OR: Applying Decades of Lessons since Battle for Moscow
The ETO series has four major design goals:
- GOAL 1: A mechanically smooth system; this means a minimum of rules exceptions and special cases, and a minimum of bookkeeping.
- GOAL 2: Game units, resources, and systems which are concrete as opposed to abstract.
- GOAL 3: Recognizing that this is primarily a ground war game series. This means modeling air, naval, strategic warfare, and production as supporting adjuncts to the ground war game, not as competitors to it.
- GOAL 4: Logistical constraints must, of necessity, drive game strategy, but these should not dominate the game’s mechanics.
At first glance, some of these major design goals seem incompatible. The conventional wisdom of wargame design is that the more concrete (read: detailed) a game is, the more complicated its mechanics must be. If you want a simple game, a lot of the detail has to be “abstracted out.” I don’t think that is necessarily the case (although it is a lot easier to design wargame systems that way).
Let us consider each of those goals in a little more detail.…