@crescentedge, on Apr 23 2007, 06:32 PM, said in Oh Man...:
As you said, this can be a very powerful tool for provoking thought, but I am not sure Defcon was created with that in mind.
I wouldn't be too sure about that. IV have a penchant for creating games that require thought. Honestly, I think that is what they do best. While Defcon is very tongue-in-cheek, the tag line is something to the effect of, "It's Global Thermonuclear War, and nobody wins. But maybe you can lose the least." It think it is very clear that no one wins, and that war is bad, m'kay? I think that IV were very conscious of this when they made the game.
@crescentedge, on Apr 23 2007, 06:32 PM, said in Oh Man...:
Perhaps what makes me uneasy is the fact that the game uses a real world as a basis for play and also champions the annihilation of civilians with no option for diplomacy, de-escalation, or avoidance.
Maybe, but that wouldn't be much of a game, now would it? I have seen games where people try to negotiate for peace. Often, those people end up winning (especially in survivor scoring), because they are not seen as a threat, or people don't attack them for some reason. That being said, the mechanic for an arcade-style multiplayer RTS doesn't really allow for diplomacy. And, when you get down to it, Defcon is an RTS, not an RPG, which might allow for a peaceful outcome.
@crescentedge, on Apr 23 2007, 06:32 PM, said in Oh Man...:
In a game like Starcraft, you do indeed kill with nukes. However, you strike only military targets and while you could argue that there are civilian deaths you dont see, the game doesnt award victory points based on the wanton destruction of innocents. Because the premise of the game is Military vs. Military, I enjoy playing it as a game.
I wasn't trying to imply that StarCraft should inspire the same feelings. Again, I think that the cartoonish quality of StarCraft distances the player from the consequences of their actions. Furthermore, civilian deaths are few and far between (the Zerg take out quite a few, but they are all "bad" civilians, and they aren't nuked). StarCraft isn't meant to make you think about the consequences of the war that is being waged. Defcon is.
@crescentedge, on Apr 23 2007, 06:32 PM, said in Oh Man...:
- The movement towards Defcon 1 should not be inevitable. I was a bit surprised when I realized that there is no Strategic Escalation whatsoever. Its like all parties involved have already decided on Nuclear War and the only thing stopping them is a timer. Once that timer hits Zero, the nukes fly every single time. It would be neat if the threat level could only be lowered if you caught your opponent doing something suspicious. (Flying a spy plane over your silos, moving fleets out of international waters, etc.) Obviously this would changes the games dynamics quite a bit, but I think it would round out the picture a bit more.
That is an interesting concept for a game. I would probably play such a game, were it to be created. However, it wouldn't be Defcon. The basic premise of Defcon is that the world already has reached that point-of-no-return, and all you can do is sit back and try not to die.
@crescentedge, on Apr 23 2007, 06:32 PM, said in Oh Man...:
- As I have said before, the fact that the game is scored based on how many millions of people you have wiped out just doesnt sit well with me. Not only would a more involved scoring system that penalized for massive civilian casualties seem a bit more principled, I think it would lead to some pretty decent strategical situations as well.
Indeed. What do you have in mind? Currently, there is survivor mode, in which you get no points for killing, and lose points for allowing your civilian population to die. Is there something you would add to that?
@crescentedge, on Apr 23 2007, 06:32 PM, said in Oh Man...:
Obviously no one here needs to be told that Nuclear War is Bad. We all know that. But I feel that in creating a simulation that explores the act of waging nuclear war, it is a bit short sited to leave out some of the most important facets of moving from Defcon 5 to Defcon 1. This game seems to dumb down the weight of pushing the button a bit much for my tatstes.
Perhaps. Personally, I don't think that it really dumbs it down. Rather, it puts you in a situation where you have no choice, and forces you to come to terms with that. You aren't the President. You don't get to make the decision about whether or not nukes are used. You are the General, who has been told to launch nukes. Your job is to minimize your own losses, in the face of a nuclear exchange that has already begun.
xander