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- We're going to be releasing the Entrepreneur later this quarter (in
- June) and to give users time to join up I'm letting everyone know that
- anyone can join the Entrepreneur beta.
-
- Last year our company, Stardock, developed Galactic Civilizations that
- some of you may have heard of. With what we have learned on
- that game, we have sought to develop an even more ambitious
- game. A REAL TIME Strategy game.
-
- The way we handle betas (like with GalCiv) is that it's treated like
- an early experience program. You get the game at a somewhat
- discounted rate and in return you get the beta and the final version
- and can have a great deal of input on what the game is like.
-
- I also mention Avarice which is what we're internally calling
- our "Myst Killer" game for OS/2. If you liked Myst, you'll probably
- like Avarice.
-
- Here's the info for you to digest. Please feel free to repost it
- anywhere you think it is appropriate. As any GalCiv player will
- tell you, the large beta support we had is what made GalCiv
- a success and we want to make Entrepreneur even more of a
- true OS/2 game.
-
- While developing GalCiv, an idea for a game kept coming to mind. I
- used to be a big fan of 'business simulation' games. Popular
- games of this genre include MULE and Railroad Tycoon (though I haven't
- actually seen this one). The problem was, the game I wanted to
- write which I called Corporate Machine, was well beyond the know-how
- of our team back in 1993. It was just too advanced for us to feasibly
- do because we were still fairly knew to OS/2 programming and we
- did not have the infrastructure then for getting graphics designers
- for the graphics (hence, GalCiv's graphics aren't incredible, I drew
- the ship icons myself for example). As GalCiv neared completion,
- we have developed a network of artists and technical know-how where
- Entrepreneur could become a reality.
-
- I also wanted to show how similar modern business practices are
- to warfare. Make no mistake, Entrepreneur is a war game. There
- are no guns, no killing, no bombs but it is a game of conquest.
- Your company is out to dominate the market you are in. It should
- give users a new perspective on how companies really work. We all
- flame Microsoft for their business practices but it will be
- interesting how much differently we players of Entrepreneur do when the
- same situations come up. To survive, you must be a competitive player.
- What you are willing to do in Entrepreneur to be competitive is your
- choice and perhaps it will be in those choices that you learn how you
- are different from large domineering corporations that exist in reality.
-
- If I were to describe what I want Entrepreneur to be like, I would
- say:
-
- Entrepreneur is a real-time multi-player strategy/simulation game
- where you are out to conquer the world.
-
- That's the trick now isn't it? REAL-TIME STRATEGY in the same
- sentence. To be sure, there are other real-time games out there.
- Simcity and Populace come to mind but one is a simulation and the
- other's 'strategy' components are relatively simple (though fun).
- This kind of setup should appeal to those who (like me) enjoyed
- the game Xcom (UFO: enemy unknown). You have some control over
- how fast time passes (except in multi-human-player mode of course)
- but there is no 'turn' button.
-
- In Entrepreneur, you choose a market to be involved in. The game
- will come bundled with 3 markets to choose from. Other markets
- will be made available after release by either us or by third
- parties via developer kits. For example, let's say you choose
- to be in the computer industry. Computers are made up of several
- components such as monitors, keyboards, hard disks, video cards,
- CPU's etc. Each of those components are made up of separate
- components and so on. But to keep the game from getting overly
- complicated, you simply research a pre-defined set of components
- such as hard drives, CPU's, etc. Each component will add a different
- trait to the product. There are about a dozen qualities each
- component adds. From durability to cost to asthetics. For example, you
- may have a choice of a half dozen new types of hard disks you may want to
- research into. Some cost more but don't last as long. Other's are kind
- of 'sporty' looking which helps in reviews to a point. It is up to you
- choose what you think it best for the future product you want to make.
-
- Once you have researched a set of components, you then design products
- from the list of components you have. You may have a very powerful
- computer system that costs a lot or an economy model. You can have
- several different products in your 'product line'. At this point,
- the only game I can even think to compare this game to (as you can
- tell, I use other games as analogies a lot) would be Masters of Orion
- which is quite a different game. In MOO, you research technologies,
- build ships with them and then wipe out enemy fleets with them.
- In ENT, you research components, build inventions (products) with
- those components and conquer the market with them (city by city).
-
- But it's not quite that easy. Researching techs and putting them
- together is too easy. Once you design the product the engineering
- process begins. Depending on the complexity of the components,
- the time to take your design and make it a reality begins. Luckily,
- in ENT, everything takes little time for gameplay reasons but the
- relative time between products can mean the difference between getting
- a product out the door in time and ending up with a has-been
- product.
-
- Once this is done, you then send it to manufacturing and the product
- gets built. You have to decide how many units to make and where
- to send them. Each city has different tastes in products. You will
- have to be careful where you send your products. If you send
- a bunch of your fanciest and most expensive cars to a town that
- considers eating a luxury, you are likely to get mowed down by
- your opponents who have arrived with a fleet of economy-cars.
-
- Like most strategy games, there are alliances and wars that break
- out. This is similar to the real world where you have companies
- that periodically make alliances (like IBM and Microsoft) and
- companies that go to war with each other (like IBM and Microsoft).
-
- You win the game either by absorbing all your competitors, conquering
- all the markets of the world, or driving your competitors out of
- business.
-
- I am very excited about this game. Those of you who know me know
- that I write games for my own enjoyment and hope that others
- like it too. I wrote GalCiv after getting tired of waiting for
- someone to write a "Better Civ than Civ". Well, no one is going
- to write ENT because its real-time strategy engine requires a
- multithreaded OS and right now, it looks like we're the only ones
- making games designed for such OS's.
-
- The possibilities for this game are staggering. We could have
- modules where you are really in a war game, you design armies and
- the components are armor, artillary, infantry, etc. Or another
- market module where you are creating sentient life and trying to
- beat out the other would be creators of life. Best yet, since
- the developer's kit will be out shortly after release, other people
- will be able to make modules that I would never have thought of.
-
- THE BETA:
- In May we hope to release ENT beta 1 (though we may wait until
- June to closer time it with Avarice beta 1). The beta program
- for ENT will be similar to GalCiv's beta. Anyone can join the
- pre-release program for $35 plus shipping. Joining the program
- allows you to get pre-release versions so that you have a definite
- input into the game (anyone in the GalCiv program can attest
- to this). You also, of course, get the final version free.
-
- We need lots of help in the game and OS/2 support for solid
- products has always been strong. Anyone who knows how to write
- good music or is interested in artwork please email me (your
- efforts will be compensated of course). Moreover, we need lots
- of cities to put in our world. We're going to try to put in
- beta testers' home towns into the game.
-
- Beta testers will get to have input into:
-
- o The game itself
- o The manual
- o The packaging
-
- It is our intent to make this game truly by OS/2 users for
- OS/2 users. I want to work as closely with other OS/2 users
- to make this a world class game!
-
- ****************************************************************
- BETA FORM
-
- ENTREPRENEUR
- REQUIRES
- OS/2 WARP
- 8 megs ram
- 3.5 inch floppy drive
- CD ROM drive if final version is on CD ROM.
- VGA or better.
-
-
- Name ____________________________________________
-
- Address ________________________________________
-
- City/Zip/Country _______________________________
-
- Payment Type
- [ ] VISA
- [ ] Mastercard
- [ ] Check
-
- If Credit Card, # and expiration _____________________ ____
-
- Name of your home town(optional) _____________________________
-
- Your home town's location in
- latitude and longitude (optional) _____________________________
-
-
- Pick one
- [ ] ENT beta program (includes final version free)
- $35 plus $10 shipping ($20 if outside USA/Canada)
- [ ] ENT pre-order (final version only)
- $40 plus $5 shipping ($15 if outside USA/Canada)
-
- [ ] ENT AND Avarice* beta programs (includes both betas and final GA)
- $60 plus $20 shipping ($40 if outside USA/Canada)
-
-
- I want the GA version on: [ ]CDROM [ ]3.5" floppies
- (beta will be on 3.5" floppies)
-
- Make Checks payable to:
- Stardock Systems Inc.
- 13405 Addison
- Gibraltr MI 48173
-
- Stardock: PHONE (313)/782-2248 USA
- FAX (313)/207-0780 USA
- CompuServe: GO STARDOCK
- OS2BBS: Stardock forum
- Email: Wardell@ibm.net
-
-
- * Avarice requires at least a 2speed CD ROM to play.
- Target Release dates for both products are September 1995.
-
-
-