The delicacy here comes from that reputation.
And again it comes back to telling the whole story of the conflict.
What is obvious, at least, is the difference in the moment-to-moment of tank warfare in the game.
They’ve had an impact on mission design, however.
Milne cites trench crossing as something that encouraged a new approach.
It’s also led to some fun behind the scenes just in terms of getting things working.
And then you add tanks crossing trenches as well.
Should they move out of the way?
How should they move out of the way?
Should it be predictable?
Should it go left?
Should it go right?
What happens if the tank that’s crossing just gets hit by artillery and blows up?
Do they stay on that trench?
Can you now move in that trench?
Do we force it to one side?
All these little complicated, nitty gritty things across the board."
There was some similar fun with towing.
No - it’s a part of the process."
“Absolutely,” Milne added.
“As part of the research that we do for our missions and for our story.
We want to humanise it because, you know, this was a real conflict.
It wasn’t just, you know, gameplay.”