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Achron — an RTS With Time Travel

An anonymous reader writes "As much as I'm looking forward to StarCraft 2, there's a new RTS gaming tech that has me even more enthused. The Escapist Magazine has posted interviews and footage of the upcoming 'meta-time strategy game' Achron, which was announced at GDC earlier this year. It's a multiplayer RTS where you can send things through time. The official site has some gameplay footage as well, and it looks like their tech is useful outside of gaming."

141 comments

  1. I have this image... by Haffner · · Score: 1

    Of starcraft 2 with time travel. game starts, then "nuclear launch detected" with a blinking red light on your command center.

    --
    "Going to war without the French is like going deer hunting without your accordion." ~General Norman Schwarzkopf
    1. Re:I have this image... by SQLGuru · · Score: 1

      I just imagine it as playing Ground Hog Day....[smashing alarm clock.....]

    2. Re:I have this image... by eldavojohn · · Score: 3, Interesting

      Of starcraft 2 with time travel. game starts, then "nuclear launch detected" with a blinking red light on your command center.

      According to what I saw in the first video, this wouldn't be possible. Rather, you are able to fight in the past that has real influences on your present but you aren't able to truly fight your opponent when they are starting out. On top of that, you can see where your opponent is in your time stream. And on top of that, you can speed up how fast you flow through time. Since most RTS's are based on reaction time (hence the title of the genre), it becomes very obvious to me that the default strategy is to get into the game and crank your speed up as fast as it will go. Then beat your opponent to your resource rich future and send units back in time. Always fight as far back in the past as you can.

      Of course, they limit how far back you can go and how much influence you have in the past but this is a new balance that would make for interesting game play. I have a feeling that my above observations are learned early on in the learning curve.

      But in your scenario, you would both be in the future launching nuclear warheads on each other in the past. I doubt this game will include such far reaching weapons for the simple fact of confusing alternate realities.

      They didn't address what happens if you constantly send the same unit back in time from multiple points in your stream to generate an army at one point. I guess the 'update waves' are a function to control that.

      --
      My work here is dung.
    3. Re:I have this image... by jollyreaper · · Score: 5, Funny

      According to what I saw in the first video, this wouldn't be possible. Rather, you are able to fight in the past that has real influences on your present but you aren't able to truly fight your opponent when they are starting out. On top of that, you can see where your opponent is in your time stream. And on top of that, you can speed up how fast you flow through time. Since most RTS's are based on reaction time (hence the title of the genre), it becomes very obvious to me that the default strategy is to get into the game and crank your speed up as fast as it will go. Then beat your opponent to your resource rich future and send units back in time. Always fight as far back in the past as you can.

      The correct strategy is to send one unit back in time to kill your opponent's mother before he was even born. If that fails, you have one more shot before the sequels get crappy.

      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
    4. Re:I have this image... by eln · · Score: 4, Funny

      No no, you have it all wrong. The correct strategy is to go back in time and become your opponent's father. It may not necessarily help you win the game, but it will give all of your future "your mother" taunts a devastating ring of truth, thereby increasing their impact. Plus, you'll get laid, which is always a bonus.

    5. Re:I have this image... by Flea+of+Pain · · Score: 3, Informative

      Technically, I belive the goal is to make sure your parents still do it...otherwise that picture of you just might fade away to nothing...

      --
      Do not argue with an idiot. He will drag you down to his level and beat you with experience.
    6. Re:I have this image... by FourthAge · · Score: 1

      That's all good, until you discover that your opponent was actually your brother all along. In that case... eww.

      --
      The tao of democracy: the government you can vote for is not the real government.
    7. Re:I have this image... by PatrickThomson · · Score: 1

      They didn't address what happens if you constantly send the same unit back in time from multiple points in your stream to generate an army at one point.

      They covered this in another video, essentially it's possible, but they've balanced the game so that that behaviour consumes an unreasonable amount of resources, and that damage to the "parent" would presently manifest in all the "children" so such echoes would be unstable anyway.

      --
      I am one of many. My idea is not unique, nor do I expect my voice alone to sway you. I speak in a chorus of opinion.
    8. Re:I have this image... by MaerD · · Score: 1

      It still falls victim to becoming a terminator franchise.


      Player 1 (Who we shall call skynet) advances themselves far in to the future gaining the benefit of all the future tech and production to send units back in time to kill Player 2's (Who we shall call.. John) units.

      John realizes that the best thing he can do is occasionally send units back in time, but for the most part fight "in the present" with the troops at his disposal. If he can destroy the structures required to produce the units sent back in time by skynet, he can prevent those units from ever being made and therefore having killed any of his troops in the past.
      This enables John to have a larger, better equipped army in the future that can easily destroy skynet's limited defenses.

      --
      I put on my robe and wizard hat..
    9. Re:I have this image... by 10Neon · · Score: 1

      A player that spends more of their time in the present will regenerate chrono energy faster than one that spends it in the past. Combine that with strong traditional-RTS skills, and you force your opponent to try to make up for it in extremely efficient time travel decisions

      In the developer blog, it is mentioned that one of the developers (the guy who came up with the idea) is really good with time travel, and the other (the lead programmer) is a strong traditional RTS player. While their skill types are very different, and they spend their time at different points on the timeline, they more-or-less come out even.

      So, while it is a valid strategy to play from as far back in time as possible, it is also just as valid to stay close to the present, and make it tough for your opponent to keep up- especially with the advantage of faster chronoenergy regeneration that can be spent in large bursts.

      --
      The Guide is definitive. Reality is frequently inaccurate.
    10. Re:I have this image... by Delwin · · Score: 1

      They actually did describe how that works elsewhere (and of course now I can't find the video). Yes, you can send a single unit back in time to create an 'army of one' but the resources required to send a unit back are never less than the resources to just build another unit so it's not a cost effective strategy resource-wise though it can be valuable time-wise.

    11. Re:I have this image... by Chris+Burke · · Score: 1

      And, thanks to a misreading on my part, I had a mental image of Archon, where your Sorceress had the ability to go back in time to before your dragon got his ass kicked by a fucking unicorn.

      Course you could pretty much already do that, so that didn't make much sense. So I had to read again, oh A-Chron, I get it. Aw, no new Archon game. :(

      --

      The enemies of Democracy are
    12. Re:I have this image... by Chris+Burke · · Score: 1

      Or what if he decides to return the favor by going back in time to become your father as well?

      Well, a custody lawyer would get rich, is what, but I mean aside from that!

      --

      The enemies of Democracy are
    13. Re:I have this image... by Chris+Burke · · Score: 1

      Technically, I belive the goal is to make sure your parents still do it...

      Sweet Jeebus. I don't even want to think about whether my parents still do it, much less make sure!

      --

      The enemies of Democracy are
    14. Re:I have this image... by lgw · · Score: 1

      The you both could sing "I'm my own grandpa"! A rarity even by appalachian standards.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    15. Re:I have this image... by The+Archon+V2.0 · · Score: 1

      And, thanks to a misreading on my part, I had a mental image of Archon,

      You rang?

      where your Sorceress had the ability to go back in time to before your dragon got his ass kicked by a fucking unicorn.

      Or, as in my worst loss ever, a damn goblin suddenly wires himself up like he's on crack, hits a couple lucky scenery changes that ALL bump him closer to his target and out of the way of my last shot, and is bloody impossible to hit until he's so close he's busy turning the wizard into a fine paste. A GOBLIN!

      Most memorable game? Ended in a tie. Not a draw, but a tie. The sorceress and wizard (the last pieces for their respective sides) took each other out with their last shot. Empty board, tied game.

      Aw, no new Archon game. :(

      More's the pity, huh? I'd even take an Adept-based game now.

    16. Re:I have this image... by WarlockD · · Score: 1

      Sorry, no one owns time travel more than these guys.

    17. Re:I have this image... by gringer · · Score: 1

      They didn't address what happens if you constantly send the same unit back in time from multiple points in your stream to generate an army at one point. I guess the 'update waves' are a function to control that.

      Er, yes they did. Gameplay overview video, about 2:28, 2:45 and 3:20.

      In an attempt to summarise, this is a valid tactic, but sending units back in time consumes chronoenergy (more consumed the further back they are sent), so there's an energy limit to the size of your army.

      --
      Ask me about repetitive DNA
    18. Re:I have this image... by Shadow+of+Eternity · · Score: 1

      Actually they did in one video, damage incurred to past incarnations is carried to future incarnations somehow. I don't know if this means you can take strategic incarnations out of the timeline to the future to repair them or what. The whole game looks like someone saw the time travel vocabulary part of the hitchikers guide and said "Hey lets build an RTS around that!"

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    19. Re:I have this image... by Anonymous Coward · · Score: 0

      Kill yourself!

  2. Time travel RTS is hard to imagine by erroneus · · Score: 3, Insightful

    It's easy to imagine pushing things into the future, but pushing things back is a little harder. If it were single player, then okay... the computer remembers were everything was at the time somehow, but you would have to travel with it to make the simulation work or, perhaps, be required to work with multiple time segments simultaneously. But to do it multiplayer? Really boggles the mind.

    1. Re:Time travel RTS is hard to imagine by MankyD · · Score: 4, Interesting

      It is a little hard to picture, but think of it like this:

      You're opponent goes in the past and kills your troops. In the present, suddenly, your troops start disappearing. You look down at the bottom of the screen and see your opponent screwing around in the past (it shows you where they currently are in time.) So you send some of your troops back to stop his attack. It is rather complex, but they make it work remarkably well.

      You can even send a troop back in time to team up with itself.

      --
      -dave
      http://millionnumbers.com/ - own the number of your dreams
    2. Re:Time travel RTS is hard to imagine by vertinox · · Score: 2, Funny

      It's easy to imagine pushing things into the future, but pushing things back is a little harder.

      Nah. Its pretty easy! Haven't you seen Bill and Ted where they just have to remember to go back in time to get a particular objects to show up.

      Maybe if you start a build queue then you instantly get it but you have to keep the build queue running until then or you blow up the space time continuum by not having the unit to send back when its ready.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    3. Re:Time travel RTS is hard to imagine by Trepidity · · Score: 1

      Sounds a bit like parts of the plot of Primer (probably the best film about time-travel there is).

    4. Re:Time travel RTS is hard to imagine by Jarjarthejedi · · Score: 3, Informative

      That's not even close to how Achron is currently described as working. Instead you'd be playing in the present and you'd notice your opponent was in the past (it displays player's location in time) causing damage (it also displays when in time you take damage). Then you could decide whether to go back and fight him, send some extra units back to help, or just ignore it and push the offensive in the future (the units won't be damaged/destroyed until a 'time wave' arrives, which also show up on the past display).

      Units don't disappear when they're killed in the past, the disappear a timewave passes through some time when they don't exist then reaches the present.

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    5. Re:Time travel RTS is hard to imagine by MankyD · · Score: 1

      You're right in that I forgot to mention the time-waves. The opponent goes back to kill you in the past, which you see (like I mentioned) but his actions take time to catch up with you.

      --
      -dave
      http://millionnumbers.com/ - own the number of your dreams
    6. Re:Time travel RTS is hard to imagine by Anonymous Coward · · Score: 0

      Reminds me of Journeyman Project. Data discs were stored in the very distant past, so that when a time wave was detected, you could leap over it, get a recorded copy of history, return to the modified present and start trying to undo the damage done by the interloper.

      Done in real-time multiplayer? To quote Keanu Reeves... "Whoa"

    7. Re:Time travel RTS is hard to imagine by Anonymous Coward · · Score: 0

      That's not even close to how Achron is currently described as working. Instead you'd be playing in the present and you'd notice your opponent was in the past (it displays player's location in time) causing damage (it also displays when in time you take damage). Then you could decide whether to go back and fight him, send some extra units back to help, or just ignore it and push the offensive in the future (the units won't be damaged/destroyed until a 'time wave' arrives, which also show up on the past display).

      Units don't disappear when they're killed in the past, the disappear a timewave passes through some time when they don't exist then reaches the present.

      Not even close? All you managed to say was exactly what MankyD did with the exception of mentioning the timewave.

    8. Re:Time travel RTS is hard to imagine by Anonymous Coward · · Score: 0

      The only events the computer has to remember are the player inputs(just like a macro). The game state can easily be saved at timed intervals like they do today. Then, when an event is sent in the past, the game has all the information it needs to recalculate the current state.

      The main issue I see here is having enough computing power available to recalculate the final gamestate. The current gamestate would simply be discarded and conflict resolution would occur as if the game played out in realtime.

    9. Re:Time travel RTS is hard to imagine by Estragib · · Score: 2, Informative

      Please clean your links. That way we'd know you're not some lowly affiliate spammer.

    10. Re:Time travel RTS is hard to imagine by Anonymous Coward · · Score: 0

      What happens if I send back a unit to destroy the base that created it?

    11. Re:Time travel RTS is hard to imagine by varcher · · Score: 1

      What happens if I send back a unit to destroy the base that created it?

      See the video where this advanced tactic is discussed ("Grandfather paradox" section).

    12. Re:Time travel RTS is hard to imagine by Anonymous Coward · · Score: 0

      What's the advantage of that? In the unlikely event someone actually buys it directly after clicking a link, I don't see a particular reason to throw an extra $0.50 to a giant multinational corporation rather than some random commenter.

    13. Re:Time travel RTS is hard to imagine by Anonymous Coward · · Score: 0

      What's the advantage of that?

      You know very well Amazon is not going to eat that $.50. Also, I think it's a matter of courtesy and honesty.

    14. Re:Time travel RTS is hard to imagine by Anonymous Coward · · Score: 0

      I wish gggp poster hadn't linked Amazon at all, because I think buying DVDs is a scam, and buying from One Click Amazon doubly so. But both those battles are pretty much lost. If people are going to link to and buy from Amazon anyway, I'd rather as many of them as possible were through affiliate links, so some of the money gets diverted from Amazon's revenue stream. Even if Amazon doesn't eat the cost ultimately, it'll raise their cost of doing business and hopefully make it easier for less nefarious companies to compete.

  3. good to see it as a mechanic by Trepidity · · Score: 4, Interesting

    In novels, there are roughly two main ways time-travel might be used (with a lot of gray area and variations): as a simple plot device that changes the setting, or as a hard-sci-fi thought experiment about how the world might work, or what effects there might be, if time travel were possible, and particular laws governed it. There've been videogames using the first strategy, of course. And some have elements that start going towards the second, but still embedded in the game's plot rather than the actual game mechanics. Interesting to see time-travel and its effects as an actual playable element.

    1. Re:good to see it as a mechanic by TheRealMindChild · · Score: 1

      ... if time travel were possible ...

      Let me save you and the world the struggle of finding the answer to this. Time Travel is NOT possible. Let me explain why.

      I call this "The asshole theory". See, there is always an asshole in the bunch. Someone who makes things difficult and wrecks situations just because they can. Moving infinitely forward in time, there will be an infinite amount of these assholes somewhere throughout the cosmos.

      With that, if time travel WERE possible, going infinitely into the future, one of these assholes will eventually go back to the beginning of time and screw it all up. So, ultimately, if time travel were possible, we wouldn't be here.

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    2. Re:good to see it as a mechanic by lgw · · Score: 1

      Riiiight - becuase when you look around, you don't see the kind of world we'd get if some asshole went back in time and screwed everything up? Heck, I'd say you've solved the age-old Problem of Evil: an omnipotent and loving God did make an eternal utopia for his creations to live in ... then some asshole went back in time and screwed it all up, and here we are!

      Moving infinitely forward in time, there will be an infinite amount of these assholes somewhere throughout the cosmos.

      While many civilizations may have independently created time travel, only one would emerge victorious from the Time ars, and those Time Lords would then go back in time and remove the competition, so that the time war never happened. It's just that anyone else who gets close to inventing time travel dies mysteriously in an accident. That would mean we only have one civilization's worth of assholes to deal with, and therefor a finite number of assholes screweing things up. That seems about consistent with my observations.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    3. Re:good to see it as a mechanic by richardablitt · · Score: 1

      That's assuming that you'll be able to go back in time to whenever you want. It's also possible that you can't go back before whatever you're using for time travel existed.

    4. Re:good to see it as a mechanic by Anonymous Coward · · Score: 0

      You're making a few flawed assumptions. Few people believe the universe will exist forever, and even if it did, we're not sure it's possible for a civilization to advance enough to be ABLE to go back and fuck everything up, rather than just going back and flailing ineffectually.

    5. Re:good to see it as a mechanic by meta-monkey · · Score: 1

      one of these assholes will eventually go back to the beginning of time and screw it all up.

      ...which explains the modern world. Thanks for proving time travel exists.

      --
      We don't have a state-run media we have a media-run state.
    6. Re:good to see it as a mechanic by Turiko · · Score: 1

      There's also Timeshift, an FPS in wich the player has control over time for a small duration. Things like making something fall down then reverse time and get on it are needed to complete the game.

    7. Re:good to see it as a mechanic by Clockwork+Apple · · Score: 1

      "Heck, I'd say you've solved the age-old Problem of Evil: an omnipotent and loving God did make an eternal utopia for his creations to live in ... then some asshole went back in time and screwed it all up, and here we are!"

      I think you have left out one of the legs of the tripod. The "problem of evil" involves an all loving, all knowing, all powerfull being. If there was an asshole going back to screw it all up, then the all knowing god should know about it. If that god can't do anything about it, then he's not all powerfull. If the god refuses to do anything about it then it's not all good. And if the asshole goes undetected, then the god's not all knowing.

      C.

      --
      "Doctor, it's not the voices I hear in MY head, but the voices I hear in YOUR head that really frighten me."
    8. Re:good to see it as a mechanic by Anonymous Coward · · Score: 0

      It's also possible that time travel is possible, but we don't discover it before the end of intelligent life on this planet. Maybe we do discover it, but it's a closely guarded secret and life ends shortly afterwards. All we know for certain is that it doesn't become widely available for a long period of time. That != impossible. Also, maybe it's only possible to travel a certain distance into the past. There's that possibility too.

      Also, we do know for a fact that time travel of a sort is in theory possible in one direction. The only questions are whether we can actually go that fast and whether it's possible to move backwards.

    9. Re:good to see it as a mechanic by Anonymous Coward · · Score: 0

      If the god refuses to do anything about it then it's not all good.

      Unless of course you factor in the concept of "respecting Free Will" is good. If that is part of your moral construct than a god who actively thwarts the will of living assholes is not benevolent, but the one that waits to punish them after they die would be. In otherwords, it would be good that a god gives his creations Free Will, even if by doing so it allows them to screw up the space-time continum for everyone else in the physical universe.

  4. "Tech" by Anonymous Coward · · Score: 0

    Who uses retarded terms like this? I mean, honestly.

  5. Time travel to the future or to the past by Krneki · · Score: 0, Redundant

    Sending stuff to the future ain't a problem, you just forget about it for 10 years. :)
    Sending stuff to the past would unbalance the game.

    --
    Love many, trust a few, do harm to none.
  6. Very Original by Prien715 · · Score: 4, Interesting

    This is the most original thing I've seen to come out of the RTS genre in a long time.

    And to think, there's no reason Blizzard couldn't have done something just as innovative and different for SC2...they just don't want to take risk.

    --
    -- Political fascism requires a Fuhrer.
    1. Re:Very Original by jandrese · · Score: 2, Insightful

      It remains to be seen if this wildly experimental game is actually fun though. Obviously there has to be some way to make something permanent (maybe unit death?) given that otherwise the game devolves into each player just pulling repeated time tricks on each other forever (see: Bill and Ted's Excellent Adventure).

      --

      I read the internet for the articles.
    2. Re:Very Original by krou · · Score: 5, Funny

      Or you get as confused as Dark Helmet in Spaceballs ...

      Dark Helmet: What the hell am I playing? When does this happen in the game?
      Colonel Sandurz: Now. You're looking at now, sir. Everything that happens now, is happening now.
      Dark Helmet: What happened to then?
      Colonel Sandurz: We passed it.
      Dark Helmet: When?
      Colonel Sandurz: Just now. We're at now now.
      Dark Helmet: Go back to then.
      Colonel Sandurz: When?
      Dark Helmet: Now.
      Colonel Sandurz: Now?
      Dark Helmet: Now.
      Colonel Sandurz: I can't.
      Dark Helmet: Why?
      Colonel Sandurz: We missed it.
      Dark Helmet: When?
      Colonel Sandurz: Just now.
      Dark Helmet: When will then be now?
      Colonel Sandurz: Soon.

      --
      'If Christ had tweeted the sermon on the mount, it might have lasted until nightfall.' - John Perry Barlow
    3. Re:Very Original by ildon · · Score: 1

      The big problem I see is that you're going to spend the majority of your time playing against a computer-controlled opponent when it comes to micromanagement and unit control. That takes away a lot of the draw of multiplayer RTS games for me.

    4. Re:Very Original by smartr · · Score: 1

      Has Blizzard ever really been innovative like you speak? I find that when you think about it what they pull off best is depth, quality, detail, fun, and consistency in these matters. The engines they use aren't anything cutting edge. They don't really put anything out that hasn't been done somewhere before. They just take all the pieces and put them together in perfect execution.

    5. Re:Very Original by Anonymous Coward · · Score: 0

      It takes all kinds. I've always found micromanagement to be off-putting in RTS games. Seems less of a 'strategy' thing and more of an 'arcade' thing. I've always preferred games like Shogun: Total War that limit your ability to micromanage troops. This 'chrono-energy' idea seems like a brilliant solution; from the player's perspective, it limits the ability to micromanage in the past, making you think more about your strategy than your tactics, and from the game engine's perspective, it reduces the occurrence of updates to the timeline, meaning fewer re-simulations of the altered history. Of course, I've always been better at micro than macro anyway. I'm the guy that will repeatedly crush an enemy in the field, only to reach their base with a sorely depleted army and get completely pwned by his renewed supply of higher-tech troops funded by expansions. But, the micromanagement is not what I find fun about the games; I wish RTS designers would save the reflex tests for Geometry Wars. Achron sounds like each attack by the opponent is a puzzle that you need to solve, causing you to spend more time fighting your opponent's mind and less time fighting their fingers.

    6. Re:Very Original by Jarjarthejedi · · Score: 1

      Unit Death, limited time travel energy, limited player time (eventually the event's going to pass off the left side of the timeline, no more undoing when that happens).

      You can only mess around with a few minutes, past and future of the present.

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    7. Re:Very Original by KDR_11k · · Score: 1

      The bigger issue I see is whether it'll end up overwhelming the player.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:Very Original by brkello · · Score: 1

      That's such a strange criticism. Blizzard also could have added a portal gun, made you make moral choices, and give you a dog that followed you around and dug up treasure. Maybe their lore didn't want to add in time travel. Maybe none of the developers thought of it.

      This whole "games have to be innovative" crap needs to go away. Innovation doesn't make a good game. I'll be more than happy if SCII is as fun as the first SC with better graphics and more story. You don't need Blizzard to have time travel, because this game has it.

      And even more than that, Blizzard is a legendary company because it doesn't innovate. It takes a genre and polishes it better than any other company to make some of the most popular games of all time. And you, random guy posting to Slashdot, think you know better. Give me a break.

      --
      Support a great indie game: http://www.abaddon360.com
    9. Re:Very Original by 2obvious4u · · Score: 1
      Even better movie scenario for this:

      But we are forced to look a step back and ask what would have happened had Evil Bill & Ted never arrived. Sadly, the movie fails on this point, because they would have had no show, no message, no glory, and no future of peace and brotherhood which De Nomolos would wish to destroy. However, this particular history--the one in which Bill and Ted appear at the Battle of the Bands but Evil Bill and Ted did not arrive to interfere--never happened. But the reason for that has not yet been revealed.

      As time reaches 2691, De Nomolos realizes that he has failed, and somehow steals a time machine to go back and do it himself. Again, he faces the same hazards he created by sending back his robots, but he has not considered these. De Nomolos then in large part intensifies the history he wishes to avoid: He gives his enemies a world-wide audience they could not have had without him.

      What happens in this timeline is highly speculative. Bill and Ted decide to set up the sandbag, but it is not there. In a bloody shoot-out, the police capture De Nomolos, but the boys escape. At this point it might not matter whether or not they perform, because they have a time machine on stage, and they know how to use it. Once De Nomolos is taken, they take the time machine, and quietly go back to set up the sandbag. Note that if De Nomolos is not captured or killed, they cannot make the trip in his time machine, so they have to win; but as we discussed in Terminator, if something bad hasn't happened they will have no reason to do so. Thus I suggest that De Nomolos hurt, possibly killed, some people other than the boys, leading them to decide to undo it.

      This sets up another timeline, because on cue the sandbag falls, smashing the gun in De Nomolos' hand. But the villain is infuriated, and Bill and Ted suddenly realize they should have included a cage. He charges them, and is again taken prisoner. Again Bill and Ted use the time machine on schedule, this time installing the sandbag and the cage. De Nomolos is captured in the new timeline.

      He suggests that he, too, can travel back and make changes. He produces a key for the cage. He then produces a second gun. But Ted tells him that he's mistaken: only the winner can go back and make changes. This point is critical to our understanding of time travel: in order to make the trip back to fix the past, you must have survived to make the trip. Bill and Ted take credit for the key and the gun. But this means two more trips. First they must plant the key. This strikes me as unlikely in the extreme. De Nomolos appears to draw it from his pocket, which would mean they would have to have found him before he appeared on stage and planted it in his pocket; but he just came from the future, a time and place unknown to them, so it would not be easy to do. But overlooking this logistical complication, they must have decided that it would make for a better show if they also provided him with a key. He pops out and announces that he has arranged for another gun, but it isn't there, so he is taken by the police. Again Bill and Ted go for the showmanship, and in this timeline add the gun, the fake gun which promotes them. Finally De Nomolos is taken into custody, no one is hurt, and the show is perfect.

      In each of these timelines the next event is that Bill and Ted are faced with the fact that they are lousy musicians asked to perform to the world. The world has seen only the tail end of this show, but could still be impressed. And these concerts don't matter too much, because in each case the boys are about to go back and make changes to history, so they'll get another first try.

      And they still have the time machine, and they still know that this is a critically important moment in their lives. So having bombed at the concert, they now abscond with the time machine, make that trip back to alter the past, and then begin their

    10. Re:Very Original by Anonymous Coward · · Score: 0

      I'm pretty sure that this game will have LAN play too, another one-up against Blizzard.

    11. Re:Very Original by nasch · · Score: 1

      That's such a strange criticism. Blizzard also could have added a portal gun, made you make moral choices, and give you a dog that followed you around and dug up treasure. Maybe their lore didn't want to add in time travel. Maybe none of the developers thought of it.

      I agree with you that they didn't need to add time travel. However, if you repeatedly click on an Arbiter, you can see that they did in fact think of it, way back in 199-whatever. :-)

    12. Re:Very Original by brkello · · Score: 1

      Oh! I finally came up with an analogy! Criticizing Blizzard for making non-innovative games is like criticizing Britney Spears because she doesn't sing about how to solve differential equations. They are doing what works for them and lots of people still love them anyways. (Not a perfect analogy though, because Blizzard doesn't suck)

      --
      Support a great indie game: http://www.abaddon360.com
    13. Re:Very Original by Prien715 · · Score: 1

      Uh. Yes. They used to be known for this:

      Lost Vikings featured co-op play and was a puzzle-action platformer.

      Diablo invented the action RPG.

      Starcraft was the first RTS to feature truly differentiated races (technically, Warcraft had "differences" as did other games...notably C&C, but not completely different tech trees/methods of building/etc).

      Warcraft 3 was the first RTS with an action-RPG "hero" system (yes, you could get experience in games like Myth...but there was no choice in the matter, no items, etc).

      WoW was the first MMO where you primarily leveled through non-repeatable quests (to my knowledge).

      I don't think Blizzard has ever been known for technical innovation...but they've also managed to do quite well in the past with innovative gameplay.

      --
      -- Political fascism requires a Fuhrer.
  7. Chronobelt in RA3 by Anonymous Coward · · Score: 0

    This isn't revolutionary. Tanya's chronobelt in Red Alert 3 already had the feature of moving the character back to her previous location and state. Once you have that mechanic, sending something forward in the is trivial -- it's just an event that's triggered by a timer.

    1. Re:Chronobelt in RA3 by improfane · · Score: 4, Insightful

      The chrono belt probably just logs the character's X,Y every 5 seconds. This does not actually imitate time travel or solve time paradoxes. That chronobelt does not undo what you just did 5 seconds before!

      When you go back in time and change something or forward, you have to solve a paradox of something happening.

      Achron does this by running both possibilities simultaneously. It's definitely novel and fresh.

      --
      Slashdot needs Geekcode | Can anyone recommend any good SCIFI? My tastes: Foundation, Startide Rising, CITY, Ringworld,
  8. Preview by Junior+J.+Junior+III · · Score: 5, Funny

    Having already played this game in the future, I can only say that things get really strange if you try to go back in time before the game was launched and try to prevent it from being installed on your opponents computers.

    Also, if you see a player on the network named John Titor, don't play against him. He seems to know what's going to happen already. Fscking cheater!

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
    1. Re:Preview by lennier · · Score: 1

      This is where we're stuck having to simulate time travel with sequential physics. But when Google buys the LHC...

      --
      You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
  9. Wow, very original by Dan667 · · Score: 1, Flamebait

    And the reason I still don't own a console. PC games are just more fun if you like things like this.

    1. Re:Wow, very original by Krneki · · Score: 4, Funny

      Console players play this the whole time. PC games 5 years in the past. :)

      --
      Love many, trust a few, do harm to none.
    2. Re:Wow, very original by Dan667 · · Score: 1

      If you mean I can play games like Fallout and Baldurs Gate and Crysis at full settings on the same PC, guess you are correct. Good luck even getting an xbox360 to work in 5 years.

    3. Re:Wow, very original by Supurcell · · Score: 1

      Fallout and Baldur's Gate barely work on computers now. I'm going to wish you good luck running them on a modern computer from 5 years in the future.

    4. Re:Wow, very original by Cederic · · Score: 1

      Hmm. I can download, install and play Fallout in around 20 minutes.

      (Legally)

      Baldur's Gate would admittedly be trickier, as I'd need to rummage through the cupboard..

  10. An real time strategy... by BlueKitties · · Score: 2, Interesting

    I'm normally not a grammar nazi, but it looks like it's time to apply the grammarFunc. grammarFunc("An real time strategy...") --> "A real time strategy..." grammarFunc, for all your recursive grammar policing needs.

    --
    "Sorrow is better than laughter, for by sadness of face the heart is made glad." [Ecclesiastes 7:3]
    1. Re:An real time strategy... by Anonymous Coward · · Score: 1

      When using a/an with an acronym, it is acceptable to base your word choice on how the acronym is pronounced. Since most people will read RTS as "Are Tee Ess" you would use an because of the A in Are. It's certainly debatable, and I would say that a and an are both correct, but I wouldn't be pedantic and "correct" someone for not using the word I would prefer...

      And no one will see this because I'm an AC...

    2. Re:An real time strategy... by Anonymous+Cowar · · Score: 4, Informative
      hyper correction above: Use of 'a' or 'an' before an acronym

      If the acronym is pronounced as individual letters, such as NSA (National Security Agency), then use the article that would be appropriate when pronouncing the first letter: "an NSA representative."

      So 'an RTS' is correct unless you pronounce 'RTS' as a word (arrrt-ssss?). Unless you've pulled "An Real Time Strategy" from somewhere else that isn't in the summary or summary title, if so, carry on.

    3. Re:An real time strategy... by Anonymous Coward · · Score: 0

      The "rule" is completely wrong. Try "an PBS representative."

    4. Re:An real time strategy... by Anonymous+Cowar · · Score: 1

      The "rule" is completely wrong. Try "an PBS representative."

      Let me quote something from the post you just responded to:

      then use the article that would be appropriate when pronouncing the first letter

      Break PBS into its component letter sounds, 'Pee-Bee-Ess', because it starts with a 'Pee sound, you use the appropriate 'a' article.

      Next up, I'll go over sentence fragments.

    5. Re:An real time strategy... by ArbitraryDescriptor · · Score: 1

      When using a/an with an acronym, it is acceptable to base your word choice on how the acronym is pronounced. Since most people will read RTS as "Are Tee Ess" you would use an because of the A in Are. It's certainly debatable, and I would say that a and an are both correct, but I wouldn't be pedantic and "correct" someone for not using the word I would prefer...

      And no one will see this because I'm an AC...

      QA, in most cases, wants us to assume the letters will be read individually. In the acronym heavy subject matter it just tends to flow better since people tend to speak the acronym when discussing it anyway.

      Personally, reading "To save resources, we are using a LCS," causes my brain to make that "click" sound a bad hard drive makes.

    6. Re:An real time strategy... by AP31R0N · · Score: 1
      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    7. Re:An real time strategy... by Anonymous Coward · · Score: 0

      I think the idea here is that if the first letter of an acronym has a vowel sound (regardless of whether it is or is not actually a vowel) such as those in NSA (en-es-ay) and RTS (ar-tee-es), then it's appropriate to use 'an'. Other wise, you use 'a'. The same principle (although more often debated) applies to words with silent letters, like 'hour.' Typically, people say 'an hour' which should be correct, but some people get uppity on a few of those silent letter ones.

    8. Re:An real time strategy... by Chris+Burke · · Score: 3, Informative

      It's certainly debatable, and I would say that a and an are both correct, but I wouldn't be pedantic and "correct" someone for not using the word I would prefer...

      How is it debatable?

      The whole "a vs an" thing comes from the spoken language. You use "an" before words that start with a vowel sound, because the consonant breaks up the vowels and thus the words so it's easier for people listening to distinguish them.

      Say "an RTS" out loud, pronouncing each letter. Notice how it rolls off the tongue easily. Now say "a RTS", and you either have to insert an awkward pause between 'a' and 'R', or you risk losing the 'a' while sounding like a pirate. Which is fine on Talk Like a Pirate Day, but even a pirate would say "an aaaaaaarrrr-tee-es." Try it with "a/an artichoke" if the acronym is still messing you up. It's the same principle, though -- it's the sound that matters.

      It might be debatable that "a RTS" is a correct alternative in writing. It is not debatable that "an RTS" is correct, because it absolutely is correct.

      --

      The enemies of Democracy are
    9. Re:An real time strategy... by Chris+Burke · · Score: 1

      So 'an RTS' is correct unless you pronounce 'RTS' as a word (arrrt-ssss?).

      Even then 'an' would be correct, because it's the presence or absence of a vowel sound that matters.

      For 'a RTS' to be the correct version would be if you pronounced it "Rits". Which I guess has a certain ring to it. "What were you doing last night?" "Oh, puttin on the ritz."

      --

      The enemies of Democracy are
  11. Good timing for a SC alternative? by Anonymous Coward · · Score: 0

    With Blizzard treating sc players as bad as it has been (delaying again and again the launch of SCII, monthly fee for battle.net, no LAN playing, hunting down PvPGN servers) this is a one-of-a-kind opportunity for someone else to take the lead. It's now or never - do or die kind of decisive moment. It may be that this back to future approach is the little extra that was needed to gather attention and, who knows, maybe Blizzard will suddenly start to listen to their SC players...
     

    1. Re:Good timing for a SC alternative? by Anonymous Coward · · Score: 0

      While there is merit to some of your points, where do you get a monthly fee for battle.net from? I can find, at best, speculative articles from third parties, however everything stated by Blizzard is completely to the contrary.

      Either provide a source or stop spreading FUD.

    2. Re:Good timing for a SC alternative? by space_jake · · Score: 1

      Supreme Commander 2

  12. Re:Is it that big a deal? REALLY? by Atlantis-Rising · · Score: 0, Offtopic

    Pathfinder seems simply to be an extension to D&D 3.5- I am hard-pressed to see how it's 'pretty much shaking up the entire gaming community'.

    --
    "It is possible to commit no errors and still lose. That is not a weakness. That is life." -Peak Performance
  13. Confusing by improfane · · Score: 2, Informative

    They've limited the number of possible states (fractures) in space time with a graph that only has a limited number of states.

    Eventually they fall off the edge and you can not longer go back there so it's not arbitrary.

    I just hope things like AI are smart enough to change the future although it will be complex: you send a unit on a waypoint from A to B. Your opponent sends a unit to run past you in this past. Do your units attack this unit automatically and then are in a different position in the future?

    --
    Slashdot needs Geekcode | Can anyone recommend any good SCIFI? My tastes: Foundation, Startide Rising, CITY, Ringworld,
  14. Terminator by Anonymous Coward · · Score: 0

    Isn't this "kill in the past so you are better in the future" what Terminator and The Sarah Connor Chronicles was all about?

  15. Haven't I seen this before? by vertinox · · Score: 4, Funny

    "Spear men sapping my tanks!"

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  16. Old-Skool Archon by Anonymous Coward · · Score: 0

    This new game doesn't interest me.. but I'm gonna hook up my old 5.25" disk drive and look for that copy of ArchonII I used to play on my XT.

  17. Hands on the barberpole by Drawsalot · · Score: 1

    Sure sounds like it would eventually become a series of one-ups, like grips up the bat or the barberpole. "My unit takes yours."; "No, my unit goes back 5 minutes and takes you". Rinse and repeat.

    1. Re:Hands on the barberpole by k_187 · · Score: 1

      Yeah, I'm having a hard time figuring out how this would play any differently than a normal RTS. Except now, you send your units back in time before they attack instead of just sending them to attack.

      --
      11 was a racehorse
      12 was 12
      1111 Race
      12112
  18. Blizzard and Starcraft 2 by manekineko2 · · Score: 1

    Blizzard revising Starcraft 2 is not really like most traditional sequels. The original has become so popular that it is like a sport in many ways, and sports fans and players don't generally want to see a wholesale revision of the game, at most they want small gradual improvements. Basketball might be really awesome with trampolines scattered around the floor, but that's not basketball anymore.

    If Blizzard were to do something extreme like this, it would best to make it its own series, perhaps as a spinoff.

    1. Re:Blizzard and Starcraft 2 by nasch · · Score: 1

      Basketball might be really awesome with trampolines scattered around the floor, but that's not basketball anymore.

      Nope, that's SlamBall.

  19. Gameplay looks sensibly nth dimensional ... ! by Lemming+Mark · · Score: 5, Informative

    I looked at some demo footage of the game and it seemed like time travel really is just like literally adding another dimension to an RTS game. Where in a normal RTS you can be attacked in the West, East, North, South (and potentially on different levels, if the game has land and air units, in Achron you can also be being attacked at a physical location that's also "in the past" and "in the future". You can go to the past and future like you'd go to different places on a map.

    To make it sane, the player exists in "meta time", a kind of overall time that ties together all the different positions in game time. The difference from a spacial dimension is:

    a) the further away from the current moment you want to operate, the more time energy you use up. I think you can observe any time period for free, it's just if you want to send information or objects through time that it gets expensive.
    b) effects take a while to propagate - stuff causally resulting from a battle in the past takes a certain amount of meta time (player time) to propagate to the present game time. Sounds weird but think of it like this: if your opponent goes back in time and blows up *all your stuff* you will not see anything change in the present have until the "time wave" propagates the results of these events forward to the present. At that point all your units are going to disappear. But in the meantime you have a (limited) window in which to go back with some units and "fix" the past.

    This *sounds* complicated but it really is just like an extra dimension of movement with some odd properties added. It makes a lot more sense if you watch the videos, once it clicks, it clicks.

    And yes, you can do grandfather paradoxes and travel to the future. Have fun!

    1. Re:Gameplay looks sensibly nth dimensional ... ! by Jarjarthejedi · · Score: 3, Informative

      a) Observing the past doesn't cost any energy but they're repeatedly said that you regenerate energy faster the closer you are to the present.

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    2. Re:Gameplay looks sensibly nth dimensional ... ! by ArbitraryDescriptor · · Score: 1

      At work, can't see for myself. Were the following situations explained:
      What happens when a factory is taken out in the past, do all units propagated from it vanish?
      What of resource collectors, does all income generated vanish, do units purchased with said resources vanish?

    3. Re:Gameplay looks sensibly nth dimensional ... ! by Lemming+Mark · · Score: 1

      Thanks, forgot that - it's a while since I've looked at the Achron demo videos.

      It seems like they've given a decent amount of thought to how to balance the gameplay.

    4. Re:Gameplay looks sensibly nth dimensional ... ! by Lemming+Mark · · Score: 2, Informative

      IIRC the effects of a factory being taken out in the past (and maybe ditto for the resources thing, don't really know) are the following:

      When the factory is destroyed in the past, you'll stop being able to build units when working in the past. The units you'd built with the factory *originally* (i.e. earlier in *player time*, not game time) will still exist in the present, they won't just vanish.

      The destruction of the factory will propagate as a "time wave", through meta time. Which is to say that the effects of destroying the factory will eventually (from the player's PoV) appear in the present. At that point, yes, your units (and the factory) will probably disappear.

      In the meantime you may have gone back in time with those units (!) and saved the factory (!!). According to my understanding, you may then have to wait until *that* change propagates through meta-time to the present. Until this happens you will not have access to that factory or the units it made when playing in the present.

      Make sense?

    5. Re:Gameplay looks sensibly nth dimensional ... ! by ArbitraryDescriptor · · Score: 1

      It does. I got a chance to see for myself this morning; quite interesting how far they've taken it. IE: Time-Cloning units is possible; but you'll wind up paying for them in diminished temporal flexibility.

    6. Re:Gameplay looks sensibly nth dimensional ... ! by Lemming+Mark · · Score: 1

      Really? Interesting, that hadn't clicked with me. What do you lose, time-travel wise?

      I just remembered the problem that time cloning units has the disadvantage of damage propagating - I suppose the appropriate tactic would be to station the "later" unit in the front lines with the "original" providing support. Conversely you'd want to try to figure out (or maybe it tells you) what the original units of your enemy are and kill them.

      I don't know if damage propagation is instant or occurs via the time waves.

    7. Re:Gameplay looks sensibly nth dimensional ... ! by ArbitraryDescriptor · · Score: 1

      I'm not sure if I was reading it or he said it in one of the videos; but the disadvantage amounted to the "free" units costing more to control since they were displaced in time; thus once you had a lot of them you would be spending all your time control points to use them.

      *This may have been related to cloning via paradox, rather than simply having several iterations via 'normal' time manipulation.

  20. Paradox by BoChen456 · · Score: 3, Funny

    So what happens when you send a unit back in time to kill itself?

    1. Re:Paradox by andrewd18 · · Score: 2, Informative
    2. Re:Paradox by Itigya · · Score: 1

      They actually covered this, the unit would alternate between existing and not-existing (presumably the alternation would be on the time wave pulses).

    3. Re:Paradox by brunes69 · · Score: 1

      The same thing that happens when you go back in time and RTFA before posting that comment.

    4. Re:Paradox by AP31R0N · · Score: 1

      My guess is that you were joking, but i'll bite. The game does not allow duplicating units via time travel. At any given point on the timeline, a unit can be at one and only one place. You can build a unit on Wednesday and send it back to Tuesday, but the present is still moving. The further back the units are, the more it costs you to command them.

      This game allows 4th dimensional travel (pretending the units themselves are 3D), but the real movement of the game is in a sort of metatime. That might be the 5th dimension or something (it's been a while since i watched that video). The time line bar goes left to right, but the time in the *game* goes UP! Time is just another spatial dimension in Achron.

      Too bad i dislike RTSs (i can't think that fast, i need turn based). This has such potential.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    5. Re:Paradox by Anonymous Coward · · Score: 0

      The game does not allow duplicating units via time travel. At any given point on the timeline, a unit can be at one and only one place.

      I'm not sure if your wording is imprecise or if you misunderstood some of the mechanics, but you are incorrect here. You can send units back in time to fight alongside themselves. If you meant that units can only exist at one point along their own given timelines (i.e. not from the player's perspective), then you are correct. Pretty much everything else you said is right though.

    6. Re:Paradox by cpricejones · · Score: 1

      This is so cool. I can only wonder what would happen if they introduced more than one time dimension.

  21. The Manual for this by bmcnally · · Score: 2, Insightful

    Better be written by Stephen Hawking. I'm having trouble wrapping my mind around how exactly things will play out. If I destroy a unit production structure in the past - will that in turn destroy all of the units produced by said structure? Will it refund the credits used to create those units to the other player? It seems like they will have to limit consequences to only one or two steps - if I were to destroy a building in the past, removing its created units from the playing field, which in turn restores the units/buildings that they had destroyed, things would get way too complicated too quickly. Looking forward to this - hope they release a simplified version pre-Alpha so that people can play around with it and help tune many of these sorts of decisions.

    1. Re:The Manual for this by poopdeville · · Score: 0, Offtopic

      All you have to do is blow them all up. Deal with it.

      --
      After all, I am strangely colored.
    2. Re:The Manual for this by Turiko · · Score: 1

      If something in the past happens that you don't think is good (liek a factory being destroyed) then just go back and fix it. If the factory is destroyed, then indeed will all the units be in the future - but you're not really refunded: you just never spent the resources.

  22. I watched the gameplay videos... by Krokus · · Score: 1

    My head asplode.

  23. remember the 3DS rts ? by aepervius · · Score: 1

    In the end the 3rd dimension did not add too much to the mechanic of the gameplay. I want to see the finished game and try it before it really add a dimension and it is also a dimension of fun.

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  24. Hand me a cigarette by Hojima · · Score: 1

    Because I just came.

    (before someone mods me as troll, note that I'm just stating how awesome this game is and you should RTFA)

    1. Re:Hand me a cigarette by Anonymous Coward · · Score: 0

      No, not troll, offtopic. You deliberately posted this on a thread at the top replying to a post which has nothing to do with what you said, just so you'd get increased visibility.

      Class A karma whore, congratulations. Will you suck my dick if I mod you up?

  25. It's OK... by denzacar · · Score: 1

    You can still go back in time and warn yourself not to watch the videos - the time wave has not yet rea...

    --
    Mit der Dummheit kämpfen Götter selbst vergebens
  26. Here... this should help to illustrate that... by denzacar · · Score: 1

    You will need a little more than 1.21 jigowatts to complete all the trips, though.

    --
    Mit der Dummheit kämpfen Götter selbst vergebens
  27. Actually, it's been done before (in 1980!) by alispguru · · Score: 1

    There was (and still is) a company called Flying Buffalo that ran play-by-mail, computer-mediated games. Their all-time favorite was called StarWeb, but they also had a game called Time Trap. In it, you placed units on a playing field, and they attempted to destroy each other. Units could move, shoot, or store energy; with enough stored energy, a unit could move backwards in game time. Moving N turns back took N^2 energy units, and the computer re-resolved the position from the earliest intervention.

    --

    To a Lisp hacker, XML is S-expressions in drag.
    1. Re:Actually, it's been done before (in 1980!) by Anonymous Coward · · Score: 0

      Maybe there wasn't, until someone from the future who knows about this game went back into the past and told Flying Buffalo about it. . .

  28. Modding SC2 by neo · · Score: 1

    With the very wide open API that's being created for SC2, it is very likely that someone could create this variant in SC2 in very short order.

    I give it a month after release. I mean before the release. I mean after the before release... you get the idea.

  29. What is it really going to do? by jameskojiro · · Score: 1

    Is it going to do to Time what Portal did with Space?

    And can we expect a cool song at the end by Johnathon Coulton?

    --
    Tsukasa: All I really want, is to be left alone...
    1. Re:What is it really going to do? by Anonymous Coward · · Score: 0

      You forgot:
      - Is there pie at the end? Will paradoxes make it a lie?

  30. Possibilities by Ender77 · · Score: 1

    I have thought about creating a game using time travel mechanics but my solution was not as elegant as the one Achron is using. Kudos to the developers and I really hope they can sell the technology to other game companies so we can have more time travel RTS.

  31. Whoa. Somebody MADE this? by Fantastic+Lad · · Score: 1

    Every now and then I return to the on-going board meeting being held in one of my Day Dream arenas where I'm planning out how to make a game like this one work. It's quite the mental exercise.

    The fact that this game exists means that either the makers have overcome some rather huge programming barriers, or they have dodged around them by cheating. Either way, if it feels right, then they've been quite clever.

    The version I've been planning in my head, (with no intention of ever actually making since I'm not a programmer or game designer), was more like one of those city-building sims with a war and/or adventure element with lots of specific missions. From what I've been able to work out, essentially, the key to such a game is having a very fast and powerful computer which is capable of generating and keeping track a complete time-line of events before the game even starts. Like mapping out a whole chess game in advance. The computer would map it out from start to finish and maintain the whole thing memory. Whenever the player would take an action, the computer would re-map all the changes forward right to the end of the game so that the player could jump ahead to see what had happened. This would require the AI to guess at what the player would do for future actions, and that would be one hurdle. (There are several ways to get around the clumsiness of this mechanic and make it fit the game). And it would allow for massive changes in the city scape, which is appropriate given the enormous power time travel implies.

    On the whole, it seemed rather un-doable, but the more I consider it, the more viable it seems.

    A semi-related watershed moment came when that new game, "Scribblenauts" was announced. --It seems that the impossible is becoming possible, and people are being asked to think in ways we never have done before. I think that's probably healthy.

    --And the part of me which watches real reality (from another Day Dream board room), is thinking that perhaps these advances are significant for less obvious reasons. . .

    -FL

  32. Oh, and also. . . by Fantastic+Lad · · Score: 1

    I just watched the video where on "The Escapist" which covers the software developers behind Achron.

    So cool! --It's one of those charming out of college start-ups in somebody's house with a handful of equipment and a couple of guys developing the game. That brings back some great memories of my own.

    I pretty much avoid video games like the great time-plague, but I can see myself actually picking up a copy of Achron just to support these dudes and the development of such a cool idea.

    I wish 'em the best of luck!

    -FL

  33. I already played it by The+Fun+Guy · · Score: 1

    Playing through the whole game only took ten minutes.

    Subjectively, anyway.

    --
    The man who does not read good books has no advantage over the man who cannot read them. - Mark Twain
  34. Mr. I'm My Own Grandpa by Kratisto · · Score: 1

    So what if you create a unit, then send that unit back in time and kill the structure that created him?

    --
    Conscience is the inner voice which warns us that someone may be looking.
    1. Re:Mr. I'm My Own Grandpa by Lemming+Mark · · Score: 1

      My understanding is that because the game propagates cause and effect through "meta time" (player time), the game will oscillate between just the factory and just the unit existing. Eventually there's a cut-off point after a certain amount of ... something (meta time, presumably), at which point you end up keeping whichever of them is currently in existence.

      Others have posted a link to their explanation.

  35. PC Platform? by Bent+Mind · · Score: 1
    It is exciting to see that are developing this game with an eye toward Linux. However, I do wish they didn't confuse Windows with PC.

    Q. On what platform will Achron be available?

    A. We are currently developing for the PC, but we did it with an eye toward porting to both OS X and Linux. We would like to be able to offer Achron for the Xbox 360, the PlayStation 3, and possibly even the Wii, and are currently evaluating them.

    The last I checked, Windows, Linux, and (I believe) OS X all ran on the PC platform. Maybe they are developing the game to run from a bootable disk on the PC. Much like the PS3, which can (I believe) run Linux or the PS3 loader.

    --
    Request a Linux Shockwave player here: http://www.macromedia.com/support/email/wishform/
  36. I hope they tighten up the UI and graphics by Anonymous Coward · · Score: 0

    The concept seems great. However, the graphics in the videos look more like a tech demo, or RTSes from the year 1999.

    1. Re:I hope they tighten up the UI and graphics by SupremoMan · · Score: 1

      That's why it's Alpha version.

  37. Time Wave by Anonymous Coward · · Score: 0

    > Also, if you see a player on the network named John Titor, don't play against him. He seems to know what's going to happen already. Fscking cheater!

    So THAT'S why there's no civil war!

    The time wave hasn't arrived yet...

  38. Archon by Alcoholist · · Score: 1

    When I first looked at the headline I thought it said "Archon". Then I wanted to go back in time so I could play it in my mom's basement again. Ah, those were the days.

    --
    Bibo Ergo Sum.
  39. In the event that... by gailrob · · Score: 1

    In the event that you actually manage to send enough units to beat your opponent in the past and the time wave moves forward and wipes out your opponent in the present you are still stuck with one problem.

    What if the other player has started reversing time when they notice they are losing and is now back to the beggining creating his first unit again when you wipe out his base in the future?

    "Hey I won!"
    - "No, you didn't, I'm just starting."
    "Well you're dead in the future."
    - "The future is not written. I'm just starting."
    "This is Bullshyt, man!"
    - "Pardon? Why dont you create a unit and stop typing because i'm about to zerg rush you."
    "aaaaahhhh!"