What PC2 should and should not be
Posted: Thu Aug 31, 2017 10:56 am
Hi there, let's get right into it.
It might come as a surprise, but when Panzer General came out, the biggest "wow effect" for many of us wasn't the gameplay, but it's hi-def graphics and the mouse.
The gameplay itself, which was brilliant and innovative in its own ways, wasn't that new for Amiga owners - Blue Byte, with its Battle Isle and History Line 1914-18 games already pioneered it.
Battle Isle: https://www.youtube.com/watch?v=HlW9rzzMHMg
History Line: https://www.youtube.com/watch?v=xEUaxd7alAs
Games from Battle Isle to Panzer Corps 2 are in their essence puzzle games. I guess most computer games are puzzle games, but the combat mechanics and mutual interactions with units and unit types make the BI/PG-derivative games one of the best puzzle series on the market, for over 20 years and counting.
What's intriguing is that this puzzle, in all its beauty, has also it's limitations. It shines most in either a WW2 setting (PG) or in a futuristic scenario (BI). The unique combination of trench and blitzkrieg warfare, combined with limited naval operations make this puzzle work best in the European Theater of WW2 and similar scenarios.
You might remember Fantasy General, Star General, People's General and Pacific General. Maps and units didn't fit into the core gameplay mechanics, mechanics that were eseentially lost.
PanzerCorps managed to dodge all these pitfalls and create a brilliant new game that managed not only to dodge the pitfalls I previously mentioned but also improve the gameplay in ways that perfectly fit the original idea of the puzzle. The fact that they also got all the DLCs and patched-in new mechanics right is simply astounding.
I guess it shouldn't come as a surprise, as the designer of PC is the same guy who made PG Forever.
I haven't actually played Order of Battle, but I watched some footage. This is most definitely NOT the direction PC should be heading to.
***
I expect Panzer Corps 2 to bring the following:
3D graphics
This is a tough one. On one hand, I welcome 3D as it is future-proof. 3D should serve gameplay, not dictate it. Top-down view option, clearly visible units (and unit types!) and an option to turn off distracting features should be mandatory. King's Bounty:Armored Princess and World of Warcraft are perfect examples on how to combine 2D with 3D graphics for optimal user interface (Order of Battle has a terrible interface). I was impressed how King's Bounty managed to make 3D actually enhance the tactical segment of gameplay.
I don't know about you, but I'd like to continue to see enemy from friendly units, unit types and their position as clearly as I can see them in PC.
Gameplay
I wouldn't change this too much. Air combat was always a bit dodgy, so I wouldn't mind if it worked a bit differently. You already pioneered the best way to improve on the game - scenario design.
What I also found lacking was the lack of content between scenarios, prestige expenditure and unit purchases.
Some random thoughts on how to change/improve gameplay:
- make transports detachable from infantry units (if nothing else for air tranport purposes).
- introduce prestige-based purchases for the next scenario. Example: all units bring more ammo and/or fuel for X prestige. Reconissance (pay X prestige to see some tiles in next scenario)
- unit (type) acquisitions based on something other than prestige (no more TigerII/Me262 armies).
- ability to attach artillery or AA support to units as part of the unit (for prestige, valid till end of scenario) for minor boosts in combat values (say melee attack that also does 2 supresson, +3 more air attack for infantry etc).
It might come as a surprise, but when Panzer General came out, the biggest "wow effect" for many of us wasn't the gameplay, but it's hi-def graphics and the mouse.
The gameplay itself, which was brilliant and innovative in its own ways, wasn't that new for Amiga owners - Blue Byte, with its Battle Isle and History Line 1914-18 games already pioneered it.
Battle Isle: https://www.youtube.com/watch?v=HlW9rzzMHMg
History Line: https://www.youtube.com/watch?v=xEUaxd7alAs
Games from Battle Isle to Panzer Corps 2 are in their essence puzzle games. I guess most computer games are puzzle games, but the combat mechanics and mutual interactions with units and unit types make the BI/PG-derivative games one of the best puzzle series on the market, for over 20 years and counting.
What's intriguing is that this puzzle, in all its beauty, has also it's limitations. It shines most in either a WW2 setting (PG) or in a futuristic scenario (BI). The unique combination of trench and blitzkrieg warfare, combined with limited naval operations make this puzzle work best in the European Theater of WW2 and similar scenarios.
You might remember Fantasy General, Star General, People's General and Pacific General. Maps and units didn't fit into the core gameplay mechanics, mechanics that were eseentially lost.
PanzerCorps managed to dodge all these pitfalls and create a brilliant new game that managed not only to dodge the pitfalls I previously mentioned but also improve the gameplay in ways that perfectly fit the original idea of the puzzle. The fact that they also got all the DLCs and patched-in new mechanics right is simply astounding.
I guess it shouldn't come as a surprise, as the designer of PC is the same guy who made PG Forever.
I haven't actually played Order of Battle, but I watched some footage. This is most definitely NOT the direction PC should be heading to.
***
I expect Panzer Corps 2 to bring the following:
3D graphics
This is a tough one. On one hand, I welcome 3D as it is future-proof. 3D should serve gameplay, not dictate it. Top-down view option, clearly visible units (and unit types!) and an option to turn off distracting features should be mandatory. King's Bounty:Armored Princess and World of Warcraft are perfect examples on how to combine 2D with 3D graphics for optimal user interface (Order of Battle has a terrible interface). I was impressed how King's Bounty managed to make 3D actually enhance the tactical segment of gameplay.
I don't know about you, but I'd like to continue to see enemy from friendly units, unit types and their position as clearly as I can see them in PC.
Gameplay
I wouldn't change this too much. Air combat was always a bit dodgy, so I wouldn't mind if it worked a bit differently. You already pioneered the best way to improve on the game - scenario design.
What I also found lacking was the lack of content between scenarios, prestige expenditure and unit purchases.
Some random thoughts on how to change/improve gameplay:
- make transports detachable from infantry units (if nothing else for air tranport purposes).
- introduce prestige-based purchases for the next scenario. Example: all units bring more ammo and/or fuel for X prestige. Reconissance (pay X prestige to see some tiles in next scenario)
- unit (type) acquisitions based on something other than prestige (no more TigerII/Me262 armies).
- ability to attach artillery or AA support to units as part of the unit (for prestige, valid till end of scenario) for minor boosts in combat values (say melee attack that also does 2 supresson, +3 more air attack for infantry etc).