
Initial development was hardly any less problematic, as Sperry recounts: “Joe Bostic was my lead programmer, and I remember telling him about how I wanted the units to move around on the battlefield and the basics of combat. And so he put it all together, and the resultant game was really boring!”
At this stage, though, the game bore little resemblance to the final product, with only four to eight units fighting on each side. “When we played with it, the whole game was over in no time. So we worked in obstacles on the battlefield and later production dynamics, the base and unit construction, and the fog of war effect. The production dynamics were partly inspired by Civilization. Sid [Meier]’s production dynamics gave me ideas on how to make Dune II more interesting.”
According to Sperry there was no fleshed-out game design and development was largely organic. “I wasn’t very good at communicating what I saw in my mind,” he admits. “I knew how I wanted the controls and interface to work very clearly, but some of the unit dynamics and pacing were still murky. So we basically built the game iteratively and the design documents were often made up as we went along.”
This open-ended approach to game design is clearly how Sperry prefers to work, admitting that today he spends more time as a voyeur than a player. “When I focus on watching others play, I learn more about game design and entertainment, what’s working, what’s frustrating and how much or little players are willing to put up with and why. Game design and gamer interaction is still a source of endless fascination for me.”
Sperry describes Dune II’s core challenge as “combining combat, exploration and production at a particular pace and rhythm to make it all exciting and almost out of control. That was a key part of what made it so addictive.” Indeed, the experience was quite unlike more staid turnbased strategies, where success or failure rolled in slowly rather than rushing over sand dunes at the speed of an action game.
“You had to think and respond fairly quickly, and in realtime, or else your base and forces would all be overrun. And as we developed the game further, it became clearer how the pacing and battle scenario design were all a delicate balance.”
Nice article!
I played Dune II a lot back then (and also played Dune).
I also played the 3D version that came out later. I may be confusing the effect with the later version but you did get a patch of spice.
I can faintly recall my soldier in Dune II endlessy shooting at the worms, so.. maybe they exploded into spice back then or they couldn't kill it and it was the 3D version.
I tried it again some time ago, but not being able to easily select multiple units at once was kind of a turnoff.
This just continues the misunderstanding between Real-Time-Tactics and Real-Time-Strategy.
RTT is where you send units out to some location and micromanage each battle out. Most of the "RTS" games are really only RTT, and that's what you're really talking about.
RTS means you send units out to some location and let them sort it out while one plans the bigger picture of the war -- not the individual battles. This is backed up by the dictionary and strategics:
the science or art of combining and employing the means of war in planning and directing LARGE military movements and operations
While tactics are: the art or science of disposing military or naval forces for battle and MANEUVERING them in battle
Also, Herzog Zwei predates Dune II and better qualifies as one of the first of these RTT games.
What in the world is this article talking about? RTS's were around long before Dune II. Games like Cytron Master (1982), Combat Leader (1983) -
http://www.atarimania.com/zoom_frame.php?TYPE_IMG=D7&ID=1143&MENU=8&NUM_...
and even Modem Wars (1988) are just a few. Is Dune II an influential game int he RTS genre? Certainly. But nowhere near "the world’s first realtime strategy game" as the article claims.
You just got Spice, and a major sense of self satisfaction.
Mmm, random question, and already asked this somewhere not really related but... I'm hoping someone
1. has played the Dune II
2. has killed a sandworm in it
3. can remember if anything awesome happened, or if you just got a load of extra spice like i suspected.
would love to know. They always disappeared before i could kill one.