October
Issue No. 2
Vol. 1, No. 2


Editor: Colin Murcray
Art: Bruce Dean
Layout: Janene Sikkink



 

 

Issue 2- Vol. 1 No. 2
Entries:

> Open Test Begins
> The Future of Gaming is the Past
Colin Murcray
> GAME FEATURE: THE STARMAP

> Name the newsletter
> SCI-FI News
> IRC Chat Channel Now Open

NEWSLETER ARCHIVE
Issue 1 - Vol. 1 No. 1

> Imperial Wars
> IWARS Forums
> About ILG
> Contact Us
> Sign in
> Investor Info

FORUM NEWS
Just a reminder, if you have registration probelms, check the thread 98.


 

 


New Game Art in the GAME FEATURE article

View more character art in the forums.

NEWS - OPEN TEST BEGINS

Open Test Begins
Well, the big news for us is the upcoming Open Test. Since we have announced the November 1st date for open testing, signups have increased dramatically. We expect more than 800 people to have signed up for Charter Citizenship by November 1st. We plan to start with around 50 invited testers on the first so that we can test the registration process. This select group will be chosen from the most active members of the Imperial Wars community. Testers must be able to download the game (the file is about 30 Mb) and then open a test account, install and open their game client and request a game start. Of course, all test accounts are free. The November 1st deadline should be met, but we will delay it a few days if need be to ensure a better start.

Early testers may go through the process several times to help us in smoothing out this process, which is different from the never-ending, persistent worlds. Entering into an Imperial Worlds game universe involves choosing a player name, a character type to play and a final score. Player selections are entered in a queue where the server constantly searches for the 16 component characters that will let it form a game. When it does, the players are notified by email (or they can log into their game client) that a game is ready and gives them their first deadline. Meanwhile, the server creates a universe. This is not a simple process for the computer as there a lot of things that go into setting it up.

Once we can successfully and easily register accounts and we have our first games started and running smoothly, we’ll start the next hundred or so. If we need another incremental test group, we’ll choose them but we expect that within the month, tests will be open to one and all.

MANAGING EXPECTATIONS

Managing Expectations
One of the most challenging issues in releasing Imperial Wars is the management of expectations. It is much easier to understand a game that is like another game that you have played in the past. Imperial Wars is very different to the other games currently popular on the Internet. It is a game that has a beginning, middle, and ending, unlike the better-known MMORPG’s. It is turn-based yet the turns have a sense of immediacy and take days to play. It is an immersive game with but it breathes and allows players to become engrossed in a science-fiction universe without giving up their lives.

There are many implications of a game like this that we discuss in our forums. This discussion will definitely heat up in the weeks and months ahead. We have spent a lot of time trying to tell people what to expect so that we don’t disappoint them or get people into a game that does not fit their style of gaming. It is a huge challenge to set the expectation for an unknown game.

We have avoided the hype andgeneral PR that is normally associated with the opening of a game so that we don’t attract players who are really looking for a session type game like Unreal Tournament or a persistent world game like Everquest. We’d like the chance to get it right and build a core of people who will help us show players the other kinds of games that Internet has to offer; games that are just as interesting and perhaps for many, even more so.

FEATURE ARTICLE
 

The Future of Gaming is the Past- Feature Article by Colin Murcray Years ago, before computer games existed as anything but money hungry arcade games, the role-playing game began emerging as the lower cost and more flexible alternative to the costly arcades. [more]


GAME FEATURE:
THE STARMAP

GAME FEATURE: THE STARMAP
Each issue of the newsletter will contain an element of the game explained in greater detail. This month's feature is the Starmap. [more]

VOTE FOR YOUR FAVORITE NEWSLETTER NAME

Last month we asked for your input on naming this newsletter. This month we'd like you to vote for your favorite newsletter name
E-mail your vote to the editor at Colin@intelgames.com

  1. New Centurion
  2. Imperial Dispatch
  3. Carpe Imperium
  4. Solar Tradewinds
  5. Imperial Intelligence
  6. Imperial Crossroads
SCI-FI NEWS

The 2002 Hugo Award Winners were announced in September.

They are as follows:

NOVEL
American Gods, Neil Gaiman

NOVELLA
"Fast Times at Fairmont High", Vernor Vinge

NOVELETTE
"Hell Is the Absence of God", Ted Chiang

SHORT STORY
"The Dog Said Bow-Wow", Michael Swanwick

RELATED BOOK
The Art of Chesley Bonestell, Ron Miller & Frederick C. Durant III, with Melvin H. Schuetz

DRAMATIC PRESENTATION
The Lord of the Rings: The Fellowship of the Ring

PROFESSIONAL EDITOR
Ellen Datlow

PROFESSIONAL ARTIST
Michael Whelan

SEMIPROZINE
Locus, Charles N. Brown, ed.

WEB SITE
Locus Online, Mark R. Kelly, editor/webmaster

FANZINE
Ansible, Dave Langford, ed.

FAN WRITER
Dave Langford

FAN ARTIST
Teddy Harvia

 

IRC CHAT CHANNEL

In the IRC Imperial Senate

This channel is open 24x7 for your IWARS use. However, we have weekly chats planned too.

You can connect directly to the Imperial Senate chat room or get the information on how to connect your own chat client by clicking on this link or going to http://iwars.org/IRC/index.html.

 
 

(c) Copyright 2002, Intelligent Life Games(tm)