Jason
chasing a bee
<strong>[ Interview ]</strong>
<p>Tom Chick sat down with Brian Reynolds of <a href="http://www.bighugegames.com/" target="_blank">Big Huge Games</a> to discuss why <strong><a href="http://www.bighugegames.com/rol.shtml" target="_blank">Rise of Legends</a></strong> didn't turn out to be the grand success that <a href="http://www.bighugegames.com/ron.shtml" target="_blank">Rise of Nations</a> was. One suggestion was the lack familiar hooks (like elves and orcs for a fantasy game) which related back to reason why Alpha Centauri didn't sell as well as Civilization II.</p><blockquote><p>Chick: I sort of a see a parallel with what you did in Alpha Centauri.
Reynolds: Thank you for reminding me of that. Yes, in some sense, we went against the lesson of [our own] history: that you can sell a lot more Civ IIs than you can Alpha Centauris. One reason we did it again anyway is because we did make a good amount of money on Alpha Centauri. We just didn't make truckloads of money like we did with Civ II. So we did it.
But it was a lot harder to explain even the most basic science fiction concepts to people than it was history. Everybody knows what a bow and arrow do. Everybody somewhere back in their genetic programming understands the possible benefits of discovering the wheel. The concept of mathematics doesn't sound very frightening, but then when you get into nonlinear mathematics and special quantum laser gun theory, then -- no matter how socially relevant the biting commentary provided by your game is -- there's still this accessibility issue. You have a lot more work to do to get people into the story.
So you could say that we should have known. </p></blockquote><p>Read the full interview at <a href="http://crispygamer.com/_GeneratedPages/Columns/Column794.aspx" target="_blank">Crispy Gamer</a>. </p><p>Spotted @ <a href="http://crispygamer.com/">Crispy Gamer</a></p>
<p>Tom Chick sat down with Brian Reynolds of <a href="http://www.bighugegames.com/" target="_blank">Big Huge Games</a> to discuss why <strong><a href="http://www.bighugegames.com/rol.shtml" target="_blank">Rise of Legends</a></strong> didn't turn out to be the grand success that <a href="http://www.bighugegames.com/ron.shtml" target="_blank">Rise of Nations</a> was. One suggestion was the lack familiar hooks (like elves and orcs for a fantasy game) which related back to reason why Alpha Centauri didn't sell as well as Civilization II.</p><blockquote><p>Chick: I sort of a see a parallel with what you did in Alpha Centauri.
Reynolds: Thank you for reminding me of that. Yes, in some sense, we went against the lesson of [our own] history: that you can sell a lot more Civ IIs than you can Alpha Centauris. One reason we did it again anyway is because we did make a good amount of money on Alpha Centauri. We just didn't make truckloads of money like we did with Civ II. So we did it.
But it was a lot harder to explain even the most basic science fiction concepts to people than it was history. Everybody knows what a bow and arrow do. Everybody somewhere back in their genetic programming understands the possible benefits of discovering the wheel. The concept of mathematics doesn't sound very frightening, but then when you get into nonlinear mathematics and special quantum laser gun theory, then -- no matter how socially relevant the biting commentary provided by your game is -- there's still this accessibility issue. You have a lot more work to do to get people into the story.
So you could say that we should have known. </p></blockquote><p>Read the full interview at <a href="http://crispygamer.com/_GeneratedPages/Columns/Column794.aspx" target="_blank">Crispy Gamer</a>. </p><p>Spotted @ <a href="http://crispygamer.com/">Crispy Gamer</a></p>