SteamWorld: Inspirations

Games
By 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
With Strategic and Tactical play, we've basically got two different game systems to develop. The idea, however, is not completely out of left field. It's pretty common, really, it's just that the online vs. face-to-face aspect makes the split a bit more apparent.

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
One of the big things to remember about Strategic play is that it's basically an excuse to get together for gaming nights. I want to do a lot to make sure that you get relatively few tactical combats, but that they're meaningful and fun. Strategic play is where you advance and customize your units.

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
Here's the real draw. Getting together, having a few drinks, socializing and kicking each other's butts... the way it's meant to be.

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
Part of making units individualized and personal is giving them the ability to advance so that players can customize them to their own style of play.

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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