Jeremy Greenfield of Gamers With Jobs has just posted an interesting summary of his attempt to drive a city into the ground in SimCity: Societies. He found, as many critics did, that the system was too forgiving of screw-ups and that it may be harder to kill a city than to create one. Thanks to […]
Entries Tagged as 'Developers'
On Site Mini-Review: Guns of August
January 21st, 2008 · 10 Comments · Matrix, Wargames
Guns of August (Adanac Command Studies/Matrix Games) is a rare example of how to capture the seemingly uncapturable. Making a good game about World War I requires a design that forces the player to accept stasis on some fronts as a matter of course. It means creating rules that limit how much progress the player […]
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Sins of a Solar Empire Preview
January 18th, 2008 · 3 Comments · Gameshark, Ironclad, Preview, RTS, Sci Fi, Stardock
My preview of Sins of a Solar Empire is up at Gameshark. If you haven’t been following this game, do yourself a favor and check out everything you can. Still some work to be done, but I think Ironclad and Stardock have a real shot at something special here.
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EU: Rome Updates
January 18th, 2008 · 10 Comments · Ancients, Design, Paradox, Preview
There have been 11 Developer’s Diaries for Europa Universalis: Rome. It’s probably a good time to summarize what we do and don’t know and, of course, poke at a few of the details. Not everything in this list is equally important, and the list is a little more negative than my expectations are. I am […]
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Sins of a Solar Empire
January 10th, 2008 · 1 Comment · Preview, RTS, Stardock
I’ll have a full preview up soon, but I do want to keep the buzz going for Sins of a Solar Empire. For the uninitiated, it’s a real time 4X sci-fi game. Sort of a real time Galactic Civilizations, which makes sense since Stardock is publishing it. I wasn’t quite sure how you could keep […]
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Soren Johnson Interview
January 9th, 2008 · 2 Comments · Blogs, Firaxis, Maxis
Soren Johnson is also good for a quote, so it’s only natural for Rock, Paper, Shotgun to hit him up for an extensive interview about the PC market, game design and inspiration. Some highlights: On the shrinking range of AAA titles: [T]here’s still a few blockbuster Triple-A franchises that are still cranking out… but if […]
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