While structures are placed on rocky plateaus, spice is exclusively located out on the open sands, meaning that harvesting operations are incredibly exposed – you can’t build turrets to protect your mining operations as you can in Blizzard’s popular -Craft series. Per the dictates of the source material, the game’s primary resource (the Spice Melange) is spread in fields across the map. It is by will alone I set my mind in motion.” – Piter De Vries, Dune (1984) Resource harvesting is non-trivial, but well balancedĭespite being perhaps the oldest real-time strategy game series in existence, the harvesting system in Dune is incredibly nuanced in ways you seldom see in other games. It is by the juice of Sapho that thoughts acquire speed, the lips acquire stains, stains become a warning. “It is by will alone I set my mind in motion. Some older gameplay systems have relevance in the modern era, and the design limitations and missteps of older games can inform the player or designer on both how to make a big difference with limited resources, and can underscore the reasoning behind some modern design conventions. Within this article I will be examining the Dune series of games and the mechanics and systems that are worth revisiting in the modern era of gaming in 2015. Embracing the campiness of its topic added character to a genre that has ended up seriously lacking in personality and brightened what otherwise could have been a fairly clinical and even subpar series of games. Anyone who’s seen the film, with Sting playing one of the major characters, and whom Siskel and Ebert rated amongst the worst released that year, would not have expected it to produce anything along the lines of a memorable and excellently crafted RTS series. The Dune RTS series is based on the 1984 movie Dune, by David Lynch and not directly on the novels themselves. And, coming back to the game and its sequels as an adult with a more critical eye for games design, I cannot help but appreciate what Westwood did with the series. Dune 2 is considered one of the founding games of the real-time strategy genre, and as such it is often given place of pride by veteran RTS players (especially those who prefer Westwood’s style of game design).
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