The Inception of a Historical Strategy Game
summary
Development begins by proving an audience for a narrow setting, then running a research loop (books, games, music, shared team channels) to pick a specific conflict — e.g., Rise of the Republic pivoted to the sack of Rome — and document everything. A prioritized feature list in Excel replaces fanciful diagrams, scoping trims features to critical USPs, and early playable prototypes expose mismatches. For myth-poor eras the approach is narrative freedom; for Troy the release model splits into three campaign modes (myth, mixed, historical).
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chapters (19)
- 0:00Historical strategy game dev
- 1:35Appeal of historical games
- 4:02Game director's role
- 5:27Inception of project
- 7:11Historical research
- 9:18Cool setting definition
- 10:43Accuracy vs authenticity
- 12:10Refining game concepts
- 14:17Rise of the Republic DLC
- 17:45Game vision to team
- 19:09Design pillars
- 21:17Feature list importance
- 24:23Project scoping
- 26:11Early playable build
- 27:13Adapting to changes
- 28:15Trusting expert advice
- 30:00Lessons learned
- 32:10Project ideation summary
- 32:53Q&A on accuracy
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