Re: Babylon 5 Wars (LONG)
From: Mikko Kurki-Suonio <maxxon@s...>
Date: Tue, 18 Mar 1997 14:30:57 -0500
Subject: Re: Babylon 5 Wars (LONG)
On Mon, 17 Mar 1997, Christopher Weuve wrote:
[I'm chopping heavily in the interest of brevity]
> second choice I would settle for an elegant non-vector movement system
that
> replicated the TV show.
Would you have settled for the "almost correct" version RL:Interceptor
and Aerotech use?
> I think the "works in its own reality" is key. If that reality is
well-
> crafted, and thought through ahead of time, then it works. Too often,
though,
> the reality appears to come after the game.
I fully agree. Too many games have flawed internal logic, but still most
of our simulationist critics never get beyond the "elves don't exist"
stage.
> I find it somehow revealing that those whom I consider to be some of
the best
> SF designers (such as Chadwick, Miller, and Costikyan) also have a
substantial
> historical game design credits as well.
...and some demerits too. Chadwick's Ironclad & Ether Flyers is an
interesting game and has good background info, but "battleship"
simulates
naval warfare of the era just about as well. Volley & Bayonet is a
constant source of argument with the Nappy crowd (then again, they seem
like a very argumentative crowd anyhow...).
> Even some of the Games Workshop staff
> have wargame backgrounds -- Jervis Johnson, for example, is an old
> _Stalingrad_ player.
It's funny how they went into designing the "roll 6 to kill" games they
criticized way back in the 70's and early 80's...
--
maxxon@swob.dna.fi (Mikko Kurki-Suonio) | A pig who doesn't
fly
+358 50 5596411 GSM +358 0 80926 78/FAX 81/Voice | is just an ordinary
pig.
Snail: Maininkitie 8A8 02320 ESPOO FINLAND | - Porco
Rosso
Http://www.swob.dna.fi/~maxxon/ |