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| Age of... | Historical | WW2 | Modern | Near Future | Sci-Fi | Spaceships | Fantasy | City Builders | God Games | MMORTS | ||||||||||||
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MMORTS Games |
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Beyond Protocol (2008) Developed by keen-as-mustard indy developer Dark Sky Entertainment, Beyond Protocol is a classic take on the galaxy conquering 4X empire builders of old. Players roleplay an empire rather than a character, and guilds of players can cooperatively manage large interstellar empires in a persistent game universe. Everything in the game, from basic equipment to spaceships can be designed and built from scratch, and many game features only become practical when players work at them in teams. There seems to be a lot of extremely fiddly detail that demands a lot of this sort of cooperative play. The emphasis of this game is definitely on the heavy duty spreadsheet end of the strategy gaming spectrum, aimed squarely at the hardcore - i.e. the ascetic! - school of strategy gaming.
However, this is nothing new for any 4X game set in space - although few 4X games get as carried away with the enforced customisation as this one. Beyond Protocol makes no concessions for casual idlers or even mainstream gamers - and it runs slowly. This is a cross between the glacial slowness of 4X strategy with the bottomless time sink of the MMO. However, the tutorials breathlessly crash through an avalanche of menus and stats; even old veterans used to big strategy games are going to find the going tough. Skipping them leaves players utterly clueless, but working through them doesn't seem to clarify much, either. The fact that you might have to spend huge amounts of time building a "library" of minerals and alloys just to get what you want is more than just a little bit game killing. Beyond Protocol's artwork only makes the GUI feel worse. Even fundamental things like on-screen HUD's, selection boxes and even health bars were effectively absent. The lack of any immediate feedback only adds to the slow boil of frustration, and its slow pacing feels turgid, especially since its impossible to see what's going on anywhere at a glance. Battles grind on interminably. Compounding this horrible wall of... stuff is a lack of any contextual menus. Every game element and menu offers all options at all times, even though many of them aren't useful or appropriate at that moment. Some of the potentially cool stuff in the game, like Secret Agents, are almost undone by the fact that even trying to assign a simple reconnaissance mission amongst agents with skill sets is like editing a fucking phonebook. One where you have to research and prototype your blunt scissors and sticky tape first - oh wait I forgot to mention blunt scissors are made from stainless steel oh god AAAAAAAAAAA Man, this makes EVE-Online feel almost.... accessible!
Other 4X games, like Sword of the Stars made mighty efforts to be become accessible to new players. While Sword's graphics were a wee bit naff, the game jumped into the action without losing the strategy and never got lost in its own details. It's approach was to gut nearly all the resource gathering and planet management from the 4X rule book - leaving behind a focused 4X strategy game that didn't feel like it was missing anything. Beyond Protocol goes in the exact opposite direction - it piles on the numbers, interfaces, options, and procedures to the point of paralysis. Its impossible to tell which is more important, or what needs to be done first. Thus, we get a horrendous learning curve and a sense you've been dropped into the middle of something huge and complicated instead of starting out somewhere with a clear idea that there's some great MMORTS journey to go on. So its really a niche game for serious players who
like their numbers and have a lot of time up their sleeve to
figure it all out. If you've been hanging out for a complex 4X style
RTS
that's
persistent, and one where you can totally build up your very own empire
from scratch, then
Beyond Protocol might be for you.
But you'll need to see past the art-free graphics, the lack of any
useable in-game interface, and a barrage of clunky GUI's. Prototyping
units might be analogous to creating characters, but this is hardly
a riveting
example
of
gleefully
sticking
guns on something and then throwing it into the field for some glorious
multiplayer biffo. Its
very much like an ongoing work in progress, which must surely affect
the
decisions
of people
wanting
to pay rent
to play the thing. I might look in on this indy MMO a bit later on,
when its straightened itself
out -
assuming
it
survives,
that
is. |
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Dawn of Fantasy (in development) No idea what this is. Apparently an MMORTS set in your standard Tolkine style fantasy universe. From what I gather, you don't roleplay a character so much as manage your Homeland, which is like running your own Civ in a massive multiplayer environment. If Canadian developers Reverie World Studios can pull it off, then it might prove to be very interesting.![]() |
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| Age of... | Historical | WW2 | Modern | Near Future | Sci-Fi | Spaceships | Fantasy | City Builders | God Games | MMORTS | ||||||||||||
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Fantasy RTS Games |
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| God
Games |
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Page established Dec 2008
Last modified Thu, Jul 14 2011 by Lindsay
Fleay