Boomer wrote:Well, for better or worse, 'dry' is part of the charm of what we AGEOD fans enjoy about their games. So many studios put out games that are more style than substance. AGEOD does the opposite. Their games are as close to the old board games of old as one can get. So the high budget stuff like cut scenes, flashy FX and visuals isn't just not in their budget, it kind of goes against their overall design. The board style maps, the hand drawn portraits, it all speaks to a simpler time when boys were boys and games were games. I hope they continue to enhance the game play elements rather than working in the pomp and circumstance of big studio games.
Then again, I'm just a gamer and an AGEOD fan, so maybe they would love to go in that direction. For one, I like the stripped down simple style of their games. The simplistic design allows the player to spend more time thinking about moves and strategy while not being distracted by all the amazing sound and visual cues.
BodyBag wrote:By moving a little bit away from low budget niche-games into the mainstream game-market, a lot of possibilities will open up for future games and the company.
PhilThib wrote:This is in our future plans, although it is not always easy to have a business run when the volumes are lower...finding a good price / sales balance is one of the most complicated task.
Boomer wrote:Well, for better or worse, 'dry' is part of the charm of what we AGEOD fans enjoy about their games. So many studios put out games that are more style than substance. AGEOD does the opposite. Their games are as close to the old board games of old as one can get. So the high budget stuff like cut scenes, flashy FX and visuals isn't just not in their budget, it kind of goes against their overall design. The board style maps, the hand drawn portraits, it all speaks to a simpler time when boys were boys and games were games. I hope they continue to enhance the game play elements rather than working in the pomp and circumstance of big studio games.
Then again, I'm just a gamer and an AGEOD fan, so maybe they would love to go in that direction. For one, I like the stripped down simple style of their games. The simplistic design allows the player to spend more time thinking about moves and strategy while not being distracted by all the amazing sound and visual cues.
Franciscus wrote:Haaa, the memories of that great, great, game...
Boomer wrote:Well, for better or worse, 'dry' is part of the charm of what we AGEOD fans enjoy about their games. So many studios put out games that are more style than substance. AGEOD does the opposite. Their games are as close to the old board games of old as one can get. So the high budget stuff like cut scenes, flashy FX and visuals isn't just not in their budget, it kind of goes against their overall design. The board style maps, the hand drawn portraits, it all speaks to a simpler time when boys were boys and games were games. I hope they continue to enhance the game play elements rather than working in the pomp and circumstance of big studio games.
Then again, I'm just a gamer and an AGEOD fan, so maybe they would love to go in that direction. For one, I like the stripped down simple style of their games. The simplistic design allows the player to spend more time thinking about moves and strategy while not being distracted by all the amazing sound and visual cues.
Pocus wrote:I'm a long time Dominions fan (played through opus 1 to 3 even, lot of PBEM). This is a very good game for MP, even if very time consuming.
In fact, the hosting system is partly inspired by Dominions.
hannibal_barca wrote:One thing I think is awesome is Paradox's three wings battle system. It still sucks, but the idea is great and I'm sure after a year or two we will be thinking how we were able to play without it. This can be implemented into AGEOD games by having a pre-battle screen where one can position units on three wings with each wing having different stances. The calvary,scouting,visibility values of your units would allow you to see how other stacks are forming their lines before you press the turn button. Frontage would limit how many units can be on the front line. Its a half-baked idea, but I think its possible even feasible to implement it into the games an allows for that happy medium between total hands off battle and some high level tactical input that won't take away from Ageod's grand strategy focus
Exsecratus Sicarius wrote:So from now on, no more gamersgate. No more Steam. No more other third party venues. I will buy directly from your website.
3. Relating to digital download orders, is that a one-time-only download? Or will I have the option of downloading game/s again in future should my PC need to be replaced or it's HDD reformatted?
of GameStop to formally request that their catalogue include titles developed by your company.
I am really looking forward to each of your titles, now and future. So keep going and I too will spread your good name.
Narwhal wrote:Problem is how it would be done in PBEM.
PBEM constraints the case a lot.
squidelica wrote:anyway, it was too much for the ww1 game, took too long to get through all the battles occuring each turn, but with a game like PON or AJE it could be quite a cool way of adding player input into the game during battle resolution?
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