![]() history – and forces players to consider the psychology of war as much as its horrific action. Due out next year, it’s described as a “tactical leadership RPG” that places players in the role of a Second World War captain within the legendary Cottonbalers – an infantry unit that has participated in more wars than any other in U.S. One such studio is Green Tree Games, a small American team working on its first release, Burden of Command. ![]() But what if you’re not working on a US$100-million plus game that has to be easily digestible by tens of millions of players? Smaller outfits beholden only to themselves have a little more freedom to experiment, and can perhaps chase the emotional truth of war a little further. The final product has to be something players enjoy. A mantra heard at many game studios is to pursue realism, but never at the expense of fun. The prevailing wisdom is that these sacrifices to authenticity are necessary in order to make the gaming experience entertaining. How likely is it that one infantryman could kill hundreds of soldiers single-handedly? After getting shot in the chest could you really just wait a few seconds to recover before jumping back in the action? And has a soldier ever instantly respawned for a do-over after getting shot and falling face down in the mud? Still, other elements of combat are somewhat less realistic. “Just making this one change really transformed the play experience and helped promote a feeling of greater connection with your squad,” says Whitney. To capture the sense of brotherhood among soldiers, his team came up with novel play mechanics, such as “squad abilities” that allow the player’s character to interact with and rely on fellow soldiers in the heat of battle by requesting ammunition and med kits.
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