Epochal: Achron, Meta-Time Strategy
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Epochal: Achron, Meta-Time Strategy
Epochal: Achron, Meta-Time Strategy
Things you can't do in an RTS generally include: attacking your opponent in the past, undoing the future actions of your units, building things in the future and sending the back to a previous point in a game. These are all things you can do in Achron. The developers, who unveiled their idea at the [...]
Author: Jim Rossignol
Category: RockPaperShotgun Achron hazardous software
Publish Date: Fri, 27 Mar 2009 13:30:36 +0000
Things you can't do in an RTS generally include: attacking your opponent in the past, undoing the future actions of your units, building things in the future and sending the back to a previous point in a game. These are all things you can do in Achron. The developers, who unveiled their idea at the 2009 GDC Experimental Gameplay Sessions explain it thus: "Achron is the world's first meta-time strategy game, a real-time strategy game where players and units can jump to and play at different times simultaneously and independently." It's a game that takes the impossible notions of cross-time war that we see juggled so cleverly in time-travel science fiction, and turns them into a practical gaming model. This is seriously smart game design, and, potentially, it provides a model for "real-time" time travel in all kinds of games, not just strategy games. An explanatory trailer and press release await you below, and believe me, you are going to want to watch this.
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Posted by rossignol. |
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Post tags: Achron, hazardous software
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Things you can't do in an RTS generally include: attacking your opponent in the past, undoing the future actions of your units, building things in the future and sending the back to a previous point in a game. These are all things you can do in Achron. The developers, who unveiled their idea at the [...]
Author: Jim Rossignol
Category: RockPaperShotgun Achron hazardous software
Publish Date: Fri, 27 Mar 2009 13:30:36 +0000
Things you can't do in an RTS generally include: attacking your opponent in the past, undoing the future actions of your units, building things in the future and sending the back to a previous point in a game. These are all things you can do in Achron. The developers, who unveiled their idea at the 2009 GDC Experimental Gameplay Sessions explain it thus: "Achron is the world's first meta-time strategy game, a real-time strategy game where players and units can jump to and play at different times simultaneously and independently." It's a game that takes the impossible notions of cross-time war that we see juggled so cleverly in time-travel science fiction, and turns them into a practical gaming model. This is seriously smart game design, and, potentially, it provides a model for "real-time" time travel in all kinds of games, not just strategy games. An explanatory trailer and press release await you below, and believe me, you are going to want to watch this.
(...)
Read the rest of Epochal: Achron, Meta-Time Strategy (398 words)
Posted by rossignol. |
32 comments |
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Post tags: Achron, hazardous software
This article is from Rock, Paper, Shotgun. If you're reading it on any other website, they're stealing it from us without permission.
Read more... - Read comments...
Source: Rock, Paper, Shotgun
Description: The PC Gaming site: it's a fun time.
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There's a third video on their site, which is quite interesting, too - shows you chronofragging yourself if you time jump to where a unit's already standing.
It also says it's possible for 'future' incarnations of troops to fight alongside their past ones, although he seemed to deliberately avoid doing this in the first vid.
He says something about 'the originals must return to the gate so they can be sent back in the future', something they presumably can't do if they've been destroyed in the past.
Presumably this means any 'future' (from their perspective) iterations of themselves then cease to exist, which would make for perplexing gameplay if it weren't for those time waves which take a while to propogate.
It's a nice trick which fixes most of the temporal paradoxes I thought of right away, kind of like how Marty only starts to fade away in Back to the Future rather than immediately wink out of existence.
Also the game's 'present' ticks along at a normal pace, but while it's unclear whether in the second vid he travels further forward in time than where the game's 'present' is, there's no example of troops being sent forward in time.
Fascinating stuff. Want.
It also says it's possible for 'future' incarnations of troops to fight alongside their past ones, although he seemed to deliberately avoid doing this in the first vid.
He says something about 'the originals must return to the gate so they can be sent back in the future', something they presumably can't do if they've been destroyed in the past.
Presumably this means any 'future' (from their perspective) iterations of themselves then cease to exist, which would make for perplexing gameplay if it weren't for those time waves which take a while to propogate.
It's a nice trick which fixes most of the temporal paradoxes I thought of right away, kind of like how Marty only starts to fade away in Back to the Future rather than immediately wink out of existence.
Also the game's 'present' ticks along at a normal pace, but while it's unclear whether in the second vid he travels further forward in time than where the game's 'present' is, there's no example of troops being sent forward in time.
Fascinating stuff. Want.