Back in early December 2002 on what must have been a slow news day, GameSpy Daily pointed its readers to a three-year-old “The Future of Strategy Games” article. One of the individuals Fargo of GameSpy interviewed for the piece was Bruce Shelley, acclaimed gaming god best known for the “Age of” series.
That conversation took place in late 1999, shortly before (?) Brian Reynolds and friends left Firaxis to found Big Huge Games and begin work on Rise of Nations.
Ideas don’t exist in a vacuum and I would expect Shelley’s comments to be his own expression of sentiments at large in the game design community. Has similar thinking at least in part guided RoN’s design and development?
So, while turn-based games and real-time games will remain distinct, Shelley suspects that as the RTS genre searches for new twists, it'll begin to focus even more on planning and building -- game elements classically reserved for turn-based games. "We expect to see someone do a great job of making the non-combat parts of RTS more important. The first game that does that very well could be huge success. Casual gamers are more comfortable with that side of RTS and they buy many more games than the hard-core, combat oriented multi-players."
Ideas don’t exist in a vacuum and I would expect Shelley’s comments to be his own expression of sentiments at large in the game design community. Has similar thinking at least in part guided RoN’s design and development?
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