quote:
Original quote by Argus
Figuring out the (current) best way to do something is precisely strategising. Better strategists figure out better ways to do something. If you were really concerned about strategy in gaming, you would take an opposing rush as a strategic challenge. As I pointed out last post, poor strategists give up quickly. I showed in detail how Inmate had grossly overlooked his strategic options. But he gave up instead - immediately deciding that he had no hope of beating that rush without leaving himself vulnerable.
There''s a problem with this though. A lot of whether rushing is a viable strategy or not depends on the conventions of your game, and the context in which it is used. In many games the player starts out with nothing but "harvesters" and builds their nation as they go. This has the advantage of making everything "fair", because everyone starts out the same. Unfortunately though, it''s also unrealistic if the player expects warfare and diplomacy in realistic terms.
The problem is not so much with rushing itself, since if the game paradigm and conventions allow it, it should therefore be a viable strategy that players have to learn to overcome or deploy. On the other hand, the game paradigm that most strategy games exhibit encourage this kind of strategy for a variety of reasons. I''ve never quite understood the concept of building your nation from scratch as the game progresses. I suppose some players like the nation building aspect, as it combines warfare with a Sim City kind of gameplay. And only by properly building the correct buildings can you advance your technological progress or support your troops.
But in realistic terms, it doesn''t make sense. And that''s why there are "illogical" strategies like the rush that exist. It''s illogical from the point of view of reality...not from the point of view of the game. Back in old school days, we called people who exploited game rules as "rules lawyers". Basically they took advantage of a rule and violated the "spirit" of a rule in order to become more powerful. This is how I see rush tactics. Legally, they are valid strategies that make sense. However, when looked at from a realistic perspective they don''t make sense.
The reason it doesn''t make realistic logical sense is from a variety of factors.
1. Countries are never equal in power, and yet game design (and desingers) almost always try to enforce the concept of 100% equality
2. Each player knows that they both start out exactly the same and know the power and capability of each side''s units.
3. In real life, countries already have an established economy and military force before a war begins
4. Countries allocate military resources differently
5. In modern engagements, natural resources and manufacturing plants are known locations and should be revealed
6. Battlefields are dynamic in real life...not static like in most games (players should chose when and where they fight, not according to what map the game designer made)
And many many more. I personally don''t mind rushing strategies simply because games allow for them. If the game allows for them, and it makes sense within the game rules and game conventions, more power to you. Personally though, I want to create a more realistic system that makes rushing "blitzkreiging" possible, but since my game will have many cities and manufacturing centers, the rush would have to be on a massive scale to knock out everything.
They that can give up essential liberty to purchase a little temporary safety, deserve neither liberty nor safety. - Benjamin Franklin