Origins:
Unplugging Games, cont.
By
Justin
Hall
In
a crowded collectible card game market, where comic
book characters compete with wrestlers,
baseball players and even porn
stars, being affiliated with last year's leading
PC strategy title could be a great way to attract
an audience larger than the card hobbyist market.
Seated on a carpet in their booth at Origins, Journeyman
Press game designer Marcus D'Amelio recounts that
were looking for a way to make a name for themselves,
and they wanted to develop a licensing relationship
with Microsoft. Age of Empires 2 the
card game closely mirrors the popular PC game - you
can actually see your village taking shape, much as
you can in the game. Judging from the gameplay demo
we watched at Origins, Age of Empires 2 should attract
people who are looking for the real-time strategy
experience in a real-time social environment.
Another
popular real-time strategy game, the ever-green Starcraft
is being released as a role playing game. Wizards
of the Coast will release their version of StarCraft
as a supplement to the science fiction role-playing
world of Alternity. In the computer
game, players control legions of troops and buildings
that make those troops; in the role playing game players
must assume the role of only one of those lowly units
as they try to solve missions based in the world of
the game. Wizards of the Coast plans to release metal
miniatures based in the world of StarCraft along with
the game, mostly for use as props. They aren't planning
much support or further work in the world of StarCraft,
they're mostly excited to use StarCraft as a way to
lead PC gamers to the Alternity role-playing system.
They're not the only people leading PC gamers to
role-play: Myth, the real time fantasy
battle simulation has been written up as a role-playing
supplement for the GURPS system, and
also GURPS
promises a Alpha Centauri sourcebook.
Whether these kinds of games can lure players into
unplugging themselves and venturing out to hobby stores
is up to proper game design. If players don't feel
the same surge of adrenalin or a similarly engaging
emotional response, they won't stand by the side of
the gaming table interacting with real people over
cardboard for long: they'll return to hunch over their
PCs in their underwear, clicking away in blissful
solitude.

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