Fri Jul 04, 2008 8:26 pm
Although I would heartedly support a game on Sengoku Judai, there are many obstacles to overcome, though. The main problem is to decide what to focus on as a game: Separate military campaigns or a grand campaign?
In my opinion, AGEOD's engine is better suited for individual campaigns.
- Family ties (blood ties, marriages, adoptions) and alliances were extremely important in Sengoku Jidai. Until now, the AGEOD engine has been used for a bipolar style of game (one against one), while Sengoku Jidai was an extremely multipolar and character-driven period.
- Until Oda Nobunaga (in theory with his 'Tenka Fubu') and Toyotomi Hideyoshi (very, very physically), no one even dreamed of physically control and unify Japan into a single unified entity, simply because no one had yet the manpower and the logistics to attain such a goal. Most warlords' aim was rather to conquer Kyoto and puppet the Emperor and the Imperial Court as a proxy.
Of course, one could very well make a wargame based on significant military campaigns of the Sengoku Jidai, alike NCP which concentrates on Napoleon's different campaigns (and it does exist as board games, see Ran - Samurai Warfare In The Sengoku Jidai, for instance). After all, the massive coalition against Nobunaga or the Sekigahara campaign could both be great subjects for a game made under AGEOD's engine. And it would be even better if card-driven events or choices could be programmed within AGEOD's engine.
However, we must be realistic: AGEOD's engine is not suited for a grand campaign alike to Nobunaga's Ambition. There are way too many actors or political subtleties of which AGEOD's engine wouldn't even scratch the surface.