Sins is not a turn-based game... What, exactly, has it shown to be possible that is in any way relevant to a turn-based strategy game?
http://pc.gamespy.com/pc/sins-of-a-solar-empire/850906p1.html
Once upon a time there were "4X" turn-based strategy games and real-time strategy games and the two philosophies behind them couldn't have been more different. A "4X" game is all about the big-picture: building an empire, sacking enemy cities (or planets) and controlling the movements of millions of soldiers to conquer the known universe. An RTS, on the other hand, is all about moment-to-moment decision making -- move your forces, attack targets, bring up reinforcements and make decisions quickly as the tactical situation changes in a heartbeat. Then along comes the team at Vancouver-based Ironclad Games who see in these two styles not incompatibility, but opportunity. The result is Sins of a Solar Empire, a simply brilliant hybrid of 4X and RTS gameplay that draws from both sides to make a wildly innovative and enjoyable game that's much more than the sum of its parts.
I'd be wearing your stone proof armor before making any suggestions that EWOM be morphed into a RTS in any way, shape, or form.
Yeah, I wouldn't want to go that way. Being turn based is part of the appeal of a game like this.
Guys, since this thread concerns multiplayer, I was just considering a real-time "hybrid" option for that area of the game, without messing with the single-player experience.
Brad has already indicated that he doesn't want to give up an inch of the single-player experience when considering multiplayer. Fair enough. Games take a long time to develop, I know. But since we are still in the realm of "what if", what if multiplayer could offer a light-hybrid 4X/RTS playing experience besides all of the *yawn* standard issued multiplayer options of turn-based games? Consider this idea a more action-driven twist for multiplayer, which is an ideal environment for that sort of thing.
There's a given map where a lot of the micro-management is assisted by the AI, with quicker bulding time and resource gathering. Your chosen character coordinates and deploys units with the goal of taking control of that map. Remove the movement cap from that quicker-paced game and you have a real-time experience from a turn-based game.
I like turn-based in its own right as much as I like real-time, and I think that the multiplayer part could have that extra spicy ingredient thrown in, besides the normal options. Think of the Total War series with a turn based and real-time components. Think of Elemental with an old school single-player experience and an extra bit of real-time in multiplayer.
Unheard of? Yes, and that's precisely my point.
Anyway, that would probably take more time to develop then what the team could handle at the moment, and just from an option in multiplayer. Why did I even bother to mention this? Food for thought, and I like to think outside the box.
