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{{Short description|1986 video game}}
{{Infobox VG
{{Infobox video game
|title = Patton vs. Rommel
|title = Patton vs. Rommel
|image = [[File:Patton Versus Rommel.jpg|255px|Patton Versus Rommel]]
|image = Patton Versus Rommel.jpg
|developer = [[Chris Crawford (game designer)|Chris Crawford]] (Mac)<br> [[Sculptured Software]] (C64, MS-DOS)
|caption =
|developer = [[Chris Crawford (game designer)|Chris Crawford]] <br> [[Sculptured Software]]
|publisher = [[Electronic Arts]]
|publisher = [[Electronic Arts]]
|designer = Chris Crawford
|distributor =
|released = '''1986:''' Mac<br>'''1987:''' C64, MS-DOS
|designer =
|genre = [[Computer wargame]]
|license =
|series =
|engine =
|version =
|released = 1987
|genre = [[Turn-based strategy]], [[Wargaming|Wargame]]
|modes = 1-2 players
|modes = 1-2 players
|platforms = [[Commodore 64]], [[MS-DOS]], [[Mac (computer)|Mac]]
|ratings =
|platforms = [[Apple Macintosh|Macintosh]], [[DOS]], [[Commodore 64]]
|media =
|requirements =
|input =
}}
}}
'''''Patton vs. Rommel''''' is a [[computer game|computer]] [[Wargaming|war game]] designed and programmed by [[Chris Crawford (game designer)|Chris Crawford]], and published by [[Electronic Arts]] in 1987 for the [[Apple Macintosh|Macintosh]] and [[DOS]]. The DOS version was adapted by [[Sculptured Software]], and a [[Commodore 64]] version was also created.


'''''Patton vs. Rommel''''' is a [[computer wargame]] designed and programmed by [[Chris Crawford (game designer)|Chris Crawford]] for the [[Mac (computer)|Macintosh]] and published by [[Electronic Arts]] in 1986. Versions for [[MS-DOS]] compatible operating systems and [[Commodore 64]] were developed by [[Sculptured Software]] and published in 1987.
==History==
After the success of Crawford's game ''[[Balance of Power (computer game)|Balance of Power]]'' EA wanted to work with him, but could not acquire the rights to sequel the game. Instead, they suggested he build on the tradition of his seminal [[Atari]] title ''[[Eastern Front (computer game)|Eastern Front]]''.


==Plot==
Rather than create a derivative game on the Western Front, Crawford elected to focus the game's design on [[fog of war]] and the personalities of American general [[George Patton]] and the German Field Marshal [[Erwin Rommel]]. In real life the two were never involved together in a major confrontation, as Rommel was wounded in 1944 and later forced to commit suicide (due to his association with the anti-[[Hitler]] conspirators of the [[July 20 plot]]), before Patton had command in large-scale land operations. The game's [[AI]], however, worked to be true to the strategies of each of the two generals.
''Patton vs. Rommel'' is set in and around the [[Normandy]] [[beachhead]] shortly after the [[D-Day]] invasion of June, 1944. [[United States|American]], [[Canada|Canadian]] and [[United Kingdom|British]] forces are placed in the correct positions as the [[Allies of World War II|Allied]] advance started to bog down. The [[Nazi Germany|German]] forces of Rommel are likewise in place defending [[Caen]] and other cities.


==Gameplay==
''Patton vs. Rommel'' is set in and around the [[Normandy]] [[beachhead]] shortly after the [[D-Day]] invasion of June, 1944. [[United States|American]], [[Canadian]] and [[United Kingdom|British]] forces are placed in the correct positions as the [[Allied]] advance started to bog down. The [[Nazi Germany|German]] forces of Rommel are likewise in place defending [[Caen]] and other cities.
{{Original research|section|date=August 2022}}


To win the game, the Allied player must advance farther and faster than the real-life Allied forces. For the Rommel-side player to win, he or she must defend more territory longer than the actual German defenders. If the German side can effectively counter and stall the Allied attacks and prevent a breakthrough, the Rommel player will usually win.
To win the game, the Allied player must advance further and faster than the real-life Allied forces. For the Rommel-side player to win, they must defend more territory longer than the actual German defenders. If the German side can effectively counter and stall the Allied attacks and prevent a breakthrough, the Rommel player will usually win.


This creates a dynamic where the Patton player must look for a way to create a hole in the German lines wide enough to push one or more [[armored division]]s through into the German rear area. Since almost all of the German forces are concentrated at the front, the principle of ''fog of war'' means that units that are not within sight of enemy units "disappear" from the game map &ndash; and from the thinking of the enemy. When they suddenly reappear in a surprise attack from the rear they have an overwhelming advantage over the units they are attacking. In this way an Allied player can roll up a major element of the German line and achieve a victory.
This creates a dynamic where the Patton player must look for a way to create a hole in the German lines wide enough to push one or more [[armored division]]s through into the German rear area. Since almost all of the German forces are concentrated at the front, the principle of ''fog of war'' means units that are not within sight of enemy units "disappear" from the game map and from the mind of the enemy. When they suddenly reappear in a surprise attack from the rear, they have an enormous advantage over the units they are attacking. In this way, an Allied player can roll up a major element of the German line and achieve a victory.


In real history the Allies eventually broke through and surrounded several German [[panzer]] and [[infantry]] divisions, which were decimated as they attempted to escape through the [[Falaise Gap]]. In the game this decisive victory requires practice and skill by the Allied player.
In real history, the Allies eventually broke through and surrounded several German [[panzer]] and [[infantry]] divisions, which were decimated as they attempted to escape through the [[Falaise Gap]]. In the game, this decisive victory requires practice and skill by the Allied player.


==Development==
One coincidence of the small computer game industry is that the game was produced for EA by [[Don Daglow]]. Only three years earlier Crawford had been a prominent game designer for [[Atari]] during the early 1980s video game wars, while Daglow was Director of Game Development for its arch-rival [[Intellivision]]. The pairing worked, and Daglow later underwrote a portion of the costs for the 1987 launch of Crawford's ''[[Journal of Computer Game Design]]'', which was followed by Crawford founding the now-preeminent [[Game Developers Conference]].
After the success of Crawford's game ''[[Balance of Power (video game)|Balance of Power]]'', EA wanted to work with him, but could not acquire the rights to sequel the game from its publisher, [[Mindscape (company)|Mindscape]]. Instead, they suggested he build on the tradition of his seminal [[Atari 8-bit]] game ''[[Eastern Front (computer game)|Eastern Front]]''.

Crawford elected to focus the game's design on [[fog of war]] and the personalities of American general [[George S. Patton|George Patton]] and the German field marshal [[Erwin Rommel]]. In real life the two were never involved together in a major confrontation, as Rommel was wounded in 1944 and later forced to commit suicide (due to his association with the anti-[[Adolf Hitler|Hitler]] conspirators of the [[July 20 plot]]), before Patton had command in large-scale land operations. The game's [[AI]], however, worked to be true to the strategies of each of the two generals.


==Reception==
==Reception==
''[[Computer Gaming World]]'' described the game as "very playable", admiring its in-game advisors and simple movement scheme, even allowing units to queue actions that are remembered turn-to-turn.<ref name = "CGW">{{citation | date = March 1987 | last = Harrington | first = William | periodical = [[Computer Gaming World]] | title = Micro-reviews: Patton vs. Rommel | year = 1987 | pages = 52–53}}</ref> Crawford himself did not believe that the game would be popular, describing it in a 1987 interview as "not a great game. It is a good game, it is fun, but I don't feel it has greatness in its bowels ... ''Balance of Power'' I did for me [while] ''Patton Vs. Rommel'' is a game for the public".<ref name="cgw198702">{{cite news | title=News and Views from the Gamers' Forum On-line Conference | work=Computer Gaming World | date=Jan-Feb 1982 | accessdate=1 November 2013 | pages=46 | type=transcript}}</ref> The game was very well received by war game enthusiasts but never became popular in a wider marketplace.
''[[Computer Gaming World]]'' described the game as "very playable", admiring its in-game advisors and simple movement scheme, even allowing units to queue actions that are remembered turn-to-turn.<ref name = "CGW">{{citation | date = March 1987 | last = Harrington | first = William | magazine = [[Computer Gaming World]] | title = Micro-reviews: Patton vs. Rommel | pages = 52–53}}</ref> A 1991 survey of strategy and war games, however, gave it two and a half stars out of five,<ref name="brooks199112">{{cite magazine | url=http://www.cgwmuseum.org/galleries/index.php?year=1991&pub=2&id=89 | title=Computer Strategy and Wargames: The 1900-1950 Epoch / Part II (M-Z) of an Annotated Paiktography | magazine=Computer Gaming World | date=December 1991 | accessdate=18 November 2013 | author=Brooks, M. Evan | pages=126}}</ref> and a 1993 survey of wargames gave the game two stars.<ref name="brooks199309">{{cite magazine | url=http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=110 | title=Brooks' Book of Wargames: 1900-1950, A-P | magazine=Computer Gaming World | date=September 1993 | accessdate=30 July 2014 | author=Brooks, M. Evan | pages=118}}</ref> Crawford himself did not believe the game would be popular, describing it in a 1987 interview as "not a great game. It is a good game, it is fun, but I don't feel it has greatness in its bowels ... ''Balance of Power'' I did for me [while] ''Patton Vs. Rommel'' is a game for the public".<ref name="cgw19870102">{{cite magazine | title=Designer Profile: Chris Crawford (Part 2) | url=http://www.cgwmuseum.org/galleries/index.php?year=1987&pub=2&id=34 | magazine=Computer Gaming World | date=Jan–Feb 1987 | accessdate=1 November 2013 | pages=56–59 }}</ref> The game was very well received by war game enthusiasts, but never became popular in a wider marketplace.


==References==
==References==
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==External links==
==External links==
*{{moby game|id=/patton-vs-rommel|name=''Patton Versus Rommel''}}
*{{moby game|id=/patton-vs-rommel}}
*[http://gb64.com/game.php?id=5590&d=18&h=0 ''Patton Versus Rommel] at Gamebase 64
*http://www.thelegacy.de/Museum/451/ German site about the C64 version
{{Chris Crawford}}


[[Category:1986 video games]]
[[Category:1986 video games]]
[[Category:Chris Crawford (game designer) games]]
[[Category:Classic Mac OS games]]
[[Category:Commodore 64 games]]
[[Category:Commodore 64 games]]
[[Category:Electronic Arts games]]
[[Category:Cultural depictions of Erwin Rommel]]
[[Category:Mac OS games]]
[[Category:Cultural depictions of George S. Patton]]
[[Category:DOS games]]
[[Category:DOS games]]
[[Category:Electronic Arts games]]
[[Category:Multiplayer and single-player video games]]
[[Category:Sculptured Software games]]
[[Category:Video games developed in the United States]]
[[Category:Video games set in 1944]]
[[Category:World War II video games]]
[[Category:World War II video games]]
[[Category:Chris Crawford (game designer) games]]

Latest revision as of 01:47, 30 December 2024

Patton vs. Rommel
Developer(s)Chris Crawford (Mac)
Sculptured Software (C64, MS-DOS)
Publisher(s)Electronic Arts
Designer(s)Chris Crawford
Platform(s)Commodore 64, MS-DOS, Mac
Release1986: Mac
1987: C64, MS-DOS
Genre(s)Computer wargame
Mode(s)1-2 players

Patton vs. Rommel is a computer wargame designed and programmed by Chris Crawford for the Macintosh and published by Electronic Arts in 1986. Versions for MS-DOS compatible operating systems and Commodore 64 were developed by Sculptured Software and published in 1987.

Plot

[edit]

Patton vs. Rommel is set in and around the Normandy beachhead shortly after the D-Day invasion of June, 1944. American, Canadian and British forces are placed in the correct positions as the Allied advance started to bog down. The German forces of Rommel are likewise in place defending Caen and other cities.

Gameplay

[edit]

To win the game, the Allied player must advance further and faster than the real-life Allied forces. For the Rommel-side player to win, they must defend more territory longer than the actual German defenders. If the German side can effectively counter and stall the Allied attacks and prevent a breakthrough, the Rommel player will usually win.

This creates a dynamic where the Patton player must look for a way to create a hole in the German lines wide enough to push one or more armored divisions through into the German rear area. Since almost all of the German forces are concentrated at the front, the principle of fog of war means units that are not within sight of enemy units "disappear" from the game map and from the mind of the enemy. When they suddenly reappear in a surprise attack from the rear, they have an enormous advantage over the units they are attacking. In this way, an Allied player can roll up a major element of the German line and achieve a victory.

In real history, the Allies eventually broke through and surrounded several German panzer and infantry divisions, which were decimated as they attempted to escape through the Falaise Gap. In the game, this decisive victory requires practice and skill by the Allied player.

Development

[edit]

After the success of Crawford's game Balance of Power, EA wanted to work with him, but could not acquire the rights to sequel the game from its publisher, Mindscape. Instead, they suggested he build on the tradition of his seminal Atari 8-bit game Eastern Front.

Crawford elected to focus the game's design on fog of war and the personalities of American general George Patton and the German field marshal Erwin Rommel. In real life the two were never involved together in a major confrontation, as Rommel was wounded in 1944 and later forced to commit suicide (due to his association with the anti-Hitler conspirators of the July 20 plot), before Patton had command in large-scale land operations. The game's AI, however, worked to be true to the strategies of each of the two generals.

Reception

[edit]

Computer Gaming World described the game as "very playable", admiring its in-game advisors and simple movement scheme, even allowing units to queue actions that are remembered turn-to-turn.[1] A 1991 survey of strategy and war games, however, gave it two and a half stars out of five,[2] and a 1993 survey of wargames gave the game two stars.[3] Crawford himself did not believe the game would be popular, describing it in a 1987 interview as "not a great game. It is a good game, it is fun, but I don't feel it has greatness in its bowels ... Balance of Power I did for me [while] Patton Vs. Rommel is a game for the public".[4] The game was very well received by war game enthusiasts, but never became popular in a wider marketplace.

References

[edit]
  1. ^ Harrington, William (March 1987), "Micro-reviews: Patton vs. Rommel", Computer Gaming World, pp. 52–53
  2. ^ Brooks, M. Evan (December 1991). "Computer Strategy and Wargames: The 1900-1950 Epoch / Part II (M-Z) of an Annotated Paiktography". Computer Gaming World. p. 126. Retrieved 18 November 2013.
  3. ^ Brooks, M. Evan (September 1993). "Brooks' Book of Wargames: 1900-1950, A-P". Computer Gaming World. p. 118. Retrieved 30 July 2014.
  4. ^ "Designer Profile: Chris Crawford (Part 2)". Computer Gaming World. Jan–Feb 1987. pp. 56–59. Retrieved 1 November 2013.
[edit]