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By
Phil Steinmeyer
Gamasutra
CGDC Roundtable Report, April
1997
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CGDC '97
Roundtable Reports

The Future
of Strategy Games
Three sessions devoted to the future of
strategy games produced a large, lively, and varied audience with different
views on the direction of computer gaming's biggest genre.
The topics were similar from session to session, but there was less
than unanimous agreement about the direction and impact of these concepts.
Topics (and viewpoints expressed), included:
Real-Time vs. Turn-Based Games -- While real time games have
become dominant in the last two years, most participants agreed that
turn-based strategy games are not dead, and will survive, albeit as
a smaller component of the genre.
On-Line Participants felt that the rise of on-line games was a huge
factor in the present and future of strategy games, and is largely responsible
for the rise of real-time games. There was disagreement as to whether
a strong on-line component is critical to succes in strategy games.
Some felt that a strong single player game could still do well. Others,
citing pressure from marketing types, argued that without good on-line
support, a strategy game will be confined to a narrow and unprofitable
niche.
Categories of Strategy Games -- (The Command and Conquer Revolution)
-- Everyone felt that the domination of C&C and it's clones is an
aberration, much like the onslaught of Doom clones two years ago. People
felt that the C & C clones would continue to be important into the
future, but at a lesser level than recently. Only games that truly innovate
within this niche will distinguish themselves.
Art Budgets -- Participants agreed that the big art budgets of
recent blockbuster strategy hits are here to stay, and Òlone
wolfÓ strategy programmers will struggle. However, participants
did not expect to see a vast increase in art budgets either, as things
are currently at a sustainable level only.
3D vs. 2D -- There was a split between advocates of 2D and 3D
for strategy games. While most strategy games have been 2D up until
now, several people, including some who had done 2D games in the past,
felt that 3D would inevitably dominate in strategy games, as it has
in action and other categories. 2D advocates felt that 3D graphics were
unnecessary and unlikely to have a major near-term impact on this genre.
Expanding the Market -- Everyone wanted to see the strategy market
expand. A lot of folks advocated targeting the female market more, generally
by decreasing violence and competition, and moving more towards building
and exploring games. A few dissenters felt that women would never constitute
a large component of the strategy market, and noted that recent hits
such as Diablo, C&C and Warcraft are even more violent than past
strategy games.
Summary:
Participants are upbeat about the future of strategy games. Perhaps
the biggest areas of contention were real-time vs. turn based, on-line
vs. solo play, and 2D graphics vs. 3D graphics. From the comments of
the participants, it seems they are taking many different approaches
to these and other divisive issues, and we should expect to see a bumper
crop of varied strategy games coming down the pike in the next 12 to
18 months.
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