We’re entering the final stretch everyone! In just over 5 days the campaign will be ending, so please help spread the word and let’s see if we can get those last couple stretch goals! As a “thank you” we have a full slate of articles planned for next week, with a new one being posted every day!
If you haven’t done so already, I ask that you check out the At the Gates Kickstarter page. Our goal is to innovate and take strategy gaming to the next level, but this campaign will be our sole source of funding for development. And hint, hint: the more successful ATG is the more articles you’ll have to read in the future!
To those of you who have already contributed and helped us reach our funding goal, I offer my most sincere thanks!
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In our last update we talked about how AtG’s combat system works. But the favored seat warfare holds is somewhat misleading, as the game’s most important feature is none other than its foil: diplomacy. No matter how clever a tactician you are, if you’re outgunned 4-to-1 you’re simply not going to win. Well, unless you’re Napoleon, and even then you’re still just living on borrowed time!
Diplomacy has long been a sore spot for 4X games. AI leaders have been boring and crazy. They’ve ganged up on humans because they’re winning or simply because they’re human. Occasionally they can be reasoned with. But they’re never to be relied on. So what’s the problem, anyways? Why hasn’t this been figured out yet?
The issue is that with diplomacy the designer is trying to accomplish opposing goals: acting like a believable human while still playing the game competently. This schizophrenia, coupled with a lack of focus has long plagued our beloved genre’s least-successful feature.
So is there an answer? I’m confident there is, and that AtG will prove it.
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