*Drats*
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* I here abide that old James Bond flick,
"Never Say Never", for who knows what singular event may arise to spur a momentary change of heart - like this topic's proposition & question (along with some subsequent irksome confabulations).
* So for a breath longer I tarry, to speak to this topic's proposition & question as well the crux points raised by others here in response. However I will do it all without quoting. I think it not essential to clarity & likely would make this post way too long for prevailing cyber cognitve & culture norms.
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* I understand
Starcraft developers rationale & motivation in approaching Starcraft 2's development. Up till it was supeceeded by the "
Sims" franchise & this years
"Call of Duty: Modern Warfare", the original SC was the most successful comp-vid game of all time. Heck, it's still close to the top of that heap.
* On the flip side,
WZ 2100 probably wouldn't make the top 1000 list in any incarnation to date & there are a set of clear reasons for that - not all of which can be laid at Eidos feet for forcing concurent PS1 dev or ultimately, & prematurely, pulling the plug on
WZ Creators, Pumpkin Studios, & WZ's continued, & laid-out (as in code work commenced & still in the base), development. A goodly share can be assigned Net MP cheating - which first plagued MPLayer in '99 & has never really changed much since. But that's just part of the iceberg that sank
WZ like the Titanic.
* So I think it at least as apt & useful to identify, define if you prefer, the iceberg that sank WZ 2100 - above and below the surface - as it is to look closer at what is uniquely WZ, as in its core game play experience identity.
* Ok, let's get some more fodder on the table to chew on (based on eyewitness accounts and historic, primary source docs).
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* What is original to WZ is the simplified oil harvest resource mechanic & the combining by Pumpkin of a
totally derived back story, unit design & research mechanic. That's correct - individually, those components were extant many years before
WZ 2100. The backstory well over a decade prior in the form of 2 hugely succesful movie franchises & those 2 game mechanics a good 5+ years prior in a set of classic, seminal, even legendary, DOS games....
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* WZ Retail release was v.1.0.
* From April 1999 to October '99 there were 10 patches that had a few bug - fixes, some new maps, vastly improved Ski A.I., brand new, totally unplanned for Ski UI & mechanic, opening-up CAM Techs to MP, & adding a bunch of MODS suggested by the community over the initial 4 months following release. For all the new additions over those 10 patches (including MODs to GPMs), very little in the way of overall balance was done - in other words, WZ's balance was UNFINISHED such that, for one, a great majority of design combos were worthless..... and this was NOT because of some sort of deliberate balance design end goal for a certain style of MP game play by
WZ Creators.
* No, coming to such a conclusion would amount to saying that the GPM complexity-depth was predominantly intended as superflous red herrings & that would be a preposterous ambition for creating an RTS. Even without being an eye witness to events & converstions back in '98 - '99, there is source evidence that speaks volumes to this point.
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* If anything,
WZ Creators strategy was for ongoing development with community input totally encouraged in an overall culture that had much in common with
Pixar Corporation's creative culture of hugely successful development these last 2 decades. THIS was also very much at the heart of what made
WZ 2100 special (I cannot stress that enough) & you could only know that by direct experience within the community between 1998 - 2004.
* If you were not there, an eyewitness to Pumpkin's '98-'99 community or it's officially sanctioned and sustained '99 - 2004 Fan/MOD/Dev community (till source liberation in late 2004) and have no idea about
Pixar's creative culture of the last 2 decades to
know the powerful congruence between the two then I would recommend perusing
"The Pixar Touch" by David A. Price, "
Innovate the Pixar Way: Business Lessons from the World's Most Creative Corporate Playground" by Bill Capodagli & Lynn Jackson, "
To Infinity and Beyond!: The Story of Pixar Animation Studios" by Karen Paik, & "
Little Bets: How Breakthrough Ideas Emerge from Small Discoveries" by Peter Sims.
* And to better undertstand the core differences between that community culture of '98 - 2004 and the "Open" culture that supplanted it begining in the latter part of 2005 (to the present) you can do no better than checking out the lucid expression by the father of virtual reality tech & software, Jaron Lanier, in his 2010 manifesto
"You Are Not A Gadget".
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* (And btw, NONE of the content in the 10 Pumpkin patches were intended for a WZ sequel like someone stated in an other thread recently. I should no longer be suprised by peeps confabulations about WZ but it still shocks me to read bullchit like that. Unfortunately, it too is much like an iceberg - the bullchit history that circulates like a herpes infection.)
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* Fun, yes. Addicting, sure enough. That is, till the limited winning procedures are rote memorized & the realization sets in that the combat gameplay, the actual in theater warfare pay-off experience, has very, very, little to do with ANY battlespace tactics of the 21st Century. In fact, it's well nigh non existent. As in full implementation, non existent. However, in rudementary form, it's there. They just never got to finishing it. Remember, the original plan & unique strategy by WZ Creators was on-going GPM enhancment & development AFTER retail release - "a living product" as the software lead engineer for the project phrased it in June '99.
* So for the last 12 years "Warzone 2100" remains crucially unfinished & could just as well be called -
"RaBo Zone 1916".
*
Research
and
Build
Order
Zone 1916 makes for one dimensonial battle-space, one center of gravity & one front maneuver, circa
World War I tank warfare to counter the attrition of infantry & arty entrenchment - & all in an analog world. Even rebooted futuristic eye candy won't change that. The seeds for something much more do exist in the source code but they remain dormant. More interesting & in theater diverse; more fun, tactically far, far, richer, (allowing for asymmetric gambits as well) &, ultimately, a more popular RTS game with a greater on-going currency and resistance to gaming obsolescence.
* Square one going forward, IMHO, is the new schema for UI creation, new scripting lang &
ECMs. With these in place other powerful game play developments will become compelling & obvious (& I think need not be spelled out here).
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*Rman engages ECMs*
.