HICHEM Posted January 17, 2019 Posted January 17, 2019 One of the challenges strategy games often face is in finding the challenge and fun in tasks and themes that don’t immediately seem attractive or entertaining. Wargames and theme park management have certain obvious appeals, but when taxation and logistics seem to be the order of the day, a game can quickly look a lot like a job. Imperialism 2 is one such game. Although its scope is impressive and the idea of ruling a country and building an empire is potentially exciting, SSI’s game focuses on labour and resource management, and is mainly about solving problms of supply and economics. That it succeeds in making these elements of rule both engaging and relatively accessible is down to the strength of the design. By concentrating on logistics, Imperialism and its sequel become games about the big picture that the smaller details are part of, rather than lists of numbers and complicated spreadsheets. Micromanagement is out and important nation-wide decisions are the order of the day. Miscellaneous Notes: Developers Frog City Software closed in 2006 while working on a game about drug trafficking. Previously, they had been working on a strategy game about Greek gods, Pantheon, but that was never completed.
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