quote:
Original post by Demonlir
When you look at strategy games both Turn Based and Real Time there always seems to be the same damn settings and scenarios being used. You know the ones:
- About 70 gazillion Star Trek Style Space/ Futuristic Empires
(Masters of Orion,
- a few billion classic fanatasy type games (Warcraft, Masters of Magic, etc.)
- A tonne of historical games that either rip off of Civilization by trying to make a game about all of human history (Rise of Nations, Empire Earth, etc.) or a few that actually centre around specific period of history - it''s usually the middle ages or the age of exploration however (Age of Empires II, Medival Total War)
And a while back I was reading how Stainless Steel Studios the guys who created Empire Earth are making ANOTHER similar type game called Rise of the Modern Era or some such. Personally I like historical strategy games way better then Warcraft type, but I''m getting bored of the same settings and topics.
So I was pondering why The Cold War isn''t used very much at all (as far as I know of) in games, particularly strategy games. I mean you have Red Alert but that doesn''t very accuartely portray the Cold War I think a game that allowed the player to control a Cold War Nation would be pretty neat you could really do a lot of with diplomacy, espionage, the United Nations and that sort of thing
- you could have the threat of nuclear war hanging over your head constantly and the player could choose to be a communist or capitalist nation. The design could even be worked out to make each type of nation play differently.
Personally I like the idea because I''m not looking forward to Cilvilzation 8 and Galatic Empires 26. I''m currently working on a bit of a design for a game like this actually hopefully something will come of it.
I think also one reason some settings have not been used in games is for a very fundamental creative reason: people don''t know how to develop it, or their development skills are weak, or they are strong but they make poor design architecture choices, and the final output is weak. Essential to the quality of any topic is the treatment of the material, and that is where the rubber meets the road. Most people go back to more tried and true and secure genres or more widely treated subjects because there is more research to draw upon for development.
That is the way it is with pioneering a new concept. Hasn''t changed in aeons. I''m not saying it''s easy, devving in this way is one of the hardest things there is to do, evidenced by the prolific amounts of rehashes as you''d mentioned and the enormous amount of bad writing and design that is out there now.
A perfect example is my latest script, it was is development for seven years as a concept, outlines, treatments, drafts and notes and edits and storyboarding and more. I may be making a nice piece of change for my work, but spread it out over the dev time and I made 65K/yr. There are performance benchmarks in the sales agreement for the IP that could make me really a nice tidy sum should it be a major hit, but who knows. Maybe studio marketing heads and executive producers who have had this kind of experience before, but as a writer, I don''t.
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