Posted August 26, 2020
Not just a general, but a military commander, as different from a a ruler.
Allowing you to plan, and execute plans. Leaving you room to decide, offering you tactical/strategic options.
Making you feel responsible for the troops at your command.
Giving you the joy of allowing you to think, not just react. Not just "solving a puzzle", but being creative with your planning, then adapting to your plan and forcing you to change it (hopefully your plan was a flexible one) in order to best succeed according to the circunstances.
Allowing the player to make the best of bad situations.
Giving the player a (fictional) taste of the unsavory charges of command.
A couple examples:
- Panzer General. In the more spacious scenarios. Like the African ones in Allied General. The crowded scenarios were too much of a puzzle (a personal appreciation).
- 101: The Airborne Invasion of Normandy. A great game that belongs in GOG (maybe one day...). You are the commander of a stick of parachutists. You can select the men that you are taking with you from those available, but the ones available will change from time to time. You are made to follow the tenet of the airborne troops: adapting with whatever you have to make do. First with the men and materiel at your disposal, then after the jump. Preparing for the mission was amazing, you could spend there a lot of time. Each soldier has a different personality and capabilities. If you enjoyed preparing in UFO: Enemy Unknown, you will have a blast with this one. Training exercises and the actual jump are very clearly diferentiated. The commander of the stick is encouraged to play several exercises before flying to Normandy.
Allowing you to plan, and execute plans. Leaving you room to decide, offering you tactical/strategic options.
Making you feel responsible for the troops at your command.
Giving you the joy of allowing you to think, not just react. Not just "solving a puzzle", but being creative with your planning, then adapting to your plan and forcing you to change it (hopefully your plan was a flexible one) in order to best succeed according to the circunstances.
Allowing the player to make the best of bad situations.
Giving the player a (fictional) taste of the unsavory charges of command.
A couple examples:
- Panzer General. In the more spacious scenarios. Like the African ones in Allied General. The crowded scenarios were too much of a puzzle (a personal appreciation).
- 101: The Airborne Invasion of Normandy. A great game that belongs in GOG (maybe one day...). You are the commander of a stick of parachutists. You can select the men that you are taking with you from those available, but the ones available will change from time to time. You are made to follow the tenet of the airborne troops: adapting with whatever you have to make do. First with the men and materiel at your disposal, then after the jump. Preparing for the mission was amazing, you could spend there a lot of time. Each soldier has a different personality and capabilities. If you enjoyed preparing in UFO: Enemy Unknown, you will have a blast with this one. Training exercises and the actual jump are very clearly diferentiated. The commander of the stick is encouraged to play several exercises before flying to Normandy.
Post edited August 26, 2020 by Carradice