Real Time Strategy Innovation
(cont'd)
Good Game Design
by Brad Wardell - January, 2001
One additional apect of Mobilization is that there would
be no rushing. Oh, you could try, but you would just die.
That�s because you don�t have helpless units standing around
the buildings waiting to be slaughtered. If you�re going to
attack, you better attack in massive force because the units
in the buildings have a significant home field advantage and
would chew up any half-attempt.
And along that line, when you do click on your buildings,
you can see how many people are inside of them. If things
are becoming grim for your empire, you can send those farmers,
shop workers, scientists, etc. to the front (i.e. send the
old, then the kids, etc.), sacrificing your future possibly
but also quite possibly saving your present.
The overall goal was to create a game that was extremely
easy to play. From a new user�s perspective, there were only
a few different types of buildings in the entire game. Directing
units was straight-forward and the types of paths to victory
were varied since you could take the population path and overwhelm
your enemy in numbers. Or you could take the technology path
and overwhelm them with lots of advanced weaponry. Plus there
are infinite combinations in between quality and numbers expressed
in a very simplified user interface.
And while not possible with the TA engine, we also wanted
to provide for joining games in progress in which AI players
could be replaced by human players who joined later. But that�s
another issue entirely.
We had gotten pretty far in our discussions to the point
of outlining detailed design documents, budgets, and proposals
to Cavedog from GT Interactive and Stardock. Unfortunately,
things didn�t work out. GT Interactive had financial problems
and was eventually sold off and Cavedog disappeared as well.
It would have been very interesting to see how different the
strategy game industry would be if the TA engine were a licensable
property.
Still, even without it, we plan to try to make Mobilization
on Drengin.net (www.drengin.net). It won�t initially have
a 3D engine or fancy graphics, but I think there are enough
players out there who want to see more focus on strategy and
less on clicking that they would forgive us for not having
a 3D engine.
What are your views? Post a message
here at Quarter to Three or visit news://news.stardock.com/stardock.games.drengin
to discuss.
Brad Wardell is the Project Manager
of two ongoing Stardock games:
The Corporate Machine, a business
strategy game due out December 11 and Galactic Civilizations,
a turn based strategy game due out late 2001. Stardock�s website
is http://www.stardock.com.
Brad Wardell�s website is http://people.mw.mediaone.net/bwardell.
He is also the Product Manager of WindowBlinds (www.windowblinds.net)
and DesktopX (www.desktopx.net).
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