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Original post by walkingcarcass
* A personal hate develops between the soldiers on each side (on a news clip of the soldiers in Iraq, the leader said "If you see anyone- let 'em fuckin' 'ave it!") and will start to act irrationally. See Vietnam.
My game background has several different "factions" with differing cultures and motivations. The possibility of the populace hating each other is there....and indeed, cultural issues are at the heart of raison d'etre of the war.
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* War is expensive and has serious economic consequences. America is unlikely to ever be able to repay the national debt form the cold war.
I'm not sure I'll get too much into the economic impact of things...even the player will only have an abstracted form of a "War Machine" in which supplies and other logistical needs are met.
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* Irrelevant politics, turf wars and ego batles, cloud the real issues. The chaos means all plans are messy compromises. War is most likely in unstable regions where extreme regimes are needed. This implies a fragile human environment, but at the same time fierce patriotic determination.
There are going to be some mission choices in which the player is ordered to do some questionable things. I'm not sure yet if I want to branch the storyline (since this is going to be a pivotal choice). But let's just say that the player is going to have to make a tough moral choice. If he choses one path, it will essentially lead to a civil war with some portions of the military (and military orders) flocking to his side. If he follows the orders, then the player himself has to live with the notion that he did something potentially bad. I don't want to give away too much of my storyline just yet for fear of introducing too many spoilers. My game design will be open sourced (eventually) but the storyline is all mine
Let me just say, there's no clear cut good guy or bad guy as is the case with WWII or "Us vs. the Terrorist" games. The player's personal actions are mainly what decide the "correctness" of action in a world where choices are often limited.
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* Battles are not won in minutes. It makes good sense to dig yourself in as deep as possible and exhaust your enemy.
That's a viable strategy, except that one side is usually the defender and the other the attacker. In this case one of the major factions (the NEC who is the most powerful faction in the game) has a beef with several smaller factions (collectively called Freezones). Eerily similar to what's going on now, claims of security and self-defense as well as prohibited technology is used as the basis for starting a war. So, the big boys are essentially the aggressors fighting an offensive war.
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* When a clever commanding officer uses an unorthadox risky plan and annihilates the enemy, it is a cause for celebration. We rarely, if ever, get to see the suffering on the other side.
As an American, you always see the depiction of D-day as this extremely harrowing and valiant fight to fight inch by inch up the beach to take out the Germans, and we celebrate the heroics and courage of the American forces at Omaha and Utah beach. And yet, I wonder how it must have felt to be a german, and see as far as the eye could see a sea filled with warships...streaming wave after wave of troops.
That's why in my game, I want the possibility of the player getting reports of burnt out villages, and homeless civilians so that he doesn't forget that in the end, the enemy is a human too, and not just a target.
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* The enemy is underestimated. Every. Single. Time. For reasons of popular politics, people plan for a best-case-scenareo.
I wanted the single player game to be forced to play on the underdog's side, so actually, in this case you have to be careful not to overestimate your enemy. Of the Freezones, they are outnumbered about 4-1, and that only because a part of the NEC broke off in a Civil War to help fight for the Freezones. Several other parties have remained "neutral", but even if they allied themselves, the Freezones would still be seriously outnumbered.
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* Most people in charge are selfish, narrow-minded hipocrites, liars and cheats.
In my game, there are two kinds of officials at the top. The aggressive "my way is the right way" who only looks out for the best interests of their faction. The other kind are the misguided, the ones who believe that their side can do no wrong, simply because...well, they are on that side. Both factions are afflicted with these kind of people. It's up to the player to do the best he can, and make choices that he feels either A) support his country or B) supports the people. Often, country's wishes and people's wishes don't coincide, so tough choices have to be made.
[edited by - dauntless on March 28, 2003 2:58:52 PM]
The world has achieved brilliance without wisdom, power without conscience. Ours is a world of nuclear giants and ethical infants. We know more about war than we know about peace, more about killing than we know about living. We have grasped the mystery of the atom and rejected the Sermon on the Mount." - General Omar Bradley