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Towards a new Paradigm in Computer Gaming
 
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In the bad old days, we pushed pieces of cardboard over flat maps which looked
  much like the image1 to the left.  Using our imaginations, we could see the city
  and the trees, but the map was flat and lifeless
    due to the limits of available technology.
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  Artwork consisted of a few hatch marks
 to denote cities, fat blue lines for rivers and green blobs for trees.  Not a very
 visually stimulating environment.
        
 It was certainly possible, and I think was even tried once or twice, to create a
 three dimensional mapboard, but cost  considerations prevented its wide-spread adoption.
 As a result, we were left with the flat map and the cheesy artwork.
 
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  The computer allows us to expand the graphical horizon by making it easier to generate
  three dimensional playing surfaces.  In the second image1, above, The city
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   and
  the trees were rendered vertically as well as horizontally.  This adds depth to the
  image and presents a more interesting playing surface.  Playing pieces were stood
  up on end and supported by tiny stands to help make the 3-D illusion.
        
   Additional effort is probably in order to add depth to the river, correct the run
   of the road through the trees and perhaps to add some texture to the ground itself.
   However, the second image above is already much more visually interesting than the first.
        
   One can get carried away at this business of visual stimulation. You probably know
   
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   of a computer game where too much attention was paid to the
       graphics, and not enough to the game itself.  One standout in this
       category is The Great Battles of Alexander2
       shown in the screen shot to the left.  In this game, the graphics are excellent,
       and one quickly learns to judge the relative strengths of the various formations
       by the number of
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       men still standing.  Yet, in my opinion, altogether too much
       time was spent making pretty pictures and animations, and not enough time was spent
       making a game.
       I found that most of the time I spent playing Alexander, I was sitting
       idle watching things happen on the screen, and the computer was depressingly easy to
       beat once the basic game mechanics were mastered.
        
 While the improved graphics available through the computer enhance the gamin experience,
 it is unfortunate that PC games focus so much time and energy on the graphics, and so
 little on the underlying AI.
  
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     Images shown above were made using simple tile sets created by
      DX6EDIT from Kimbro Software. |  
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    | Tile Set for Traditional Map | 
                               Tile Set for Tilted Map |  
    
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    The Great Battles of Alexander is a trade mark of Interactive Magic.
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Page Last Updated  10/28/99
 
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