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Chris
Beatrice on Zeus
Following
the announcement of Zeus:
Master of Olympus, the upcoming city-building game from
Impressions, Angel Reckless Rodent fired off a few questions
to Impressions regarding what we can all expect. The questions
sent were answered by none other than Chris Beatrice, Director
of Design and Development, himself. There's also a condensed
version of the interview available here.
Ok,
enough of the introduction. Here's what you came here for:
ARR:
Why Ancient Greece? Has it been planned from the outset?
Chris
Beatrice: Caesar 2 was one of our first real successes
as developers, and ever since then we've thought about other
settings that might be compelling for future city-building
games. We always considered Rome, Greece and Egypt to be the
"big three" of ancient, classical civilizations, and knew
that eventually we'd cover each of them. Egypt was our first
choice after Rome, and believe it or not we actually came
close to doing Pharaoh on the Caesar 2 engine, but we really
wanted to evolve the engine and game model a bit before expanding
into other settings. So I guess the answer is yes and no…
now that we have a game system that is so compelling, fun
and versatile, we can really do justice to this popular and
important civilization.
ARR:
According to the PR, Zeus is "a game of politics and trade,
gods and heroes". How will this affect the gameplay in relation
to C3 and Pharaoh?
Chris
Beatrice: You've touched on two points with that quote,
so I'll cover each of them separately. In Caesar III the world
or empire level was pretty much static, though trading partners
would come and go, prices could change, and the empire seemed
to grow as time passed. The point was that you were a humble
cog in a much larger machine. In Pharaoh we developed the
world level a bit further, covering a much broader span of
time, and making cities more interconnected with each other
and with what came before. In both games you, the player,
started off as an unassuming servant of "the empire", and
gradually worked your way up.
In
Zeus you, the player, are ruler of an independent city-state
(it's important to note the difference between city and city
state - I'll touch on this later), which is more like a little
kingdom. You're basically on your own, and the rest of the
world is completely interactive: you can establish colonies,
you have ally and rival cities to contend with, each city
maintains real-time diplomacy with you, you can attack and
conquer other cities (and demand tribute thereafter); you
can give gifts to them or make demands of them… you can even
order your allies to attack your enemies for you! Of course,
all of the other cities can do this to you too… so unlike
those in Caesar III and Pharaoh, the other cities in Zeus
are truly living, thinking entities.
Trade
is not made possible by paying to open routes, but on whether
or not you're in good enough standing with a given city for
them to trade with you (if you're not, you can always threaten
them for goods, or attack them and take what you need. Better
yet, you can establish your own colony and become even more
self-sufficient). So, the nature of the world is not one of
a stable, powerful empire of which the player is a modest
part, but of a collection of independent, even maverick city-states
(mini-kingdoms really) all vying for more prosperity (and
some are friendlier than others).
As
far as gods and heroes, I could go on and on but I'll try
to just touch on the important points here. First I should
say that in many ways Zeus is a less serious game than its
city-building predecessors. In Zeus we take a lot of liberties
with Greek history and mythology, borrowing and mixing characters
and events freely from the so-called "Heroic Age" (i.e. the
Iliad & Odyssey), the Dark Age (i.e. Xena, Warrior Princess),
and the Classical Age (which is more like ancient Rome), to
deliver a light-hearted, comprehensive, and fun experience
of ancient Greece and its myths that users will find familiar
and entertaining.
In
Zeus, the gods crave the player's worship, and almost trip
over themselves trying to be the player's number one god.
Depending on the player's goals, certain gods will tend to
support him/her and certain gods will oppose him. In order
to satisfy his goals (one way or another) the player usually
has to worship at least one of the gods, and that god then
comes to the player's city to help him. This can take a variety
of forms, from the god walking the streets and sanctifying
certain structures, to granting the player some mythical beast
to help defend the city, or even personally engaging in combat
with the city's enemies.
Heroes
are another story…(pardon the pun). Some of the player's goals
consist of "quests", where s/he must employ certain heroes
to achieve some goal, such as retrieving the Golden Fleece,
or slaying a mythical monster. Acquiring and maintaining heroes
is not a trivial task, though.
Next
page - colonies
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