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| [Feb 07, 2013, 9:29 pm ET] - Share - Viewing Comments |
Tiny Little Frogs - RTS’s aren’t dying. They’re waiting. By Stardock CEO Brad Wardell.
The third phase games can be broadly described by the technology under them: 64-bit memory, massively multithreaded. And these 3rd phase RTSs will be breathtakingly beautiful to look at, have amazing scope and micro AI (sophisticated rules for units interacting with one another without human involvement) that is astounding.
Publishers aren’t approving these designs not because there isn’t demand. There is. The problem is you can’t make a game that only a fraction of the player base can currently play.
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Re: Op Ed |
Feb 8, 2013, 05:09 |
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jdreyer wrote on Feb 7, 2013, 22:04: I agree with Oro. What could be so revolutionary that it requires 4 cores as standard? Brad, give us a clue (Brad sometimes hangs out here)! And given the lead time it takes to bring these to market, now is the time to get started, no?
I was playing SupCom:FA last night. Such an awesome game. So many tactical and strategic possibilities. Brad, if you read this, maybe you could hire Chris Taylor? He might need a job soon.
BTW, my hat is off to Stardock for keeping the strategy candle burning with games like Fallen Enchantress, Sins, and Gal Civ. Consider how bogged down SupCom and FA got in late game with a couple thousand units. It becomes almost unplayable at times as units can't figure out how to get where they're supposed to be. Simulation speed drops to a crawl even on current processors. Even to perfect what we had years ago would require a game that could fully utilize a multicore processor. SupCom was only weakly multithreaded, didn't support 64-bit memory addressing, and suffered pretty greatly from both. |
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