And the heroes should probably speak directly to the player at times.....then the player would develop an even greater emotional connection to them. You could have the script just grab the name of any hero on the board if the historical one was killed (but who doesn’t restart a turn if a hero gets killed?
Otto Carius (with picture) directly telling the player they are the best panzer commander ever...I think that would feel amazing to a lot of players (talk about a bonding experience). The psychology of this is utterly fascinating and I am so grateful for this authentic conversation (the slot machine analogy is incredible). It has elevated my consciousness and given me so much clarity.
GhostfearReal has laid bare the most essential aspects of gaming. So much is explained in just a few short posts of his. Why did Baraccada’s videos pretend like he was facing unexpected challenges? Because people want the Soap Opera (“will our brave hero save the day???? Tune in next week..”). I never understood why Bracada would feign surprise over the computer spamming units around Bristol (which it does every time), during his Sealion video, but......that was to build tension (“will our hero be able to overcome this unexpected/insurmountable challenge?”). That probably should be built into more scenarios (oh no! The Russians have got reinforcements....Hurray we have received reinforcements...oh no now Stakva is releasing strategic bombers....= greater interaction).
The slot machine analogy is pure genius. The constant possibilities of receiving a random (key word) award is a huge incentive to keep playing (there is a specific psychological term for it....). This (along with the RPG elements and uncomplicated rules) is what makes the game. Not the history or the strategy. It is like finding out all the many ways Facebook is meant to induce chemical reactions in your brain (instead of benevolently connecting you to old friends).
It also explains why people complained about not being able to buy Wehrmacht units in McGuba’s Hungarian Mod. Sure it was a mod about the Hungarian Royal Army but.....it would be so much more fun to blast through it with German equipment (then you could have the accomplishment of clearing the map as well). I think I even remember someone posting they changed the movement of the towed artillery (there was no early SP Arty) to 6 so it could move around without trucks (that makes sense now because the history is not really important). McGuba was probably very smart to award medals directly to the player and players probably should get medals like Easter eggs in maps (complete with pictures from award ceremonies). Everything makes complete sense now.
I am absolutely stunned by how simple the psychology is.....it is the same whether it is a Romantic Comedy (will our heroes fall in love despite the odds?) or a war movie (will our platoon of heroes, surrounded and out of ammunition, hold off that enemy regiment?) or Panzer Corps. Fun/easy (without inconveniences), personal connection, constant random rewards, and the heroes must win in the end (player experiences achievement) sounds like the keys to great entertainment/games. Explains so many mobile games today as well....explains some political campaigns....and the old casino I was a floor manager in (except the winning in the end but we did hand out cheap items to make players feel like they achieved/accomplished something for all the money they lost)......wow.
GhostfearReal is making a profound observation. The history or strategy is no longer important. Ease and interaction are key.
I wonder when that changed though....a PC Gamer review of PzC 2 tells players to stay away if they do not want to know the difference between their sturmgeschutz and panzerkampfwagon. That is a very basic distinction. Why play a WW 2 game if you do not want to know things about WW 2? Why would a game reviewer even feel it necessary to tell players that? I suppose it is like someone owning a classic car while not knowing or caring anything about cars themselves. They get interactions from it (nice car!) and that feels good. The point of any computer game is to make someone feel good as well (decisive victory general!). Feel superior to Manstein even if you do not want to learn about strategy or equipment. It is all the same mechanism I suppose. Things should get simpler over time.
So I thank you greatly! Panzer Corp is a great game and this is a great forum. You have shined a brilliant light on the essential elements of this game, society, entertainment, etc. So many things now make perfect sense (which means I can let them go).
Thank you for your brilliant and authentic observations.