturally as
possible. Very important in military applications as it happens - you do
NOT need to be trying to figure out whether that icon represents A/P or
H/E at a critical moment. The problem is that this gets confused with
"realistic" graphics - a realistic image may look good, but it is not
necessarily the best way of conveying information. A good example of
this is the development of Civ from the top down graphics of Civ 1 to
the isometric view of the later versions. The isometric units look much
nicer, but they make it harder to figure out which square an air unit is
in, and that bit harder to control your units.
--
John Secker
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
John Secker wrote:
> HCI is the term, Human Computer Interface - ensuring that the user gets
> the information they need from the computer as easily and naturally as
> possible. Very important in military applications as it happens - you do
> NOT need to be trying to figure out whether that icon represents A/P or
> H/E at a critical moment. The problem is that this gets confused with
> "realistic" graphics - a realistic image may look good, but it is not
> necessarily the best way of conveying information. A good example of
> this is the development of Civ from the top down graphics of Civ 1 to
> the isometric view of the later versions. The isometric units look much
> nicer, but they make it harder to figure out which square an air unit is
> in, and that bit harder to control your units.
I agree. Sometimes colored boxes is best way to represent units, but it
doesn't mean that you can't make them look nice.
Sometimes it is very
small details that separate ugly graphics from beatiful ones. Both could
have same "data" but difference can be colors selected, smoothnes
(resolution used) or perhaps little styling to make perhaps counters
look like boardgame counters instead of flat boxes.
--
jari k
remove unnecessary parts of address to make it work
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
On Sun, 24 Apr 2005 13:39:16 +0300, jari k
<email.is:Jari.Kujansuu@hut.fi.invalid> wrote:
>I agree. Sometimes colored boxes is best way to represent units, but it
>doesn't mean that you can't make them look nice.
Sometimes it is very
>small details that separate ugly graphics from beatiful ones. Both could
>have same "data" but difference can be colors selected, smoothnes
>(resolution used) or perhaps little styling to make perhaps counters
>look like boardgame counters instead of flat boxes.
I think TACOPS just needs to use a wider range of colours to look more
attractive. Look at the 2D maps in TOAW as a good example of
functional and attractive.
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
On 21 Apr 2005 06:01:12 -0700, "eddysterckx@hotmail.com"
<eddysterckx@hotmail.com> wrote:
>Wargamers are just as susceptible to eye candy as every other
>monkey-like biped on this planet. Just visit a miniatures tournament or
>convention. It's not the best battle that draws the crowd, it's the
>tabletop that looks good, even if the battle played out on it is a dead
>duck.
>
>Maybe it's a case of wargamers consciously claiming that eye candy
>doesn't matter, but their subconsciousness playing a nasty trick on
>them ?
>
>Gentlemen, your thoughts on this - as always - highly appreciated
>
I pulled out WitP this weekend after taking a break from it for a few
months and one thing that's always annoyed me about the game is the
graphics, or more specifically, the user interface. It's my number one
example of where the 'cutesy' graphics (the miniscule buttons
scattered all over the screen) get in the way of gameplay. Every time
I play that game I have this uncontrollable urge to bitch-slap whoever
designed the UI.
Most wargames that go for higher end graphics seem to have that
problem, the graphics get in the way of gameplay. Panzer General 3D
and the 3D view in the old talonsoft titles just to point out a few.
Another example is the combat screen in WaW. That one doesn't get in
the way and overall I really like the graphics and UI (which was
unexpected for a GG game) but am I the only one that cringed the first
time they saw the combat animations?
And just to stick with WaW, there's also that annoying launch menu
from Matrix with would fit into the 'too cute' category. Instead of
just giving us a nice simple start menu, they insist on an annoying
bitmap that insists on taking over my entire desktop.
Overall, I much prefer a simple and elegant interface/graphics over
some of the bloated ones I've seen lately. Korsun Pocket and HTTR
would be two examples, not too flashy but elegant designs that do a
good job of giving the users the information that they need.
Rgds, Frank
Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
While taking a short break from the daily grind of enslavement and
world domination, Oleg Mastruko mentioned
(snippage here)
> Eye candy is *extremely* important IMO. If some think I am
>shallow for saying that, I don't mind - call me shallow.
>
> I came to regard devs and publishers who do not pay attention to
>eye candy as if they're insulting me. Wargames are time consuming
>hobby. When playing a wargame I am supposed to stare for HOURS on end,
>and for many *months* (if game is worthy of my time) at something
>ugly? At something developer did as an afterthought? No, please. If I
>"pay" for the game - not with money, but with many hours of my
>valuable free time - then I want to stare at the map and little
>units/counters/battle animations that are at least pleasant to watch.
>Nothing more, nothing less. Just pleasant.
>
> Now of course big question is "what is good eye candy" and what
>is "pleasant to watch"?
(more snippage here)
I come to this discussion fairly late, but to me the difference
between "good eye candy" and "pleasant to watch" is summarised as
follows.
In all my games where there is an option, I choose to use standard
military symbols, not iconic "infantry" or "Arty" or "armour" generic
shapes. The standard "counters" convey more information.
As examples, let's examine the maps and counters in (say ) SSI's
"Kampfgruppe" and compare to the Atomic/360/Avalon Hill "World at War"
series. I prefer the latter icons, even though they're smaller,
because they convey more info (switching colour borders to display
supply levels, divisional affiliation etc). These aren't just "eye
candy" although they are more "pleasant to watch". They're also more
informative. Need I mention that the maps are similarly more
informative in the latter series of games? Terrain information is just
more readily assimilable when displayed in such detail.
That's what *I* want in my "god'seye" computer conversions of
boardgames, even though I chose to switch on the "Limited Intel" and
"Fog of War" uncertainty factors.
In SSI's "Panzer General" I switch off the "movies" They convey no
information and just take time away from my gaming. There's "eye
candy" for you.
There ARE examples of "eye candy" which I choose to use.
In "Total War: Shogun: The Mongol Invasion" the ninja assassination
attempts can just be turned off, but because one never knows the
decision of the attempt until one sees the video play out, they're
suspenseful and heighten the enjoyment of the game. The bald info box
equivalent "Assassination Attempt Successful" and "Assassination
Attempt Failure" are just as informative, but not particularly
enjoyable. {They didn't survive the transition to "Total War:
Mediaeval" and I'd like to turn off the sound that comes with the
information box - but that's "EAR candy".}
In both those games I choose to play with most of the info menu icons
likewise turned off, because while it's always been possible to
distinguish between the types of (infantry) units (yari ashigaru, yari
samurai, naginata, arquebusiers), I've now learned to recognise the
significance of the numbers of banners of my units and can choose the
higher honour and morale ones for the inevitable frontal assaults.
(Hate them, but sometimes "up the guts" is the only way forward.)
I can do this because the level of detail presented onscreen, even
though not in military symbology, is sufficient to allow my decisions.
This isn't just eye candy, it's informative as well as more "pleasant
to watch".
In summary, where a higher level of graphics adds to the playability
of the game, I'm all for it. Where it just occupies time I could
productively use sorting and cataloguing my toenail clippings, I'm
against it.
..
..
"When in danger or in doubt,
Run in circles, scream and shout"
..
It's not just a management tool,
It's a philosophy for living!!
..
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