3/2/14

Diceroll almighty & scary. Part 2.

Good day everyone. So today I continue talking about diceroll and how it can be efficiently used (of course in my opinion and understanding) in tactical wargames. It can be used but only when it's necessary.


Under the necessity I mean the real "random" that can happen in real situations where outcome is unpredictable. Here is an example:

Let's imagine the situation. Lonely sniper in enemy territory, his mission is to asassinate courier and take classified intel package which he has, his position is on the roof of high damaged inhabitable building and he is ready to shoot, it's his turn. He spots the target. It's a courier, a military officer in a car with open top (no it's not armored because it's enemy territory and they sure no one hostile is around) but there is a problem - car is moving and it's out of effective range and he can't change postion becuse he is on foot and he'll lose the target. So player who control sniper decide to shoot. Here is the moment for the diceroll because we can't predict if the sniper miss or will be lucky and his shot will reach the target.

Here we go. Player decided to shoot in the head of the driver, pretty hard target......(a jest of hand, seconds of nervous silence, dice is rolling)aaaand......bam...sniper missed....car continue moving, but he will have one more chance. Player is praying for sucess, this time he decides to shoot in the car engine...diceroll....baaam engine is destroyed and car stopps.....




































In this example situation we can see that diceroll adds a little bit of realism in the game, makes it more interesting "spicy" if you'd like. There are a lot of situations where it can be used (night battles, bad weather conditions, close combat, etc) effectively making the system more realistic and immercive.

So here is a little conclusion. Diceroll isn't panacea for tactical wargames but also it's not a deadly curse either, it has a right to exist but the use of it should be balanced and very careful. In my opinion the ideal wargame should be very balanced like chess but also allow a tremendous amount of aproaches which depend on the player tactics and decisions. I think thats a suitable ending for this topic.

Also I promised  to introduce people with whom we are making the game.

Shade - It's me, I'm responcible for blog, communications etc. Also I'm a first game designer and project coordinator & assistant in lore creation.

Yuki - Is our interface and game elements master artist, also she is a second game designer.

Iar - Is our lore master, he is behind deep history of our  game's world, also he is a composer and sound director in our other projects.

Time to stop for now.
Till next time, everyone, bye!

No comments:

Post a Comment