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Imperial Glory
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Developer Diary with Álvaro Vázquez - 6th May 2005 |
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Introduction |
Welcome to Imperial Glory's development
diary. I'm Álvaro Vázquez, one of the
designers, and in this second issue of the
diary I'll be talking about gameplay and
the different game modes.
There are five game modes in Imperial
Glory: Land Battles, Naval Battles,
Management Campaign (which also includes
the previous two modes), Historic Battles
and Multiplayer. |
Land Battles |
"In war, like in love, to finish it is
necessary to see each other up close"
- Napoleon Bonaparte
We have tried to make the Real Time
Strategy (RTS) part of the game as
visually attractive as possible, taking
special care with the recreation of the
era's warfare. During these times, armies
comprised three arms - Infantry, Cavalry
and Artillery. Interaction between these
was crucial and, as in real life, the
player must form his armies with all three
types of units.
In the early stages of design, we had to
make a choice between making a game with a
great number of poorly detailed scenarios,
or making fewer maps which were rich in
detail and gameplay. After seeing other
games with thousands of maps (each one of
them the same but for small variations),
we opted for 51 scenarios with the maximum
level of detail and richness possible.
At the same time, we also had to decide
between having thousands of units
on-screen (but graphically poor - what we
could call "walking polygons"); or having
fewer units which were visually very
striking. Our choice of 3D environments
for the battles and our wish to guarantee
control and manoeuvrability of all units
moved us to go for the second option.
Having thousands of units on-screen would
be historically consistent, but the player
would have difficulty controlling them.
Once in battle, the player is in command
of his troops. First, he must deploy them
on the battlefield, mindful of the tactics
to be used. Then, he must choose the
strategy that the units will follow during
combat, depending on the objectives and
time for each scenario.
When the battle begins the player will be
able, as in any other RTS, to move his
troops and order attacks or retreats.
However, in Imperial Glory, he will also
be able to use advanced group tactics to
access a variety of troop formations
suitable for different purposes and even
occupy buildings and take up positions on
the battlefield.
Adapting the units to the characteristics
of the terrain is extremely important -
e.g., infantry posted at a wall will gain
stamina; artillery set on a hill will have
increased range; and cavalry crossing
muddy terrain will be severely slowed.
In addition, it is important to mention
that each unit in the game has different
movement, endurance and attack
characteristics; and that these values can
change depending on its situation on the
battlefield. |
Naval Battles |
"Something must be left to chance;
nothing is sure in a sea fight above
all" - Admiral Nelson
We feel particularly proud of the Naval
Battle mode. Due to schedule reasons, they
were very close to being left out of the
game. But thanks to the efforts of the
development team, we eventually managed to
include them. It was always our intention
to offer the player the ability to handle
all aspects of warfare at the beginning of
the XIX century, and Naval Battles just
had to be there.
In naval combat, each side can control up
to six vessels. We considered allowing
more units, but our intention was to let
the player manage the actions of each
ship, not to confuse him with an excessive
number of units on-screen.
Naval warfare has a much slower tempo than
land battles, but this should not mean
less playability. That is why the player
has many more options to control each
unit. The user has at his disposal three
types of ships, which are historically
very recognisable - Sloops, Frigates, and
Ships of the Line. Each one of them has
its own characteristics in terms of speed,
endurance and attack. Players must
manoeuvre a vessel within range of the
enemy, select the desired ammunition, and
open fire. Each ammo type will affect the
enemy ships in a different way; destroying
their sails, sinking them, or even
readying them for boarding.
Overall, Naval Battles are a different
"game inside the game," which we think add
historical immersion to Imperial Glory and
offer another very interesting mode of
play. |
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The Campaign |
"To triumph it is necessary, above all
things, to have some common sense" -
Napoleon Bonaparte
The campaign mode is based on classic
concepts, such as Risk, but it adds much
more depth to the player's decisions. In
order to create a broad gameplay base, we
have allowed the user to manage various
aspects such as Diplomacy, Commerce,
Research and even "Quests".
One of our main goals was to create a
historically accurate, strategic war
scenario. That is why, unlike other games,
we preferred not to base our game around a
"steamroller tactic" in which the player
creates a huge army and uses it to make
country after country fall. In Imperial
Glory, logistics play a crucial role - for
example, food consumption will make it
impossible to maintain vast armies.
Therefore, the player must plan in advance
how to support a large force.
At the same time, we feel proud of the
Diplomacy options, as well as the
importance of Sympathy between countries.
AI-controlled countries are not just
dummies waiting to be invaded, but smart
governments that will surely ally with
each other if they detect that the player
has reached a dominant situation over the
other nations.
Whenever a conflict breaks out on the
management map, the player can resolve it
in the battle game. We took special care
to ensure that every mode interacts with
the others - if for example, you are
attacking a fortified territory in the
battle mode, you should have prepared an
appropriate number of artillery pieces in
the management mode. Likewise, if one of
your ships sinks in a Naval Battle, any
troops that were on board will be lost
with it. |
Historic Battles |
The Historic Battles are recreations of
some of the most famous engagements that
took place during Napoleonic times. The
player can take part in them commanding
either side and even change History. We
went to great lengths to recreate the
conditions under which the armies engaged
each other, but we were always mindful of
playability. The user has a pre-designated
army which corresponds proportionately to
the forces which actually took part in
that battle.
In addition to the deployment of forces,
we have also tried to make the player face
the same challenges that the real
historical armies had to face. For
example, the Austrian/Russian player must
take care to prevent his troops from being
swallowed up by the frozen lake breaking
apart at Austerlitz; and the French army
must make good use of the square formation
at the Battle of the Pyramids if they do
not want to be overrun by the Egyptian
Mamelukes. |
Multiplayer |
Up to four players can also take part in
multiplayer Land, Naval and Historic
Battles. Even though the game's AI can be
difficult to defeat, the truth is that the
challenge of facing real human players is
more exciting, especially when you face
them on the battlefield of Waterloo… and
you manage to make Napoleon win! |
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