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Grognards
and Graphics:
Coming
out of the 2D Closet
I have a terrible secret.
I'm a long time wargamer - I cut my teeth on games like Tactics
II, the Europa games, and Samurai. Basically as a kid
my walls were covered with the hexmaps for Fire in the East, and
my tables were covered with counters for Squad Leader.
Naturally when computers came out, I found that I really liked to
play such games on the computer. Not just Tank battle
on an Atari 2600, but serious games like Empire, UMS(1), and
almost anything by Dani Bunten. I thought I was a seriously
hardcore wargamer.
But then I started to buy computer
games on my own, and more importantly I began recently to review
them. This means I have the fortunate opportunity to see a
broad variety of games and judge not just the quality of a game on
its own merits, but to look at it more closely against its peers.
My secret? Come close, I'll whisper it to you:
I like games that look good too.
There. I've said it. I'm outed
- I confess. I've always been an ultra-realist when it comes
to games, someone who generally bashed any but the narrowest rules
rationalization in favor of more numbers, more detail, more
ACCURACY in simulation. But I've discovered that I prefer
games that look good, too. In the war gaming
community, it's
tantamount to a 300-lb NFL lineman realizing that deep underneath
his filthy, bloody uniform and sweat-soaked pads, he's really
wearing a dainty pink camisole.
Why am I so embarrassed about my
predilection for attractive games? For some reason, computer
wargamers seem to exhibit conservatism to an extraordinary degree
as regards - of all things - graphics in their games. Go to
any wargames newsgroup on USENET, for example. Among the
posts detailing the orders of battle for the Latvian Army, you'll
see discussions of various games. One phrase or idea crops
up over and over again "of course, I don't really care
about the graphics, it's the gameplay that counts."
Like a mantra, this phrase is repeated over and over. Does
anyone actually mean it as much as they say it? Or is it
more a case of credibility gained by parroting the popular line?
(Or 'drinking the group kool-aide' as a particularly tactless
friend likes to say.)
We're nearing the end of the millennium, technology and innovation surround us and somehow
people persist in a certain special reluctance to embrace the new,
the different even when it is something that is clearly
better. Sure, it's a trait particularly found in the
older generations, but the occurrence
is essentially universal -
across ages, cultures, and genders. It could be UNIX weenies
in GUI denial. It can be your parents not really wanting to
try DVD because LP's sound "just fine for us, thank
you." It can even be the 14-year old who doesn't want
to switch from Quake to Quake3 "because it just doesn't feel
right!"
I really do find that ironic.
Irony gives way to amusement when (reading the same newsgroups)
one comes away with a clear feeling of disdain by "wargamers"
for the unwashed masses of other computer gamers - such as the
vapid wargamer-wannabe RTS fans, or (worst of all) the mindless
reflex junkies playing first-person shooters. (Actually, I
play both of these types of games and enjoy them quite a bit.
But I'm speaking here as a baseline wargamer. Oops, my slip
is showing.)
Perhaps it's nothing deeper than a
faux elitism, crystallized around the most obvious difference
between these games. There's no question, there are some
beautiful games out there and almost none of them are
"wargames" in the generally-accepted definition.
But I come here not to praise prejudice but to kill it.
First let's dispense with the mantra. Only the deeply
esthetically confused or the deliberately aberrant would choose
something uglier over something more attractive, all else being
equal. Taken to extremes, grognards (French for
"grumblers"; formerly an appellation for Napoleon's Old
Guard, but a title which -in a burst of appropriately circular
logic- has been adopted by wargamers to mean the most serious
members of their hobby) would suggest that, given the choice
between a game where the combatants are ultra-accurately
represented by featureless colored blocks or playing Steel
Panthers (fun, if not the most accurate simulation), they'd
seriously take the blocks?
Maybe it really isn't such a stretch
for them. After all, the older grognards came from the era
of counter-based board wargames, as did I. Sometimes
we did use feature-sparse blocks to represent our troops
(Gettysburg, anyone?). But this is the COMPUTER era.
In the 80's computers weren't fast enough to BOTH crunch the
necessary numbers for a good simulation, and push the polygons for
a good-looking game. But it's almost 2000, and computers
whose power rivals minicomputers of only a few years ago sit on
most desktops. More and more games are coming out that I
have the opportunity to review that are both attractive AND good
simulations, if not simply darn fun games. To put it
bluntly, the future is coming, and it looks good. There is
absolutely no reason wargamers need to be satisfied
with ugly
games any longer.
In this vein, and recognizing that
wargamers have generally been paying more attention to their
Orders of Battle than developments in the graphics field, we at
Strategy Gaming Online felt it might be a useful service to offer here a
brief synopsis of the recent history of the graphics market.
We want to try to "catch you up" in a field that
probably hasn't seemed relevant to your needs - until now.
A brief history of
graphics and computers, anecdotal, subjective, and with no
particular scholarly rigor.
Of course the development of computer
graphics paralleled the increase in computing power available in
the CPU's to process and display such graphics. At the
start (just after the Cretaceous) computers were black and white
(1 bit graphics). Either a pixel was on, or it was off.
Later, right about when the Ice Age was ending, certain advanced
systems began to display 4 colors, black and white plus possibly
the two ugliest colors viewable by the human eye, cyan and magenta
(2 bit color, also known as CGA). This is known as the color
DEPTH. Simultaneously, computers were beginning to adhere to
defined "resolutions", that is, the number of pixels
shown on the screen. This was normally stated as
"pixels wide by pixels high" so the CGA standard was
defined by the developer (IBM) in 1981 as 4-color, 320x200.
Finally, just as man developed fire,
4-bit color came along and we started to have colors that
resembled colors found in nature. Likewise, resolutions were
slowly improving, and the EGA standard was 16-color, 640x350.
In 1987, a major step forward in
graphics standards took place with the promulgation of the VGA standard by IBM. This became (and still is) the bottom-line
compatibility standard for PC's today. After IBM lost its
pole position in the computer market, the whole standards thing
went out the window. UVGA, SVGA, etc are a lot of
terms you may see in the market, but they really don't mean much
beyond what the manufacturer wants them to mean.
Since that time, in terms of the 2d
performance of your computer (which is all we're talking about so
far) the modern PC has a host of resolutions and color depths to
choose from, with 800x600 16 bit color being a pretty common
standard, the bleeding edge being 1600x1200, 64 bit color (and
even higher).
To understand what this development
meant for processor load caused by graphics, we can do a little
math: for CGA, you have every pixel (320x200) defined by two bits.
So, 320 x 200 x 2 = 128,000 bits per screen redraw. Of
course, a BYTE is what is what we usually measure memory usage in,
and that's 8 bits, meaning 128,000 bits = 16k. The table
below shows the incredible increase in processor load caused by
the higher resolutions (note, this is the amount of data required
to be crunched by your CPU for every single refresh of your
screen):
| Width in Pixels |
Height in Pixels |
Color Depth in bits |
Number of Colors |
per Screen load |
| 320 |
200 |
2 |
4 |
16k
= CGA |
| 640 |
350 |
4 |
16 |
112k
= EGA |
| 640 |
480 |
4 |
16 |
154k
= VGA |
| 800 |
600 |
16 |
64000 |
960k
= current standard |
| 1024 |
768 |
32 |
millions |
3.1
megs = high end |
| 1600 |
1200 |
64 |
bazillions |
15
megs = top current |
Functionally, once you get about
1024x768, typical (<20") monitors can show the
resolutions, but the displayed objects get pretty darn small.
Where to go from here?
The next frontier was hardware
acceleration. Really, it was the logical step after the
development of GUI's in the late 80's/early 90's. Since
suddenly everything the user DID involved a graphics action, the
CPU's burden increased tremendously. So manufacturers began
tinkering with ways to offload the typical windows graphics tasks
from the CPU onto specialized graphics-card hardware (box drawing
for example).
Once this technique had been
perfected, and games started becoming more and more demanding
graphically, graphics card companies realised that this
load-sharing would work for other graphics intensive processes as
well. Rather than asking a CPU (busy with everything else)
to draw, shade, rotate, draw, and shade again a spinning cube
(something that involves a great deal of intensive math operations
to render onto a 2D computer screen realistically), they developed
hardware that could take a simple command from the cpu - box with
corners here, here and here, spin it at X speed - and do it
(almost) by itself. That, in essence, is 3d-acceleration.
Of course, this got the game
developers drooling with possibilities and in certain segments of
the entertainment industry (read: first person shooters) games are
now written that REQUIRE 3d-acceleration.
The first steps in the
3d-acceleration field were small ones, and dominated by a single
firm, 3dfx. It's not a stretch to say that id Software's
release of Quake, and 3dfx's similarly-timed release of the Voodoo
graphics card started the entire 3d-accelerated market. The
Voodoo was what is called a 3d accelerator-only card.
It did not have 2d functions, and required installation adjacent
to a normal 2d graphics card that everyone already had. The
Voodoo's descendant the Voodoo2 didn't have it quite so easy.
The Voodoo2 was a great card but other companies had realized that
3dfx was almost alone in the 3d-accel marketplace and decided that
they too wanted a piece of the pie. The NVidia TNT was
probably the main competitor for 3dfx at that time, and they
roughly split the market.
(Note here we're talking about the
3d-accel chipsets. These are usually not the same as the
manufacturer of the graphics board, ergo the "Creative
Labs" Voodoo3, or the "Creative Labs" TNT2".)
Now, we're in the 3rd generation of
the technology, and there are a host of 3d-acceleration cards (all
the competitive cards now are standalones that combine 2d and 3d
operations) taking advantage of even faster pipelines from the CPU
such as the AGP 2x and even 4x technology. Currently the
main contenders for top guns in this field are the 3dfx Voodoo3
series cards, the NVidia TNT2 products, the Matrox G400 series,
and the NVidia Ge256. 3dfx, the former leader, is besieged
by their design-level acceptance of the adequacy of 16-bit
color (supposedly in favor of raw speed, but this hasn't really
been clearly demonstrated to me at least) in 3d-accelerated
software, hobbling them just as all of their competition has moved
to 32-bit color. NVidia and Matrox specifically have
released recent products that quite frankly blow away any other
card in the market in terms of performance (at a reasonable price,
as well).
Yeah, but I play WARGAMES.
How important is 3D to me?
It's a worthwhile question and really
the reason for this whole article. My goal when playing a
wargame is to be presented as closely as possible with the
decisions faced by a real(istic) participant of the battle I'm
simulating. This could be a panzer commander on the steppes
and cornfields of Kharkov; or it could be Archduke Charles at
Wagram, a Federation Command Cruiser captain in the Mutaran
Nebula.
Personally, I'm not just playing
wargames to see if I can crunch numbers and estimate probabilities
from 'to hit' tables faster than my opponent. I want
to be there - I want to feel the desperation when my attack to
cutoff the salient is rebuffed with heavy losses. I want to
feel the cold sweat down my proverbial back when an opponent
sneaks through my pickets to attack from a totally unexpected
angle. I'm an adrenaline junkie as much as any Xtreme athlete, just more cerebral. I don't think I'm unique,
either. Perhaps I'm guilty of overgeneralization, but I
think this is pretty common.
Now, computers are beginning to
achieve levels that we only dreamt of 20 years ago. The
desktop machine in some l33t h4x0r's grungy room is several
HUNDRED times more powerful than even the university-based
minicomputers of 1980. In fact, a quick search of
tech-news will reveal that processor speeds are now widely felt to
be accelerating faster than the software designers can write for
(of course, blatant code bloat seems to also be doing ITS part to
mitigate the speed increases as well...but that's a whole 'nother
subject). To suggest that wargamers must accept an either/or
proposition based on the power of their machines is no longer
credible.
There is no question that games are
starting to come out with sophisticated engines AND believable
interfaces. And believability is what it's all about after
all.
Take Big Time/Battlefront's Combat
Mission for example. This is a perfect example of where
wargaming is going. Certainly, there will always be the
hex-based, counter-mimicking wargames - there's an almost antique
appeal to these that I find hard to shake. But Combat
Mission takes that paradigm (the proverbial "1000 foot
general" floating above the battlefield and controlling every
unit's minute by minute actions) and beats it severely with the
reality stick. Certainly, intense effort has gone into modeling
the combat results - equaling any board wargame for
example. But more interestingly for this discussion is the
3d-modelled world. If you are viewing from the point of view
of an infantry squad, there's not a random factor somewhere
determining if you can see the enemy tank through the trees.
If you can see it, you can see it. Or, in the case of Combat
Mission, you can hear it in true 3d. If it's off to the
left, you HEAR it off to the left. (Has it really taken 20
years to get this critical facet of combat put into a game?)
Gone are abstractions - no longer is your squad "down to 3
firepower factors from 6". Now you can look around and
see that your LMG team is dead and a few of the guys are pretty
badly wounded. Combat Mission certainly has rules for
visibility and command control, but by and large it lets REALITY
impact you; rather than having a limited number of command points
to issue (for example) you simply have to deal with the situation
in real time. Instead of a rule simulating limited control,
you have (as in real life) information overload and task
saturation. Which of these alternatives is *more* realistic?
Which would you rather play?
Combat Mission is only one example;
the recently reviewed Hidden and Dangerous, Homeworld, Panzer
General 3D, Myth, and a host of others are accepting that we
no longer have to simulate a 3d world in two dimensions. I
haven't even mentioned the simulator-descended products that are
in the works from such companies as Jane's - their concept of a
persistent online war, with tactical elements represented by
worldwide players and those players' strategic goals set by OTHER
worldwide strategic players - which could prove to be the most
significant advance in the history of simulation and wargaming
since dice.
It's almost a form of Pascal's wager
(or then again I may be staying up too late writing again when I
start using Dennis Miller-isms). You can either drop the
couple hundred bucks for a kick butt 3d-accel card (such as the
card in our feature review, the Matrox G400) and play any game
that suits your fancy; or you can decline to participate.
You certainly save money (but then who ever got involved in
computers to SAVE money? Ha ha ha.) but your options are limited
to what companies feel charitable enough to build down to your
machine specs.
Suffice to say that in the very near
future, there are going to be two kinds of wargamers out there.
The first, sticking to conventional wisdom and happy with their
narrow realm, will remain oblivious and unconcerned with anything
remotely having to do with graphics. And they will probably
be happy. The second will be the host of gamers that see
that 3d-acceleration is no longer the twitch-gamer luxury it was,
and recognize more wargames will require 3d-accel as the minimum
hardware standard to participate in the most intense, realistic
wargames the technology can put out. 3D Acceleration is no
longer limited to reflex games - it has become an integral
component of games that seek to simulate reality. The future of
wargaming is coming, and that future looks shaded, bump-mapped,
multi-textured, and real. Will you be able to see it?
If
you like to comment on this feature, please post a message at the forum.
Authored by Steve
Lieb
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