Grand strategy games
Published a year ago
Players' perceptions of the "big strategy" game
The two European strategy Storms released in 2000 and 2001 have received a good market response. This historical strategy game began at Stamford Bridge in 106, allowing players to choose the country they want to play and start a world war. But the former glory belongs only to the old owners, the new Paradox must come up with its own products, and this new IP is "Crusaders" (also translated as "Kingdom Wind and Cloud").
The classics that can be called the treasure of the town house by Paradox in the future are mainly three series, one is Iron Ambition, the other is European Wind and Cloud, and the third is Crusader Kings. It's probably Victoria between the two, but it's less influential than other works. These works are so-called "grand strategy games". Their names are not derived from the Japanese strategy classics of the same name, but have different meanings. Its definition is vague. In principle, it belongs to the same kind of works as the Civilization series, but it provides players with more places to operate in politics, military, diplomacy, culture and so on. Therefore, it is more complex, grander and difficult to start than that level of games.
Iron Ambition probably represents a considerable number of players' perceptions of the "big strategy" game, that is, they do not understand.
The Kings of the Crusades inherited the charm of European Wind and Cloud, and many grass-roots technologies directly followed the design of European Wind and Cloud. Unlike the former, the players will no longer play a country in the game, but an individual in a specific family. Whether you're playing the role of emperor, king, duke or smaller lord, in the game process that spans hundreds of years, it may be more important for players to continue their family lineage than to compete for hegemony in the world.
Dawn Storch