Playing War: Sun Tzu’s Ancient Text in Computer Strategy Games


Harvesting.  Unit Cap.  The “Zerg Rush.”  All terms synonymous with the real-time strategy genre of computer games.  Since Dune II laid the foundations for generations of time-wasters, dozens of iterations based on tactical know-how have emerged from developers’ dens.  However, with every variation, a question arises from the ashes of slain enemies: does this game actually utilize actual strategy?  Can we use knowledge gained from classical texts to aid us in our battle against those unholy fiends?  To this end, we will compare modern strategy games to the father of all treatise on warfare: The Art of War

 

Careful, this is a long one.  Pictures will be incoming later.
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What “The Secret World” Needs to Succeed

MMORPGs are a dime-a-dozen these days. Just this year, Rift was released as the newest commercial roleplaying game, and Forsaken World was released late last year as the free-to-play time-killer. Turbine’s two top games have utilized micro-transactions to great effect complete with new free and paid updates to continue their business as a top competitor. Blizzard released its newest — and most popular — expansion for World of Warcraft. Warhammer, Age of Conan, Guild Wars and its sequel, Final Fantasy XI and XIV, DC Universe and City of Heroes/Villains, the upcoming Star Wars: TOR; this list goes on and on, without even counting the multitudes of free-to-play RPGs that have infected the market, nor the other genres directly affected by the trend like First Person Shooters, Real Time Strategy, etc.

Now we have another RPG entering the ring, but the developers promise it will be different. Not an unheard of statement, but hopefully they’re telling the truth.

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