Loved the first two games, especially the second for its variety and the Monty Pythonesque sense of humor. The third Warlords game didn't hold any charm for me.
The first two Warlords games reminded me of the old Empire game.
The problem with these games was that the combat is so simplistic, just one unit against another with no modifiers, which was just too boring for me.
Did later Warlord games make combat more interesting?
I do love both simplicity of the first two games and added elements of W3 even if some of those elements are underwhelming. One thing I really disliked about W3 was vectoring which in my opinion had no place in the game.
I do love both simplicity of the first two games and added elements of W3 even if some of those elements are underwhelming. One thing I really disliked about W3 was vectoring which in my opinion had no place in the game.
Vectoring was in W2 as well (maybe W1?), and I actually think it's one of the very best things about the game, and again, one of those mechanics that I wish other series would adopt. For those who don't know, vectoring allows a city to add 2 turns to a unit's production time to have the unit actually show up in another city. A city could only be the target of four vectors at once, and if the target city was captured, those vectors would disappear, and any units in that extra two turns transport time would be lost. This was an amazing system because it cut out on one of the most tedious aspects of TBS games, which is bringing your units up to the front. Just lengthen their production time and your units would magically pop up nice and nearby. It also substantially increased the importance of establishing and holding a beachead. If AoW 1 had this, I'd be in heaven (though AoW 3 has a similar-ish feature that lets you set rally points for your cities. Still bogs down the game a bit but significantly cuts down on the tedium).
Unless you meant that they changed vectoring in W3 for the worse.
While it removes a lot of micromanaging and overall making your life a lot easier, personally I thought it removed a lot of strategy from the game. For a price of few turns you would make a map far smaller then it is. Isolated cities in a middle of a swamps, mountains, islands, or simply far away from rest of your cities could be easily and safely reinforced for far smaller time then it would take them to go on foot where their movement is limited by terrain and can get attacked by enemy.
So no longer will you have a desperate situation of a stretegically important city on a far away island or in a middle of a rough terrain that would force you to calculate what units to build that will have a best chance of reaching the city while also being useful in the fight.
It might be just my personal perference but seeing my units rushing to help a city in need trough poor terrain and fog of war weary of ambushes was a lot more entertaining then simply vectoring them in the city.
Don't really agree with this, considering AoW is and always was mostly about tactical combat.It also gave birth to one of my other favourite franchises, Age of Wonders. People always think of Age of Wonders as being a spiritual successor to MoM, but AoW 1 was Warlords all the way.
Don't really agree with this, considering AoW is and always was mostly about tactical combat.
Vectoring was in W2 as well (maybe W1?), and I actually think it's one of the very best things about the game, and again, one of those mechanics that I wish other series would adopt. For those who don't know, vectoring allows a city to add 2 turns to a unit's production time to have the unit actually show up in another city. A city could only be the target of four vectors at once, and if the target city was captured, those vectors would disappear, and any units in that extra two turns transport time would be lost. This was an amazing system because it cut out on one of the most tedious aspects of TBS games, which is bringing your units up to the front. Just lengthen their production time and your units would magically pop up nice and nearby. It also substantially increased the importance of establishing and holding a beachead. If AoW 1 had this, I'd be in heaven (though AoW 3 has a similar-ish feature that lets you set rally points for your cities. Still bogs down the game a bit but significantly cuts down on the tedium).
Unless you meant that they changed vectoring in W3 for the worse.
Why GOG won't release this ?
Sadly, no publisher is interested in funding a Warlords or Battlecry game because the analytics tell us those kind of games don't really sell in today's marketplace. Turn it into a Tower Defense or a MOBA, maybe they'd be interested, but that's not Warlords.
We DO intend to revisit these games, and WE believe (as does everyone here) that there ARE people willing to play/buy a good strategy game (RTS or TBS), but we need money to do that - not Kickstarter money - that would never earn us what we need. We're talking about $1.5 million for a TBS, $2.5 million for an RTS. We need a good solid financial base to start their development, and that's what we're working to build right now, but it takes time.
As a basis for the gameplay I would be looking to start with a design like W3 and build on it. That was what I had hoped to do, and I'm getting a pretty good vibe from this thread that it's what you folks want too. So we're on the same page there, I think.
I recognize W4 as an inferior effort (though I'm still pretty proud that we got it completed to the standard we did from scratch in 6 months... it's a long story... for another time), and so I wouldn't be looking to build on that.
W3 has some features that I feel define it:
1) It's turn-based (d'oh!)
2) Simultaneous turn-based play in multiplayer
3) Support for ansynchronous play (pbem... though we would do that through the cloud now)
4) Army set customization
5) Heroes & Classes
6) That feeling of building an A-Grade stack that was very powerful
7) It places "convenience" ahead of "reality". As an example, consider 2 elements of W4 - the way vectoring worked with troops "walking" across the map, and the addition of a small tactical level to the combat system. Both of these features were poor, but in the first case we were badgered into it by the press, who called our vectoring system in W3 "unrealistic", and in the second case we were pressured into it from the publisher who were promised tactical combat by the previous team.
Now that's a basis for the design. But I would also be looking to modernize some elements of the game. I don't believe that in its 1998 incarnation, the gameplay would be palatable to a modern audience, and I'm not just talking graphics, I'm actually talking design:
1) We would need to make the average game a little shorter - individual turns probably need to be shortened, and overall games need to be shortened too. That doesn't mean we can't have epic maps that take hours, but a meaningful game needs to be able to be played in well under an hour.
2) We need to add some community & social features. That means cool stuff like ladders & rankings. Friends lists. Clans.
3) I think there needs to be some meta-game. My use of "meta" is a little different to what you would find in a MOBA. By "meta" I'm talking about having a game "account" where you collect achievements & stuff.
That's where my brain is at right now.
We removed it from Warlords IV because it was the one area in W3 that most reviewers cited as being "lame/unrealistic/cheap", even though WE really liked it.
It totally backfired on us, made the game less fun to play, and caused no end of issues and cheap tricks.
I think the lesson I learned was that automation - the removal of drudgery - is GOOD! If it doesn't make sense lore-wise, then we should think up some reason (e.g. Magic Portals) to explain it. But we should never be removing it.
We should be doing two things repeatedly:
* Automating drudge tasks to push them through faster, and with less clicks
* Delivering more exciting & rewarding tasks/choices more often
Infinite & SSG had been happily working on games together for about 14 years (1989-2003) and we really just wanted to go in different directions. SSG wanted to return to the hardcore military strategy games, and I wanted to keep all my cool magic swords, dragons & unicorns.
No animosity, or bad feelings, in fact I have nothing but great admiration for the SSG team (Roger Keating, Gregor Whiley & the late Ian Trout) because they spent 14 years "showing me the ropes" of the games industry.
Firemint never actually bought Infinite... the arrangement was more along the lines of merging two companies to jointly work on some projects. Can't give any more details than that, sorry.
So when EA acquired Firemint, they never actually acquired Infinite or any of its major properties.
Well, it involved some pitchforks, the waving of torches, and a lot of yelling "¡Viva la Revolución!"
Seriously though, our arrangement was more of a merger than an acquisition. The Firemint folks are a great bunch of people, but after Firemint was acquired by Electronic Arts, we just felt that the "big publisher" environment wasn't somewhere we could produce OUR kinds of games and do our best work, so everybody agreed that it was best to go our separate ways.
That's not the old forum, though. There was a much older forum, before.I'm 100% certain that I have read Steve saying that about them not having source code any more so I went to read their old forum ( http://www.infinite-interactive.com/forum/ ) and didn't find it... Now I'm thinking maybe some of the old guys said it who communicate (or used to) with Steve directly, like for example the guy who is distributing WBC3 source code (or used to), so everyone took it at face value.
I'm a little sad they didn't try the kickstarter, they've probably done their research and know better than a random guy on the internet but still. Would it get funded today? Probably not, Warlords is nowhere near as popular as the big kickstarter names but back when crowdfunding exploded? With shoutouts from other devs using kickstarter? Who knows, people were throwing money at everything under the "the (spiritual) sequel that evil publishers keep from you" banner, I bet a lot of them never even heard of the original games before getting caught in the crowdfunding hype machine.but we need money to do that - not Kickstarter money - that would never earn us what we need. We're talking about $1.5 million for a TBS, $2.5 million for an RTS. We need a good solid financial base to start their development, and that's what we're working to build right now, but it takes time.
in the first case we were badgered into it by the press, who called our vectoring system in W3 "unrealistic"
Great game, I do hope we will see it on GoG with the rest of the series.
Its about damn time we get some more good old strategy games on GoG.