Turn-Based Strategy
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Transcript of Turn-Based Strategy
PRESS START
TURN-BASED STRATEGY
What makes a Turn-Based Strategy game?
What makes a Turn-Based Strategy game?
TURNS
What makes a Turn-Based Strategy game?
turn-based competitionunits and unit controlresource management
Three Types of Turn-Based Strategy
TACTICS4X ANTICIPATION
Three Types of Turn-Based Strategy
4X “EXPLORE, EXPAND, EXPLOIT, EXTERMINATE”
1. Harvesting Mechanic 2. Environment dependent 3. Positioning dependent 4. Often abandon the traditional grid system in favor of a more complicated game map5. Generally take a LONG time to play6. Usually larger scale; wars not battles
Three Types of Turn-Based Strategy
TACTICS “IT ONLY DOES EVERYTHING”
1. Resource management (health, mana, etc.) 2. Unit distinction 3. Board and unit positioning4. Traditional grid system5. Focus on single battles of a war6. Variable win conditions7. Medium length play times
Three Types of Turn-Based Strategy
ANTICIPATION “IF YOU COULD CHANGE YOUR FATE...”
1. Always the variable of chance2. Focus on controlling your luck3. Hard to simulate, has to have a human element4. Medium to short play time 5. Usually have little to no play surface6. Unit distinction7. Often times have a harvesting mechanic
Historical Inf luences
History of Turn-Based Strategy
DraughtsCreated around3000 B.C. in Ur
Grid of 10 x 10
Won by eliminating all of the
opponent’s units
History of Turn-Based Strategy
GoCreated around
2000 B.C. in China
Grid of 19 x 19
Won by totaling thenumber of capturedpieces and territory
History of Turn-Based Strategy
ChaturangaCreated in India inthe 6th Century
Grid of 8 x 8
Won by eliminating either the oppenent’s king or
all pieces except the king
History of Turn-Based Strategy
TacticsCreated in 1952
by Charles S. Roberts
Square grid with turrain
Won by eliminating all of the
opponent’s units
History of Turn-Based Strategy
RiskCreated in 1957
by Albert Lamorisse
Area map of the world
Won by capturing areas from other players, conquering the world
History of Turn-Based Strategy
PanzerBlitzCreated in 1965by Avalon Hill
customizable isometric board
first true board-based tactical-level wargame,
open ended design
History of Turn-Based Strategy
Dungeons & Dragons
Created in 1974by Gary Gygax and
Dave Arneson
Variable play surface
Endless win conditions
History of Turn-Based Strategy
WarhammerCreated in 1983
by Games Workshop
6’ by 4’ Tabletop
Won by eliminating the opponent or conquering
the game map
History of Turn-Based Strategy
Magic Created in 1991
by Richard Garfield
Decks of 60+ cards
Won by opponent’s life points reaching 0 or byprinted win condition
Going Digital
The Rise of Video Games
Draughts Created in 1951-1952
by Christopher Strachey
Pilot ACE, Ferranti Mark I
First usage of a graphical display in a
computer program
The Rise of Video Games
Draughts Created in 1951-1952
by Christopher Strachey
Pilot ACE, Ferranti Mark I
First usage of a graphical display in a
computer program
The Rise of Video Games
Draughts Created in 1952-1955
by Arthur Samuel
IBM 701
Eventually developed the program to
learn from experience
The Rise of Video Games
Computer Bismarck
Created in 1980 byStrategic Simulations Inc.
TRS-80 and Apple II
First serious wargamefor microcomputers
The Rise of Video Games
Utopia Created in 1981by Don Daglow
Mattel Intellivision
Limited number of turns, timed turn taking,
strictly multiplayer
The Rise of Video Games
Famicom Wars Created in 1988
by Intelligent Systems
Nintendo Famicom
Won by eliminating the opponent or conquering
the game map
The Rise of Video Games
Famicom Wars Created in 1988
by Intelligent Systems
Nintendo Famicom
Won by eliminating the opponent or conquering
the game map
The Rise of Video Games
Civilization I Created in 1991by MicroProse
Tiled map of the world
Won by high score,conquest, diplomaticvotes, or space race
The Rise of Video Games
Tactics Ogre Created in 1995
by Quest
Super Famicom, Sega Saturn, PlayStation
Major landmark in tactical RPGs
The Rise of Video Games
Pokemon Created in 1996by Game Freak
Game Boy
Six-character partythat rotates in and
out of combat
The Rise of Video Games
Pokemon Created in 1996by Game Freak
Game Boy
Six-character partythat rotates in and
out of combat
Focus Game #1:
Focus Game #1:
Fire Emblem Awakening
Fire Emblem 1 Created in 1990
by Intelligent Systems
Nintendo Famicom
Won by conquering the map, surviving, or eliminating the enemy
Fire Emblem 1 Following the success
of Famicom Wars, Intelligent Systems
sought to introduce RPG aspects into a tactical
style turn based strategy game
Fire Emblem Awakening
Heading West Due to the success of Advance Wars and the popularity of Fire Emblem characters Roy and Marth in Super Smash Bros. Melee, the franchise finally reached the western world in 2003
Fire Emblem Awakening
General FeaturesTop-Down gridClass systemFaction Turns
Prominent storyPermanent deathPlayer characterWeapons triangle
Cast of characters
Fire Emblem Awakening
General FeaturesTop-Down gridClass systemFaction Turns
Prominent storyPermanent deathPlayer characterWeapons triangle
Cast of characters
Fire Emblem Awakening
General FeaturesTop-Down gridClass systemFaction Turns
Prominent storyPermanent deathPlayer characterWeapons triangle
Cast of characters
Fire Emblem Awakening
General FeaturesTop-Down gridClass systemFaction Turns
Prominent storyPermanent deathPlayer characterWeapons triangle
Cast of characters
Fire Emblem Awakening
General FeaturesTop-Down gridClass systemFaction Turns
Prominent storyPermanent deathPlayer characterWeapons triangle
Cast of characters
Fire Emblem Awakening
General FeaturesTop-Down gridClass systemFaction Turns
Prominent storyPermanent deathPlayer characterWeapons triangle
Cast of characters
Fire Emblem Awakening
General FeaturesTop-Down gridClass systemFaction Turns
Prominent storyPermanent deathPlayer characterWeapons triangle
Cast of characters
Fire Emblem Awakening
General FeaturesTop-Down gridClass systemFaction Turns
Prominent storyPermanent deathPlayer characterWeapons triangle
Cast of characters
Fire Emblem Awakening
Focus Game #2:
Focus Game #2:
Final Fantasy Tactics A2
F.F. Tactics 1 Created in 1997by SquareSoft
PlayStation
Won by conquering the map, surviving, or eliminating the enemy
F.F. Tactics 1 Following the success of Quest’s Tactics Ogre, SquareSoft bought them and immediately began to adapt the famous Final Fantasy series to a revolutionary game style
Final Fantasy Tactics A2
Final Fantasy Tactics A2
General FeaturesIsometric grid
Customizable class systemIndividual turn order
Lackluster storyTemporary death
No player characterDirectional-Based combat
You create your party
Final Fantasy Tactics A2
General FeaturesIsometric grid
Customizable class systemIndividual turn order
Lackluster storyTemporary death
No player characterDirectional-Based combat
You create your party
Final Fantasy Tactics A2
General FeaturesIsometric grid
Customizable class systemIndividual turn order
Lackluster storyTemporary death
No player characterDirectional-Based combat
You create your party
Final Fantasy Tactics A2
General FeaturesIsometric grid
Customizable class systemIndividual turn order
Lackluster storyTemporary death
No player characterDirectional-Based combat
You create your party
Final Fantasy Tactics A2
General FeaturesIsometric grid
Customizable class systemIndividual turn order
Lackluster storyTemporary death
No player characterDirectional-Based combat
You create your party
Final Fantasy Tactics A2
General FeaturesIsometric grid
Customizable class systemIndividual turn order
Lackluster storyTemporary death
No player characterDirectional-Based combat
You create your party
Final Fantasy Tactics A2
General FeaturesIsometric grid
Customizable class systemIndividual turn order
Lackluster storyTemporary death
No player characterDirectional-Based combat
You create your party
Final Fantasy Tactics A2
General FeaturesIsometric grid
Customizable class systemIndividual turn order
Lackluster storyTemporary death
No player characterDirectional-Based combat
You create your party
So Why These Two? Why Tactics?While both Fire Emblem Awakening and Final Fantasy Tactics A2 are both based on a similar system, key game play differences make each game very different, showing that the Tactics style of TBS game is able to stay fresh after countless iterations
http://www.youtube.com/watch?v=eMb1O9xzO_I http://www.youtube.com/watch?v=-bQ2vDq132s
Epilogue
So What’s Changed?
So What’s Changed?
NOTHING
So What’s Changed?
Invasion into other genresExploration of unit dynamics
More accessible to the casual gamerExpansion on the traditional grid system
Introduction of multiple gameplay alterations
So What WILL Change?
So What WILL Change?
...NOTHING
So What WILL Change?
Continued iterations on the same old formatExpansions on humanistic unpredictability
As conflict evolves, so do TBS games
So What WILL Change?
Questions?