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SteamWorld: InspirationsBy Luke at 08/17/2007 - 19:09
The ideas being used to create the game mechanics are pretty blatantly lifted from a number of sources. To give an idea of the feel we're going after, I thought I'd list a few below: Multiple levels of detail Master of Magic - Microprose (A basic Civilization clone. Play took place on a world map until you encountered an enemy - at which point you got a close up view and had a very simple tactical game... sound familiar?) X-Com / UFO - Microprose (again, similar idea with the real-time world map and the turn-based combats) Axis and Allies - Milton Bradley (In A&A, the tactical map was essentially boiled down to its barest minimum... that little cardboard sheet on which you lined up opposing forces and diced off to see who wins the space. This is a very similar concept, simply with a more detailed tactical level of play) Strategic play Civilization - Microprose (What more needs to be said about Civ?) Kings And Things - Games Workshop (The tile-based map was a huge inspiration) Dungeonquest - Games Workshop (again with the tiles) Tactical play Battletech - FASA (The primary source for the style of tactical play. Using a different, vastly streamlined rule set but similar in feel.) Dofus - Amanka Games (2D, turn-based MMORPG. Combat is very similar to a slightly trimmed down version of X-Com) Advancement BloodBowl - Games Workshop (You've just got to love the team management portion of the game. Similarly, I've been ripping off the paired ideas of experience gains from SPP and monetary purchases aside from actual performances - such as Team Rerolls and staff.) Order of the Stick - (Can't recall the publisher) (The individualized skill decks and the stacking mechanism are really brilliant. I'm blatantly stealing exactly those ideas.) |
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