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I
don't buy it. As
with every genre we've discussed, there is room for improvement, switches
to be thrown, concepts to be matured, and corners to be turned in order to
clear a place for turn-based strategy in our gaming future, but that's
nothing new. Four years ago RPGs were on the road to an early grave. Now Baldur's
Gate II tops PC Data's charts. But
what will it take to throw turn-based strategy's switches? Two words:
innovation and immersion. In
a sense, innovation is a no-brainer. You've read about it in my future of
RPG and racing
game articles.
But with turn-based strategy, innovation takes on a multitude of faces.
Face one is a new sell-through model. Turn-based
strategy, and its cousin, turn-based war-gaming, do not (Civilization-
and Heroes of Might and Magic type games excluded) appeal to a wide
segment of the gaming population. Talonsoft's critically acclaimed Rising
Sun will struggle to sell 100,000 units while Baldur's Gate II
seems destined to sell well over one million copies. Accordingly, it's
hard for turn-based strategy developers/publishers to buy shelf space in
your mall's Babbages. I say
that they should quit trying. Turn-Based
On the Internet? The
second face of innovation deals with theme. Turn-based strategy has long
been the enclave of world domination games such as Civilization, Alpha
Centauri, and Imperialism, galactic conquest games such as
Reach for the Stars, and wargames such as Panzer General or The
Operational Art of War. Yes, there are exceptions: Armies of
Armageddon, Age of Wonders, Odium, X-Com: UFO Defense, Incubation, and
Missionforce: Cyberstorm come immediately to mind -- although
nearly all of those have a wargame heart beating under their science
fiction or fantasy skin. Although each enclave has been enjoyable in its
own time, to grow the genre, turn-based strategy needs to branch out. Next,
How Should the Genre Branch Out?
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