Others approached the problem of making interesting mechanics out of this genre by getting narrower in their scope, such as Maxis’s SimFarm and SimAnt. Some of these games had vast aspirational subjects: Maxis’s SimCity series, Microsoft’s Age of Empires series, Sierra’s Empire Earth, and so forth. Pharaoh was released in 1999, toward the end of a boom period for simulation games, in which it was necessary to make each new simulation game somehow distinct from all the others. This time, I want to do neither in this post, I will examine how specificity strengthens Sierra’s Pharaoh in terms of both historical representation and gameplay. It’s easy to criticize games with historical settings based on their inaccuracies, and equally easy to defend them on the basis of gameplay.
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