When is the tactical gaming world going to get a truly inspirational massively multi-player online (MMO) gaming experience?
Didn't someone try that?
World War II Online (WWIIOL) seemed more like a crass attempt to cash in
on the RPG craze by allowing grog-geeks to live out their fantasies in
first person combat rather than attemping to model the Second World War
in anything like realistic terms. Other games have followed on a smaller
scale, such as Operation Flashpoint and Red Orchestra -
and the concept works when you can mold squads of men willing to put in
the effort and the discipline and the training to do what real soldiers
do - dedicate themselves to learning standards of conduct and
subordinate themselves to the good of the team. But to expect 30,000
"team players" to do the same is ludicrous.
A Better Idea
Battlefront.com and Hunting Tank Software have agreed to join forces and
provide something unique - well, not totally unique, as Muzzle Velocity
did this about 8 years ago or so: provide an operational level layer to
a tactical 3D game, in this case, their venerable old title Combat Mission: Barbarossa to Berlin.
They've been at it for at least 8 years, according to their website. A
look at the screenshots isn't promising; the interface is reminiscent of
Soldiers at War, the old SSI clunker which uses a 3/4 view in 3D
instead of a standard map and NATO symbols with which to command
regiments, battalions and companies around hundreds of square kilometres
of real world terrain, generating battles resolved in Combat Mission.
Not a horrible idea, but there will be no front lines, just blocks of
kilometre-square tiles held by opposing forces, no view of the actual
terrain from the operational map, and apparently a host of other
problems that keep delaying this program further and further.
Isn't it time for a truly unique MMO? Why not find a developer out there
who will marry up their tactical game to a true operational level
online environment that will do this:
- map an entire theatre with an interface to an existing
global data package - some data has changed since the war, but so what -
tweak the major changes like Berlin, Stalingrad or the Normandy
coastline and accept the others as acceptable
- allow
players to sign on as battalion commanders of anonymous line infantry
battalions - no elite panzers, paratroopers, paramarines or SS; 95% of
the war was fought by units no more distinguished than the plain old
"leg" infantry
- give them real world missions - no
"quests", no start-overs, and if you die, you die. And recognize that
players have real lives. Have the front progress at a rate of one day
every week; you get 7 days to play out the missions of your infantry
companies along the front for those 24 hours - perhaps you'll get a
battalion attack; perhaps you'll have a defend in place, maybe one
company will send out a fighting patrol. Every attack you make effects
the battle line and the games of those around you - all the other
players signed in will be fighting on your flanks against the same AI
generated enemy. Have different worlds for different nationalities -
one for Axis, one for Allied, with enough interest, branch out into
theatres - Italy, Russia, Western Front, or even different battles, and
run them simultaneously - Normandy, Breakout, Brittany, Market-Garden,
Scheldt, Bulge, Rhineland, etc. And if there are guys who can do a
battle a day, have a "fast" world that moves a battle a day and a "slow"
world. Turn them over, start them again, keep them going. There's money
to be made. Offer "private" worlds, with human vs. human play. And if
the humans don't make a deadline - auto resolve the battle and let them
come back for the next one.
- Instead of phony rank and
medal systems that signify nothing, keep a personnel file with
accomplishment listings; Successful Passage of Lines, Successful Water
Crossing, Successful Fighting Patrol, Successful Combined Arms Assault.
Let the player ticket punch like a career officer rather than collect
phony medals. Count kill ratios and track which weapons systems kill
which units - arguably, the best commander will actually let his
artillery kill the enemy and will lose the least men while gaining the
most objectives.
- Actually, why not permit "quests"? Some of the fun involved in "meta-campaigns" that were crafted for Combat Mission
- manual campaign systems run as, essentially, MMOs - involved such
special missions as fighting for downed aircraft containing staff
officers bearing operations orders, or such things. These types of
missions actually happened in real life and could spice up an MMO quite
nicely. They were fun in a meta-campaign setting.
If nothing else, the success of manually-run "meta-campaigns" have
proven the concept of an MMO works. And they were run for free.
It was simple, as far as Combat Mission went. A group of players
went out and researched a real life battle, and found real world
geographical data - the above map came from the fighting around Lauban
in early 1945, courtesy Stefan Korshak. The group sussed out the orders
of battle involved in game terms and banged out the maps, a portion of
which, in CM terms, are shown below:
Like all meta-campaigns, the rules had to be agreed on and administered
by mutual agreement and the campaign was labour intensive. But the
concept was valid and proved it could be done. A couple dozen players
rotated in and out of the game as real life intervened - and no money
changed hands, nothing was automated.
My final word
With a profit incentive, and given the popularity of such games as World of Warcraft, Lord of the Rings Online
and others in the fantasy genre, it would be interesting to see if a
true operational level game married up with a tactical level game
couldn't prove as lucrative for a developer enterprising enough to try
and make it a reality. Certainly, for those stalwart few who have
meta-campaigned their way through a few CM games, the interest has been
there.