The Evolution of Turn Based Strategy Video Games & the Influence of Board Games

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    The Evolution of Turn Based Strategy Video Games & the Influence of Board Games - Presentation Transcript

    1. The Evolution of Turn Based Strategy Video Games And the Influence of Board Games
    2. What is Turn Based Strategy?
      • Players take turns. When all players have taken a turn, one round of gameplay has elapsed.
      • In some games, all players take their turns simultaneously.
      • Players must overcome problems with strategic thinking.
      • These games rely more on the players’ skills as opposed to luck.
    3. The Influence of Board Games
      • Many video games today have components that can be traced back to board games.
      • Video games allow for more complex calculation and better visuals.
      • However, many strategic elements in video games are similar to board games.
      • The fundamental gameplay in a video game is similar to that in board game: players must position pieces, solve strategic puzzles, and look ahead.
    4. M.U.L.E. (1983)
      • M.U.L.E. is an economic simulation game.
      • Players must compete with each other by controlling four resources in the marketplace.
      • Players acquire M.U.L.E.s (Multiple Use Labor Element) to gather resources from land spaces.
      • The game operates on the principle of supply and demand.
      • Random events act as a “catch-up” feature since events favor those in last place.
      • One of the Greatest Games of All Time (Gamespot)
      • Main gameplay elements: Buying & Selling, Claiming land, collaboration between players, hunting wampus, dealing with random events.
    5. M.U.L.E. Influences
      • Monopoly (1904): In Monopoly, players trade properties to each other with quite a bit of haggling and bartering. In M.U.L.E., players must haggle for prices in order to buy what they need (or capitalize on their sales).
      • In Monopoly, random events can take place in the form of Chance and Community Chest cards. These cards can be either good or bad for the player drawing them. The random events in M.U.L.E. serve a similar purpose, as they are made to give losing players a boost and impede winning players.
    6. Famicom Wars (1988)
      • Famicom Wars is the 1 st of the Nintendo Wars series (the 5 th entry is Advance Wars).
      • Famicom Wars is a military simulation game where the player controls one army and attempts to defeat the opposing army.
      • Each unit type is used for different purposes.
      • Players build units at their base and send them to engage the enemy. Units can only move and attack a certain number of times per turn.
      • Players try to control cities scattered across the map for more income.
      • Each player has a Commanding Officer (CO) who has a special power that can help their troops. These COs are unique in that each has a story and/or personality.
      • The goal of the game is to capture the enemy HQ.
      • Main gameplay elements: Resource management, unit tactics, situational awareness, CO strategy
    7. Famicom Wars Influences
      • Many elements of Famicom Wars are present in many different military-themed board games.
      • Axis and Allies (1984): Industrial Production Certificates are identical to the collection of money at the end of every round of gameplay.
      • Cosmic Encounter (1977): Each race in Cosmic Encounter has a unique special ability, similar to the CO special powers in Famicom Wars.
    8. Fire Emblem (1990)
      • Fire Emblem is considered the little brother of Nintendo Wars. The Fire Emblem and Nintendo Wars series are both developed by Intelligent Systems.
      • Fire Emblem is considered the first strategic role-playing game. Players move and attack characters on a grid to accomplish objectives.
      • The combat system is a derivative of the rock-paper-scissors model.
      • Unlike Advance Wars, players cannot create units in Fire Emblem. Instead, each of their units has a personality and the individual units can be outfitted with better equipment as well as gain levels in battle.
      • This system places a large emphasis on the individual characters of the game, as they now have emotional as well as strategic importance.
      • Main gameplay elements; Unit tactics, character progression, item acquisition, narrative
    9. Fire Emblem Influences
      • Stratego (1961): In Stratego, most units has a numerical value (1-9) that designates its strength. In combat, a lower number defeats a higher number.
      • In addition, the Marshall (value 1) can only be defeated by the Spy (value S). The Spy can be defeated by any other unit. This is a pseudo rock-paper-scissors system, comparable to Fire Emblem’s system.
      • Shogun (1986): In Shogun, each player has three generals called Daimyos, who are responsible for leading your armies.
      • This is an example of a role-playing element in a board game; each daimyo has a unique banner and icon and they also “level up” to acquire more abilities. This role-playing element was expanded upon in Fire Emblem by making every unit unique.
    10. King’s Bounty
      • King’s Bounty is considered by many to be Heroes of Might and Magic 0.
      • Players take control of a hero who must lead an army against the villains.
      • Players recruit troops from around the world in order to strengthen and diversify the army, but must be wary of incompatible troop types.
      • Each hero is one of four classes that vary in strength; some heroes are skilled at magic, others at leadership, etc.
      • In combat, players take turns moving troops on a grid and engaging each other. Some units also have special abilities that should be used to the fullest advantage.
      • Main gameplay elements: Hero advancement, troop composition, combat tactics
    11. King’s Bounty Influences
      • Shogun (1986): In Shogun, Daimyos act as generals. Players must utilize Daimyos effectively because they can have more troops than a regular army, can move and attack multiple times on a turn, and have other game-breaking effects.
      • The Daimyos of Shogun are similar to the heroes in King’s Bounty since both can boost their troops’ effectiveness and act as commanders of their respective armies.
      • In Shogun, players may also hire “ronin” who are mercenaries that fight for a player for a single round of play. The concept of mercenaries carries to King’s Bounty, where heroes can recruit units from around the world in order to bolster their fighting forces.
    12. Warlords (1990)
      • Warlords is a medieval wargame that focuses on building armies and conquering the world.
      • Players choose one of eight sides and start out with one hero, one castle, and some units.
      • Players may build new units in their castles with each castle being able to build different units.
      • These units can then be sent out to fight. They can battle other armies or attempt to capture another castle.
      • Players also have heroes that are powerful units in their own right. Heroes can also explore ancient ruins/temples in order to acquire items. Heroes can equip various items to make them stronger.
      • Main gameplay elements: Unit production, upkeep management, hero advancement, army strategy, diplomacy.
    13. Warlords Influences
      • Shogun (1986): Like King’s Bounty, the hero unit of Warlords is similar to the Daimyo in Shogun, since both can improve their armies as well as be superior troops themselves.
      • Diplomacy (1954): Diplomacy is a game about conquering the world. However, each country cannot survive on their own and must rely on diplomacy and alliances in order to eliminate other nations.
      • In Warlords, diplomacy is usually necessary to prevent being attacked from all sides. Although the element of diplomacy is inherent to many strategy games today, the game Diplomacy was one of the first to use the concept in gameplay. Thus, most games draw some influence from the game Diplomacy.
      • In addition, the game Diplomacy also has an upkeep system, where the number of supply centers dictates how many troops you may support. In Warlords, each unit costs a certain amount of gold every turn for upkeep. This limits the number of troops that you can have, much like the supply centers in Diplomacy.
    14. The Most Famous of All Turn Based Strategy Games is…
    15. Civilization (1991)
      • One of the Greatest Games of All Time (Gamespot)
      • Computer Gaming World’s #1 Game of All Time (Published 1996)
      • Civilization is an empire building game that follows the 4X formula.
      • eXplore, eXpand, eXploit, eXterminate
      • Players take control of one settler unit and must build a civilization from the ground up.
      • The depth of Civilization is gigantic. Players must:
        • Build and manage cities
        • Research new technologies
        • Conduct diplomacy with other nations
        • Explore the map and secure resources
        • Wage war on others
    16. Civilization Influences
      • Cosmic Encounter (1977): Cosmic Encounter provides a completely unique experience every game. Similarly, Civilization randomizes starting locations and maps for the same effect.
      • In Cosmic Encounter, each race has a completely unique special ability. Likewise, in Civilization, every nation has different technologies, different starting units, and AI opponents display certain traits of that civilization.
    17. Civilization Influences
      • Diplomacy (1954): Civilization also has some gameplay elements from Diplomacy.
      • The idea of upkeep, already explored in Warlords, is also found in Civilization. Each unit costs a certain amount of money, and the player must make sure the cities are producing enough money to cover costs.
      • Diplomacy also factors into Civilization as players can make treaties and alliances with other races. Players may ask allies to declare war on other nations, help defend against invasion, or even attack certain cities.
    18. Civilization Influences
      • Monopoly (1904): Trading is an important part of Civilization. Nations may trade with each other as long as they have made contact with each other. Nations may trade resources, units, technologies, and even cities.
    19. Civilization Influences
      • Stratego (1961): In Stratego, players cannot see the values of their opponent’s pieces. Thus, players must remember which pieces their opponent has revealed and must base their decisions on incomplete information. This is called the Fog of War.
      • Civilization also uses the Fog of War by surrounding the world with a black shroud. Only by sending in units will you uncover the black shroud and gain knowledge of that area.
    20. Civilization Influences
      • Shogun (1986): In Shogun, players may build castles and fortresses in order to increase the defensive values of their territories. This makes those territories harder to assault.
      • In Civilization, cities can build walls, castles, and other fortifications that enhance defensive bonuses. This allows a small number of troops to defeat a larger force while defending.
      • This has sometimes led to the infamous example of a 1000 B.C. spearman defeating a 1946 A.D. battleship.
    21. Civilization Influences
      • Civilization (1980): Before Sid Meier created his video game, a board game called Civilization existed. This game focused around the Mediterranean Sea and involved building the greatest civilization in the world.
      • Players must trade with each other in order to advance to the final age (250 B.C.), but they may also declare war on each other. By trading for certain Civilization cards, players could use them to advance their technology and inch closer to winning.
      • Sid Meier used many of the technology tree elements and derived his inspiration from this game.
    22. Conclusion
      • Many of the most popular Turn Based Strategy games have a connection to board games.
      • Board game design and video game design are fundamentally the same, which is why many board game concepts carry over to video games.
      • As new games adopt the fundamentals of older video games such as Civilization and M.U.L.E., they are inheriting the even older concepts that were present in board games.

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