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Hi,
I came across this blog whilst looking for more info on Brock Tessman’s “International Relations in Action” simulation, which I picked up on a trolley of forlorn, unwanted books outside the Politics Department; I’m a student at the University of Glasgow with an interest both in strategy gaming, roleplaying, and international relations, so this blog is extremely fascinating for me, although part of me feels terribly sad that I can’t take part in Brynania!
Anyway, to me, in terms of not allowing too much micromanagement (in computer games and tabletop RPGs), it seems to be that “masking” some attributes or elements of the game is the general stopgap to prevent it; either through some kind of fog of war, or restriction, hinting at the shadows in the darkness that the flickering limits of your knowledge are barely aware of. RPG mods can be almost gleefully sadistic in describing things in ways that suggest that although you might not have seen anything, that doesn’t mean there’s nothing there…
Now, that may seem a bit off topic, in terms of encouraging “good” micromanagement in the kind of simulations you’re talking about, for flavour, “on the ground” purposes, but I think that these elements are usually in place both to hinder the player from full, omniscient knowledge of the situation on the ground,(which is, of course, unrealistic) and at the same time to encourage intelligence gathering, information logging and discovery. There’s a mod/option for the Total War series the keeps the camera fixed to your general unit, so you can’t see where all your units are all the time; to make sense of the battlefield, you have to rush around with your general unit, supporting the troops and making adjustments while you’re there, then rushing off to make sure you haven’t been flanked. But you often have to fall back to get the wider picture.
This kind of micromanagement enhances the experience, in my view, because of the limiting factor of partial information and the spur to discover your true strength (and your enemy’s) at the time, in order to exploit that effectively whilst being aware that you might miss something if you spend all your time adjusting that one spearman unit to the exclusion of all others.
It’s rather late here; I hope I’m making sense.
Great, thoughtful post, Rex. The few minutes I’ve spent on StarCraftII do involve a lot of micromanaging, but you are not really rewarded for that management, I actually aspire to be less tactical in my gameplay and stop wasting my time trying to escort one unit across the screen or fiddle with individual unit production – I’d be a better player if I spent more time on the bigger picture, building up my surveillance and developing my tech and strategy.
On simulations, if anything, we err on the side of two strategic in our Carana simulation – we do remind people of the pressing challenges of working in a conflict-affected country with the occasional gunfire/ceasefire violation or other tactical challenge, but that actually is more useful for resetting social dynamics in the simulation than for really getting dirty in the tactical ditches.
On a related note, from real life. I would say that most operations specialists are very good at tactics, but often don’t bother with the larger strategic picture – this is reinforced by the fact that fires are rewarding to put out and by our hierarchical culture – which is fine so long as there is any strategic vision to guide them (or at least not undermine them)…