Esteemed forum member troybob is back, with the second part of his epic essay about the history of Battlefield and what ultimately made it such a success amongst PC gamers.
The third and final part of troybob's editorial will be posted in a few days. Be sure to check out this and other Editorials, posted straight From the Editors' Desks.
Strategy, Tactics, and a Fluid Battlefield
Let’s get the definitions (as they relate to BF1942) out of the way. A strategy is the overall plan that would solve the problem of winning the match. Tactics are a plan on how to tackle a certain situation pertaining to your player at a specific instant. So in BF1942, one could say that you would need to find a tactical advantage against a foe if faced with a fight. One could also say that you would need a strategic advantage overall to win the round.
A fluid battlefield means that things change. As an example: Two dark-ages armies running as two groups at each other in an open field is a static battlefield (relative to the next example). Two modern and sophisticated armies using a massive terrain and variable control points and thus variable assets means the fight is never, even five minutes later. This is a fluid battlefield and thus forces adaptation. Luckily we had 64 players, a variety of classes, and a variety of assets at hand to assist us in adapting (cheap shot I know).
Another thing that made BF1942 great was its diversification of tactics and strategy. (On a side-note, a third thing that made BF1942 great was that you didn’t have to use tactics and strategy at all – you could just run around with a knife and stab random vegetation and marine life – whether real or imagined.)
Ah yes who could forget the questions and value weighing as one did every second of a BF1942 match. Oh that’s right – most players did. It’s true. A good game can be graded on how much computing the human brain must do -- assessing a situation, coming up with solutions, weighing risks and rewards of each solution, and executing the best plan. A good game won’t allow you to realize you are doing all of this math in your head. You’re just drooling at the mayhem.
Continue Reading...Let’s get the definitions (as they relate to BF1942) out of the way. A strategy is the overall plan that would solve the problem of winning the match. Tactics are a plan on how to tackle a certain situation pertaining to your player at a specific instant. So in BF1942, one could say that you would need to find a tactical advantage against a foe if faced with a fight. One could also say that you would need a strategic advantage overall to win the round.
A fluid battlefield means that things change. As an example: Two dark-ages armies running as two groups at each other in an open field is a static battlefield (relative to the next example). Two modern and sophisticated armies using a massive terrain and variable control points and thus variable assets means the fight is never, even five minutes later. This is a fluid battlefield and thus forces adaptation. Luckily we had 64 players, a variety of classes, and a variety of assets at hand to assist us in adapting (cheap shot I know).
Another thing that made BF1942 great was its diversification of tactics and strategy. (On a side-note, a third thing that made BF1942 great was that you didn’t have to use tactics and strategy at all – you could just run around with a knife and stab random vegetation and marine life – whether real or imagined.)
Ah yes who could forget the questions and value weighing as one did every second of a BF1942 match. Oh that’s right – most players did. It’s true. A good game can be graded on how much computing the human brain must do -- assessing a situation, coming up with solutions, weighing risks and rewards of each solution, and executing the best plan. A good game won’t allow you to realize you are doing all of this math in your head. You’re just drooling at the mayhem.
The third and final part of troybob's editorial will be posted in a few days. Be sure to check out this and other Editorials, posted straight From the Editors' Desks.

Comment