3 ms·
There's not a lot in the way of new ideas here, but it's a nice distillation of bits and pieces that I've seen incorporated into other games. The web-based hal
by wuest 14y ago
There's not a lot in the way of new ideas here, but it's a nice distillation of bits and pieces that I've seen incorporated into other games.
The web-based half RTS/half TBS genre has incorporated the idea of X command points per Y time period as part of the norm for a long while (Travian, et. al.) Turns in such games are generally not immediately exposed as mechanics (if they, in fact, exist at all). I recall an old space based RTS (the name escapes me, sorry) which exposed the amount of time left until the next tick, at which point all players would get more command points, while Travian appears to have a tick per second, with long waiting periods (relative to tick length) between updating command resources.
One thing which might be useful as a thought experiment to further this article is to look at TBS games which aren't dying--why is Civ V still popular? Or, to get even more basic, why is baduk still widely popular? Some thoughts regarding the latter: each move is very granular, which keeps the game moving foreward. Each move has an immediate impact on the game state (this relates to your point that "nothing happens in the first move.") There is a deep element of strategy, which is augmented by a need for strict time management. It's easy to review games and find mistakes, as well as to review games of higher level players to find new ideas and strategies.
- eru 14y agoAnother system to take notes from is embodied in Frozen Synapse.
- Retric 14y agoI think the next round of TBS games needs to let all sides make plans at the same time and watch what happens. The trick is giving the units enough AI to be reasonably effective and letting people set up priorities. Naturally this lends it's self to a game clock, but IMO it better simulates the chaos of war and let's you have significantly larger battles. PS: Frozen Synapse is part way there, but IMO units should be a little more capable when not told what to do.
- radarsat1 14y agoReminds me somewhat of Robo Rally (board game). But yes I love the idea of adding some AI into the mix.
- Pinckney 14y agoThe older Combat Mission games did this.
- muraiki 14y agoMechwarrior Tactics does this to some degree: there is an attack phase where both players declare all their attacks, which are then resolved simultaneously. Likewise for movement. Not quite what you describe, but it still creates a situation where you have to think about what your opponent is thinking. https://mwtactics.com/ https://mwtactics.com/
- mesozoic 14y agoConsider this article is 7 years old