|
Chris
Beatrice on Zeus,
part 3
ARR:
It sounds to me as if you're trying to broaden out into a
more fantasy-based setting rather than sticking within the
parameters of reality which constrained C3 and Pharaoh. Would
this be a fair judgement?
Chris
Beatrice: I
think that's fair, though I'm not certain about using the
word "fantasy", since in games that tends to have narrower
connotations. I also don't think history constrained Caesar
III and Pharaoh. I think adherence to history was important
for those games, but why do that again when we've already
done it? To some, Greek mythology is boring textbook stuff,
to others it's pure fantasy (remember Clash of the Titans
and Jason and the Argonauts?). In Zeus we're definitely not
constraining ourselves to strict historicity. What we are
trying to do is include anything and everything people find
interesting, entertaining and fun about ancient Greece. So,
for instance, we're not going to leave out the Olympic Games
just because they came relatively late in the history of Greece!
You may see Perseus fighting side by side with Hercules, even
though that never "happened" (not even in the myths!). You
may have trouble setting up a foundry because a pesky Kraken,
or Medusa the Gorgon won't leave you alone…now if that's fantasy,
then so be it.
ARR:
The PR talks of "invading…neighbours" - this is a clear break
with the C3 and Pharaoh past. How would a player go about
invading a neighbour, and what benefits would he derive from
pursuing this course of action?
Chris
Beatrice: I touched on this a bit earlier, but I'll add
a little more here. This, in addition to a more interactive
world level in general, was one of the things a lot of people
were screaming for after Caesar III and Pharaoh. Players felt
like, if their city was attacked, or other cities were demanding
things from them, or attacking them, why shouldn't they be
able to do the same things themselves? On the surface that
sounds very simple and straightforward, but as you indicate
in your question, there were a lot of issues to resolve in
order to make this really work, have a purpose in the game,
and be fun.
The
first step was a diplomatic system, so other cities could
become living entities rather than static collections of data.
In Zeus, the other cities the player interacts with are basically
divided into three groups. You've got allies, rivals, and
of course any colonies you may have established. A fourth
group, called "vassals" is formed from any cities the player
chooses to conquer.
To
a large extent your allies all have a common interest in how
you treat each of them. This is much less true with your rivals,
though certain actions against one of them will get the attention
of the others. Vassals have something in common with colonies,
in that they are each bound to do the player's bidding (within
limitations, of course, or there could bea revolt). There
are also more distant, foreign cities which don't involve
themselves too much in Greek politics.
Now,
you can attack any city you want at any time. Just designate
a bunch of hoplites, horsemen, maybe a trireme or two, and
order them to attack a city on the world level. Of course,
if you attack an ally, s/he's certainly not going to like
it… and neither are your other allies. If you attack a rival,
that might get the attention of other rivals (though they
might just decide to attack your city while your troops are
away…).
The
primary reasons you might try to conquer another city are
just what you'd expect to see in… well… real life. You need
something they have, or you want to eliminate a competitor.
Remember earlier when I said you could make demands of other
cities, and threaten them? Well, that's just what rivals do
to you when they need something. So maybe you're just sick
of some rival's endless extortion… maybe you just don't feel
like paying for fleece any more, now that you're big and powerful…
Next
page - the game engine
|