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My point is that
there will always be a given segment that will buy East Front wargames, Civilization
games and galactic conquest games, but it's a diminishing segment. Folks
tire of the same old wine in a graphically new bottle. Let's be different,
perhaps a game on gang wars, evolution, or one depicting the famous
science fiction armored mercenaries, Hammer's Slammer's saga. I
don't know. Nevertheless, although I'm not sure what the next big
turn-based strategy game will be, I'm sure it won't be wargame about the
Russian front, a galactic conquest game with mind-numbing minutia, or a Civilization
clone (unless Sid Meier designs it). Innovation's third
face is the game engine itself. Many turn-based games are simple
"I-move-then-you-move" affairs. The system works well, and it's
one that I often enjoy. But to pull in new gamers, developers must design
new innovative takes on turn-based gaming. Combat Mission's system
is one of the best examples (see
my article on it here). Battle Isle --The Andosia War's real-time
turn-based system may be another, as was Semper Fi's phased
activation, and as I've said before, Squaresofts' Active Time Battle
system is just begging for a strategy game adaptation. Finally, the
Continuous Turn-Based mode of the upcoming Fallout Tactics looks
sweet. Turn-Based = Dated
Graphics? Sound and graphics
--when employed properly-- are another way to immerse the player. That
doesn't mean slapping some 3D models on a hex grid, as Talonsoft did with The
Operational Art of War, but rather using a computer's capabilities to
create that "you are there" feeling. Again, Combat Mission's
3D graphics put you at ground zero, wondering when that Tiger tank will
crest the ridge and lay its gun on your puny Wolverine tank destroyer. But
Combat Mission isn't alone. Long
before that game’s release, Incubation's 3D polygonal monsters
were enough to give pause to all but the most jaded gamer. And that, in a sentence, is what turn-based strategy games need to do -- give pause. They need to shake up what has come before in order to survive. Part of that shaking is adapting a new sales model. Part is learning to innovate through topic and engine. And part is devising new ways to immerse gamers in their games. If developers/publishers can do that, the genre will not just survive but thrive. Read
Mark’s Article on Combat Mission >
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