![]() ![]() EVERY map is a story mission, during which you're making persistent progress. There's a sprinkling of story in it via the official scenarios, but most of it is driven by a metagame meshed into how people actually play. Explore with your hero (unless you park him right with the enemy, you basically cant get him killed, but do note this mission requires his survival), build. The game is a procedural framework now for telling the stories of your pantheon of demigods as they settle the multiverse. I think they've realized this is the way the community is leaning, and honestly, I'm incredibly delighted by it. The series' signature blend is of 4X strategy and turn-based tactical combat. I don't want the studio to spend 40% of their time developing handcrafted scenarios which would represent <5% of my total playtime. Age of Wonders 4 is the 4th entry in the Age of Wonders main series. Now I'm not going to begrudge a story existing, but with a finite number of developer-hours to spend on a product, what I want is primarily rock solid core systems. It's not how I ever spend most of my hours playing an Age of Wonders game, and that's true of a lot of people. While I like the idea of a story being existing, and there being a framework mythology for the game to exist in, it's not even close to the drawing point of the game for me.
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