As part of my job, as Development Director, I get to sit down with the directors and leads and discuss the way the game plays... how each unit moves, how the user builds or attacks, how currency or valuables work... there are dozens if not hundreds of individual interactions that have to not only be planned for, but built coded and tested... and retested. It is not an easy task.
So today I thought I would show you a little glimpse into what it takes to make a video game.
For starters I have had several questions about the game; most commonly "What kind of game is it?" or "What do you do in the game?" Now, these questions are fairly simple to answer... I could answer with "A mobile optimized real-time strategy", or "Build an army, and defeat your enemies." But, in most cases, what these people are really asking is something more like this: "Why should i play this Game?" and "What will make me want to keep playing?" These questions are much, much harder to answer.
The basis on which any game is played is not as much the story, even though I personally play mostly for the story, it is not even the graphics. Look at games like "The Secret of Mana", "Chrono Trigger" or "Legend of Zelda: Ocarina of Time." These games have somewhat lacking graphics by today's standards, and yet there are still many fans who play them still today. What makes the best games is engagement.
So, what is engagement? For our purposes, engagement is the total ability to keep games playing... and most people want to play, and keep playing. But, the game is often what gets in the way. How units are moved, the necessity to micro-manage every part of the game, or the constant need to build more defensive turrets often interrupt the true fun of the the game.
So we have tried to get rid of these annoyances; the distractions.
First, there is no need to constantly manage the mining of resources; nor should you have to put your battle campaign on hold, while your miners work tirelessly to replenish your war coffers.
Second, we know that the fun is taking down the enemy, not his six hundred tesla coils. So we have done away with it.
Third, we know that other strategy games don't play well - particularly on mobile devices - in such a game you seem to spend more time in menus than actually playing the game, so we have cut out the clutter. We have a single goal in this area; the only time we want players in menus is when they are customizing their character, or their game is paused. Period.
We have made many more, but these are the ones that are in the front of my mind.
I would like to remind you to enter the bi-weekly contest, over on our Contest page, it closes for entries on August 25th, so enter while you can.
For more on the story, concept art, and further announcements, stay tuned.
For Divine Reign
Tall Ship Team
We bring you new, fun and innovative ways to play.