Rick Goodman On Building Empires
Thanks to Empires Heaven for their interview with Stainless Steel Studios' head Rick Goodman regarding the PC RTS title Empires: Dawn Of The Modern World. He discusses why the game will become a trilogy by using expansion packs ("One of the compromises I think you make in Civilization 3 is, to cover that [large of a] period of time, you can't cover any one period very in-depth"), and the circumstances that led to his split with Age Of Empires creators Ensemble Studios, which he co-founded ("Ensemble wanted to do their next game in a year, and I told them that I wasn't the kind of guy that could do a game in a year and I should probably go off and take whatever time I needed and let them take the time they needed.") He concludes by discussing the difficulties of development: "One thing you learn [in the industry] that most gamers don't understand: that game development is a series of compromises."
It's about time that SOMEONE is willing to put their foot down and work for a company that wants to put out a quality title instead of another gaming quantity factory.
I'm looking forward to this game.
Dolemite
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Goodman mentions that
as he speaks of balancing the game between novices and expert players. However, this brings up a question that he dodges later in the interview(the third page, specifically), about where RTS games (and by extension, games in general) are going in the future.
He doesn't talk much about the decision to divide the game into two different styles, which is a shame. What about the future of games that, in the process of play, change from one style to another ? Let's take a current example - the Army game. It has an FPS part, and what they're calling an RPG part. Would a game where you did both of those things, then shifted more towards the RTS paradigm as your character ascended in rank, be marketplace-viable? What would you tell a developer who wanted to make a game along the lines of Elixir's Republic: The Revolution - only that it was an adventure game until you became a political big wheel, at which point it turned into a nation-building strategy game somewhat like Civ/Capitalism, with an intrusion of FPS in the Rainbow 6 style when ninjas attempt to kidnap the president ? Are these games inherently a bad idea, or has their time not yet come ? Final Fantasy-style minigames certainly wouldn't cut it - but I think that that shows that there have already been some tenative pokes at this.
Personally, I think that a game that's capable of moving between genres in response to the player's actions is a spectacularly good idea, but is it? And for that matter, if it is, what about implementation?
Unfortunately, being profound and being boring are not mutually exclusive; a fact that this sentence proves.
EE is without a doubt one of the most fun RTS games I've ever played. Start off in the prehistoric era and finish up in postmodern nanotechnological warfare. The fact that the maps can be truly gigantic makes for some neat changes in strategy (even modern aircraft need refueling, etc).
You cannot apply a technological solution to a sociological problem. (Edwards' Law)
"One thing you learn [in the industry] that most gamers don't understand: that game development is a series of compromises."
No game ever shipped without compromises being made. Otherwise, the game would still be in production. The key is identifying the smart compromises to make, and executing on them well.
I love Empire Earth, but imho Rise of Nations has completely supplanted it as the best RTS. It has everything EE has and more, simplified where it should be and deeper where its useful and important.