Sins of A Solar Empire game developer talks piracy

Tomas Martin @ 12-03-2008

Sins of a Solar Empire has an impressive scaling of graphics to suit your machine

Sins of A Solar Empire by small independent game company Stardock (and their developers Ironclad) is the biggest selling pc game of 2008 so far, despite a tiny budget and much less coverage by the gaming press.  Stardock owner Brad Wardell posted an excellent analysis of why their games are having success. (last year’s Galactic Civilisations II was another underground hit.)

He talks a lot about the bad policies taken by much of the PC game industry. For example, why bother targeting the Chinese market when piracy is so rife many people won’t purchase your game? His main point, and it’s a very good one, is that very few people upgrade their computer often so targeting the graphics of your game to only work for the ‘hardcore’ pc gamers is limiting your market. Rather than trying to break the latest processor if you just make a game that’s fun and works on most computers people will play it.

Sins is a fun game that combines the 4X ideas of ‘eXplore, eXpand, eXploit and eXterminate’ of games like Civilisation with Real Time Strategy elements of space games like Homeworld. I’ve enjoyed myself whenever I’ve played it but what’s even more impressive is the attitude of the people behind it - updates are frequent, there’s no DRM, the developers comment frequently on the game’s forum and they listen to requests from players about bugs and new features. In an industry full of high budget Hollywood games, it’s comforting to see that small companies can be a big success if they just concentrate on pleasing their audience.


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Space in video games

Tomas Martin @ 14-02-2008

Space combat in all its explosive glory in Sins Of A Solar Empire

Online video game magazine The Escapist, home to the hilariously funny animated review column Zero Punctuation, has the theme of space for its 136th issue. They talk about why the starfighter genre appears to have died down since the heyday of X-Wing vs Tie Fighter and Wing Commander and about how science fiction is, although often set in the future, a commentary about now.

Although the space combat genre is in a lull right now, space strategy and so called ‘4X’ civilisation games are enjoying some underground success thanks to the efforts of indie games publisher Stardock, which produced the critically acclaimed Galactic Civilisations II last year. Its latest release, Sins of a Solar Empire, came out this month and combines Real Time Strategy elements of controlling fleets of spacecraft as well as exploration and colonisation. Currently holding a very respectable 87% average on Metacritic and impressing this writer enough to squeeze it into my schedule, games like this and Will Wright’s forthcoming evolutionary Spore are showing that maybe there’s a future for space in video games after all.

[Sins Of A Solar Empire screenshot via IGN]


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Ender’s Game, here we come

Jeremy Eades @ 21-12-2007

The military and video games have had a long history together, going back to flight simulators before WWII.  Of course, there’s been America’s Army, but that was a recruitment tool, a way to gloss over the downsides of the Army, namely the permanency of death and having to follow orders.

So where are our “Nintendo soldiers”?  Turns out they’re currently working on a suitable training simulation for the US Army.  Heck, there’s even a trade magazine devoted to these simulators.

The question isn’t “what are these simulators?”, but “what are they not?”  Well, they’re not going to teach you how to shoot and they won’t get you buff.  What they will do is provide tactics lessons in a classroom environment that can then be put to use on the training grounds.  For more info on the what and why, check out this essay by a training games company, and this paper from the National Defense University.  They’re not just random commercial games slapped together, but designed from the ground up to meet training demands.

I’ve played FPS games online since the good ol’ days of Doom II.  And with some of the squad-based ones simple tactics can make or break your game.  Me?  I charge in and promptly die.  And then proceed to do it again.

(via DailyTech)  (image from renato guerra)


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Video games make better soldiers

Stephen Years @ 25-10-2007

crows.jpgTraditionally, vehicle mounted weapon systems required the operator to be exposed, usually with his head and shoulders sticking out of the top of the vehicle. Obviously this presents an enticing target to the enemy. To overcome this deficiency the US military has developed CROWS (common remotely operated weapon stations). With CROWS, the gunner is inside the vehicle, and observes his surroundings using video cameras with night vision and telephoto capabilities. CROWS also has a laser rangefinder and a stabilization mechanism that allows more accurate fire while the vehicle is moving. But it turns out that the real reason CROWS has been successful is that today’s soldiers grew up playing video games, very similar to the CROWS experience:

Since many troops have years of experience with video games, they take to CROWS quickly, and very effectively. That’s one reason, not often talked about, for the success of CROWS. The guys operating these systems grew up playing video games. They developed skills in operating systems (video games) very similar to the CROWS controls. This was important, because viewing the world around the vehicle via a vidcam is not as enlightening (although a lot safer) than having your head and chest exposed to the elements, and any firepower the enemy sends your way. But experienced video gamers are skilled at whipping that screen view around, and picking up any signs of danger. The army even has a CROWS trainer built into its America’s Army online game.

(Image source: GlobalSecurity.org)


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October 10 - a big day for virtual releases

Tomas Martin @ 11-10-2007

open an orange and a blue portal and travel between the twoYesterday was quite a big day for virtual goods. In addition to Valve releasing the Half Life 2 Orange Box online (which Jeremy blogged about earlier), Radiohead released their new album ‘In Rainbows’ via their website. Both mark a considerable move away from the traditional business model in video games and music, offering their content directly to the user at a lower price than would be available in brick and mortar stores.

Happily as well as being delivered in new formats, both products are very very good. Radiohead’s album sparkles and is more accessible than anything I’ve heard since ‘Kid A’. It feels less jagged than previous work and easier without losing that challenging nature that requires 40 listens before you get it. I still feel like I need to listen more but the alienation I felt listening to some of ‘Hail To The Thief’ is not there - I can enjoy listening to ‘In Rainbows’ even when not concentrating on it. I decided to pay £6 for the album, which charges a 47p transaction fee but otherwise lets you pay whatever you want. When it’s as good as this I can imagine most people paying more than expected.

Valve’s Orange Box was also out yesterday on their ‘Steam’ delivery service. the pack contains Half Life 2 and it’s two additional chapters, Episode 1 and the new Episode 2, as well as multiplayer shooter Team Fortress 2 and the incredible Portal. The real trick of Valve’s single player work is how it tells a story without cutscenes by creating events that make the gamer want to look in that direction - a very real rendition of ‘Show Don’t Tell’, as many writers are instructed early in their careers. The sheer joy of messing around with momentum using the portal gun in Portal is worth the entry price by itself.

[photo from Valve's website]


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