News

January 22 2005 - Independent Games Festival winner


Our game was entered into the Independent Games Festival student showcase where the results were announced recently. Out of 92 submissions from 11 countries (among them, the winners from KTH Game Awards), the top 10 were invited to the IGF to show off their games on-site. Happily, we're one of those 10 teams! The IGF is held march 9-11 in San Fransisco, California.

To play the game, please visit our IGF Entry Page where you can download our client software and also get a public account which is required in order to login on our game server.

History

Back in the autumn 2003, 7 students at KTH (Royal Institute of Technology, Stockholm, Sweden) were taking the course 2D1362: Programutvecklingsprojekt Med Mjukvarukonstruktion at NADA. This course mainly consists of a medium-scale project (6-8 persons for approx. 4 weeks, full-time). What you are looking at now is the webpage of one such project, War, Siege & Conquest: The Battle for Gaia (or as it was originally known - MMOSG - Massively Multiplayer Online Strategy Game).

Overview

Our game is a purely multiplayer, online strategy game set in a medieval fantasy-world, mainly populated by humans. As a player, you play the role of ruler of a small kingdom looking to expand its borders, economics and miltary might. In many respects, it is a classic strategy game featuring resource gathering, city management, fort construction, etc.

What makes our game stand out is mainly two things, the time scale and the number of players. While this game is a real-time strategy game, it is a slow real-time, so to speak. "Producing" a company takes between 4 and 12 hours, constructing a fort 16 hours and moving your troops from one side of your kingdom to another can take a day or two (more the more successful you are, of course). As for the number of players, we expect to have around 50-100 players on in the same world when everything is finished.

This slow time-scale encourages a different style of play, than what traditional RTS (Real-Time Strategy games) do. We expect our players to log on for perhaps 15-30 minutes between 1-5 times per day, checking for updates, looking at the progress of their kingdom, placing new orders, etc. Naturally, there will be times (and players) when logins are much longer (such as anxiously awaiting the result of that crucial battle) and there will be times when logins are more seldom (such as when real-life calls). With this slow time-scale, there isn't a big advantage to being logged in all the times, and it is our hope that this can attract new audiences who enjoy gaming but simply do not have the time to spare to sit down at the computer 2-3 hours in a row just for a game.

Features

As you have probably figured out from this list and webpage, our skills are not in marketing or web page design. But we know how to make a game a lot better than we know how to make a good-looking website or a feature presentation.