After the disastrous (but if you’re a Total War freak completely predictable) release of Rome 2 Total War, you might be wondering how to get your fix of Roman action? Well there’s lots of great Rome based fiction around, and you might even consider going back to the first incarnation of Rome Total War – you might even like to try my short story The Honour of Rome – it’s short, only a 1,000 words – but you also get another short story, Chivalry, included. So about 6,000 words in total.
Rome 2 Total War looks great, but unfortunately I and a lot of other fans can’t play it yet because it just doesn’t run on a lot of PCs. I am confident it will get fixed at some point, but not that soon.
I think I might have to check out Shogun 2 instead – or at least the demo, and Napoleon Total War, while I wait – just on the Egypt campaign at the moment, and haven’t done any of the historical battles of the Europe campaign, so lots of fun to be had yet!
Sometimes you have to start hitting the keys to remember how fun writing can be. For some reason just getting to that point can be hellish and involves a ton of prevarication, but when you start putting one word after another you suddenly remember that it is not a chore and that creation is inspiring and joyful.
My fantasy short Demon River is now free for Kindle for three days, from 2nd March 2012 to 4th March 2012. Enjoy!
Set in a fantasy world of dark magic, Benetus, the King’s chancellor, fears the return of a rival he had thought banished from court. Benetus turns to the help of demons to rid himself of his enemy. But things are not always as they seem in the spirit world.
“Recently I had even felt the beginnings of optimism. After years of cloud and storm, the sun had broken through and I could at last bask in the success that I deserved. After all, who else now stood between me and the ear of the King?”
This is something that has been bothering me for a while now. I’m a fan of PC computer games such as Medieval II: Total War and the other titles in that series, and I have also occasionally played a few other PC strategy wargames. Most of these vary in the amount of realism that they include, but usually they aim to get things like the effects of weapons, terrain, morale etc fairly accurate. You can argue about the finer details of how effective crossbows or longbows should be, but at the end of the day the differences aren’t too great, and if you’re into modding can be corrected by access to the game’s source files.
Where I feel that all such PC games always fall down is on the realistic portrayal of command and control. All PC games tend to allow the player pretty much omnipotent control of his forces. You click on a unit and command it where to go, and usually pretty soon it gets going. There might be a slight delay sometimes, but the order is obeyed and carried out.
Back in the 1980s when I was a schoolboy I was interested in actual wargames with lead figures etc, and although I didn’t get much further than playing a bit of Warhammer, I did buy War Games Rules: 3000 BC to 1485 AD by the Wargames Research Group, published in August 1980. These guys did wargaming properly, and for them it was all about accurately portraying what might happen on a battlefield, as well as the thrill of commanding troops and all the excitement associated with a game.
Now as any military historian will tell you, the ability of a commander to actually change the course of a battle in pre-modern times was fairly limited – things got better in the times of Napoleon I think, mostly because battles just took a lot longer – whole days, so things could be changed, but once troops were off and marching you would have to send them a message to change their orders. You would have to hope the messenger got through alive and then that the subordinate commander actually understood and correctly implemented the new order – by which time of course the situation of the battle may have changed radically.
War Games Rules: 3000 BC to 1485 AD actually recreates such situations. Commanders are required to write orders for their units prior to the start of the battle. You can write standing orders which can be applied if certain circumstances occur, which is quite handy, but if you want to change orders during a battle you actually have to send an order to your units and tell them to do something different – this can be by some sort of pre-arranged signal, or by sending a messenger. And each type of order despatch is subject to realistic chances of success. If your General figure is engaged in combat then quite rightly you can’t send any commands – something that’s quite important during battles before the Early Modern period. For instance Henry V was engaged in hand to hand combat during Agincourt, and probably had the opportunity to change very few of his orders once the battle was under way – in fact the only decision he made during the battle was probably to kill the French prisoners because of the threat to English rear.
Should PC games reflect reality in this way? I think so. I think it would make games actually more challenging for players, more exciting and more realistic. You wouldn’t have the arcade style click and shoot style action, but I think the there would be a lot more involvement in actually planning and trying to react to events in time to make a difference, that would actually add to the excitement.