Generation Kill: Our vision of the game
The
overall vision is that we want this to be one of the most
fun games of the year.
What is the overall vision of this game?
We just want everyone to walk away from this and go "that
was very cool." Whether it is 150 players or 500. We WANT to
simulate the "unfairness", or inequities, of real war to
some degree, but still make it winnable and fun for
everyone. In other scenarios, you hear people bitching about
uneven numbers, glitches in comms, this problem or that...
but as depicted in the movie, that’s how it really is in
real life and we are building it INTO the game to try and
make some of those things factors. This is where the
commanders can help, by suggesting ideas and at the same
time, reeling us in if one of our ideas makes the game too
"real". Even during the game. I know that in the past mil-sims,
Ferg has thrown some real curve balls at us and that was
what I personally enjoyed the most about the game. We are
going to give you lots of missions and you will need to use
your judgment and creativity about how to score points etc.
We want this to be about thinking as much as shooting. Give
us suggestions on how to do that better.
| "If we kill civilians, we're going
to turn the populace against us and lose the
war."
Lt. Fick
Generation Kill |
Reality Rocks
You will see some italic text, charts and maps in
the site, these are factoids taken from Wikipedia and
various sources on the web. They are there to help you gain
a perspective on the game and learn about Iraq. Some
facts and maps may be from various timeframes. The game
itself is centered roughly from 2002-2004 and while we are
keeping the facts in mind, we are playing some of the
historical timelines a bit loosely for the entertainment
purposes of the players. It is a game after all.
What is the vision for the Dynamics of the game?
| Because they will fight their way
through the crummiest, most treacherous
parts of Iraq, from one ambush to the
next... ...by the end of campaign, the 1st
Recon Marines will dub their unit
"First Suicide Battalion"
Evan Wright
Generation Kill |
This is probably the toughest. For example, I have seen some
the good hearted, trash talking banter back and forth
between you guys on the forums, that's very cool. As far as
the "tone" to create with your players, I would suggest
getting them to think in the terms that their sides would
have in real life.
The Marines would be very gung-ho about the corp and proving
themselves; ambivalent about the country they are in to some
degree; want to be compassionate to the locals and ruthless
to the I.R.A.. The I.R.A. would see the locals as possible recruits, tools
to use, despise the Marines for invading their country and
somewhat desperate. The
Marines can always go home, but the I.R.A. have no where
to go to if they fail.
How to play your teams: As Dave Thompson said, "play
for points, not kills." Everyone will want to get into fire
fights, but you want to keep their eyes on the "strategic"
ball (points) . More so than in reality, the I.R.A. will
need to be more strategic than just pockets of ambushes
generally harassing grunts.
In terms of mindset, I would really like everyone to "get"
and ENJOY the concept of twists and turns Fate can throw at
both sides. There are lots of things behind the scenes of a
real war that the grunts in the field have no control over
that can greatly impact their situation: satellite intel,
human intel, a switch in political direction, breaking news
reports, changes in the R.O.E., ambitions in the upper
echelon of command, etc. We won’t deliberately set up any
missions to fail, but there could be times, especially if
one side is hammering the other that we will "raise the
level of difficulty" by throwing twists into the game under
the vague excuse of the Fickle Fates of War. Mentally
prepare your sides for how "real" we are going to make this
and see if you can get them to embrace and enjoy that
insanity.
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