Everybody Wants To Rule The World (06 Feb 2004)
Traditionally, digital games have worked best when modeling individual characters or small groups. Some games researchers have gone so far as to call all computer games a form of the exploration of space. The kind of grand-strategic view exemplified in these games is rare; other than Civilization and Chris Crawford's old Balance of Power, it's hard to think of a digital game that takes deals with entire planets and nations as actors. And the Paradox games are far more detailed, both in historical research and in model complexity, than those games; their line of descent runs from grand-strategic boardgames such as Empires of the Middle Ages or History of the World. Paradox trumps those games because a digital game can model far more entities, in far greater detail, than can a game where players must perform their own calculations.
Article URL: http://tekka.net/04/?Costik
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