RE: Different vs. too different was Re: Reviews (was RE: [GD-Design] Indie games?)
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From: Stefan M. <me...@sk...> - 2003-02-27 07:16:20
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Hi, > It's still real-time. I think Jan and myself think of "Wargames" as > more like the turn-based stuff of yore, such as Panzer General and > Wargame Construction Set and the stuff that Battlefront sells. I had some talks about turn-based games or not. I've been working on "Incubation" some years ago and I absolutely liked the turn based aspect of the game. There seems to be a fan base out there who *wants* those kind of turn based games but every time I talked about it to some publishers their reaction was : "Turn based ?!? No one wants to play that ! It's long and boring ! Make your game real time !" > imagination of the player immediately. It's tempting to save the > best for last to provide a final sense of "wow!" when they complete > the game, but two hard facts make this a bad idea: > > 1. The demo is often the first few levels, so if they're boring the > 2. Very few players actually complete games, so you really want to hmmm... what about the "rewarding" factor in the game. It has been a long time paradigm to reward players with better graphics, more demanding enemies and improved items to keep him playing. IIRC our marketing departement told us (back then) that "Game, Net & Match", one of the first real time 3D tennis games with internet play, sold less because reviewers wrote that there weren't any trophies displayed. The graphics were top-notch then but it didn't seem to be enough. Kind regards, Stefan |