Archive for the ‘Ideas & Concepts’ Category

Miner Wars MMO Available On Pre-Sales

Miner Wars MMO Available On Pre-Sales

January 12th, 2012 by Adam Solo
Miner Wars is a space-based simulation shooter that combines a single player story game and an MMO. The Miner Wars franchise branches into two different products:… Read the rest
What Makes A Good Game – User Interface

What Makes A Good Game – User Interface

December 21st, 2011 by dayrinni
It goes without saying that User Interfaces(UI) are extremely important to any program. This article will talk about some basic concepts and thoughts about building good User Interfaces.
Strategy vs. Tactics in Video Games – A Small Essay

Strategy vs. Tactics in Video Games – A Small Essay

December 16th, 2011 by Adam Solo
It's not only a question of scale but also a question of actions involved. While the strategist deals more with thinking ahead, planning and scheming the tactician deals with situation analyses and execution with what is provided to him.
Starships Combat Conundrums – Realism vs. Simplification

Starships Combat Conundrums – Realism vs. Simplification

December 7th, 2011 by bertipa
My personal preference is always toward realism but at a certain point, perhaps ironically, reality strikes and simplification are needed to have a playable game that can be developed in this decade.
What Makes A Good Game – Story

What Makes A Good Game – Story

November 28th, 2011 by dayrinni
A story in a game is an important tool for the developer. It gives the developer the means to create emotion, a way to share the lore of their game universe and a way to present a point.
What Makes A Good Game – Progression

What Makes A Good Game – Progression

November 2nd, 2011 by dayrinni
I'd like to talk about about Progression in games. Progression is having goals and how the player achieves them. What is their purpose(s) in the game? How do they fulfill their purpose(s)?
What Makes A Good Game – Immersion

What Makes A Good Game – Immersion

October 17th, 2011 by dayrinni
Immersion is essentially making the player believe they are where (or what) the game says they are. In 4X games, the player is really the Supreme Ruler of their Empire (or whatever role the story line says they should be).
OggBoard: The Next Generation in Board Gaming

OggBoard: The Next Generation in Board Gaming

August 29th, 2011 by Adam Solo
OggBoard intends to combine augmented reality technology with board gaming and the interactivity of computer and console gaming with the objective to create a "kind of" holographic board gaming experience.
The Best Battles from Battlestar Galactica

The Best Battles from Battlestar Galactica

August 12th, 2011 by Matthew Kiddman
Whether you're a casual fan or a hardcore Galactica Geek, there are battles that we all have in our video collections. Here are five of the very best battles the show has ever featured...
Real-time Strategy (RTS) vs Turn-based Strategy (TBS). Who wins?

Real-time Strategy (RTS) vs Turn-based Strategy (TBS). Who wins?

August 16th, 2010 by Adam Solo
In what respects to space strategy games there is one gameplay element that mostly decides the style of the game, its pace mechanic:… Read the rest
What makes a good 4x space game economy model?

What makes a good 4x space game economy model?

November 29th, 2009 by Adam Solo
Some may say that the key is in the complexity, others will defend that simpler is better others may even argue that realism is in important factor. So what is the right balance? What makes a good 4x space game economic model? And ultimately is that such a big deal?
Can MMO games be the future of 4x space strategy?

Can MMO games be the future of 4x space strategy?

October 12th, 2009 by Adam Solo
Normally when we think of a typical space strategy game we imagine it to be PC turn-based single player, especially if we’re talking about 4x games. Will Massively Multiplayer games change all that?
A New Way to Explore Planets

A New Way to Explore Planets

August 22nd, 2009 by Adam Solo
When reaching a planet, what its normally presented? Some characteristics presented not very well detailed. Normally colonization is made instantly and all that can be done is start building facilities. I think more could be done to give the planets more protagonism and enhance the exploration excitement. Let us re-think the concept.
What are 4X Games: a Definition and links to Games

What are 4X Games: a Definition and links to Games

August 4th, 2009 by Adam Solo
Although many Gamers are already familiarized with the term “4x” I decided to create an article in order to help introduce the concept for the so many that don’t know yet what it stands for, and also to clarify a bit the concept for the so many also that think they know what it stands for but are not completely sure about it.
Less Spaceships with more Personality is more Fun

Less Spaceships with more Personality is more Fun

July 23rd, 2009 by Adam Solo
When it comes to Space Games, Spaceships take the central stage. They are the backbone of any space faring civilization wordy of that name. In the future I think space strategy games should pay more attention to their spaceships design concept.
Innovative Tech Trees in Space Strategy Games

Innovative Tech Trees in Space Strategy Games

July 19th, 2009 by Adam Solo
The ability to research new technologies was and always will be a central aspect of any space strategy game. Much of the fun in this type of games comes from witnessing the evolution of a society in the long run on all its different aspects.
Space Strategy Games: What’s next?

Space Strategy Games: What’s next?

July 9th, 2009 by Adam Solo
Since the beginning that humans face the stars ask themselves what’s out there and how wonderful and exciting it would be to discover new places and meet new races. This profound sense of wonder and insatiable curiosity drives many of us to fantasize that possibility.