The 70s: A Genre is Born
Behold, the mighty Tektronix! |
Early 80s : Attack of the Clonesoles
Ahh, the days when everything looked like genitalia |
Late 80s: Light our Darkest Hour
Nuked |
1991: Planet of the Apes
Much like the original Artillery, Microsoft made Gorillas as a tech demo for their QBasic language, hence was not marketed as an actual game. Although it didn't bring any new gameplay features to the table, what it did was exchange the mighty military elements like tanks and bullets, with family friendlier elements. The tanks were replaced with gorillas, while the choice of ballistics were explosive bananas. This marked the first time animals were used in the Artillery genre.
Scorched Earth, often coined 'The Mother of all Games", took the Tank Wars concept and ran with it. Developed by Wendell Hicken, he relied heavily on the new shareware distribution model to increase its popularity. Scorched Earth expanded damn near every aspect of the game, adding: a plethora of offensive (bouncy bombs, napalm, digging munitions, etc) defensive (shields, mag deflectors), and survival elements (parachutes, batteries, etc). Though still keeping its roots of math and trajectory, the game focused on how well you could predict what your opponent would throw at you and defend against it. With the inclusion of all the new elements, the game was commonly referred as a strategy game, more then an artillery game, a practice still used today.
1995 - 2010: My God, It's full of Worms
It wasn't until 1995, when an actual game developer studio came by and decided to toss real money into the development of the artillery genre and market it for the masses. Although Worms started as another indie (Andy Davidson via Blitz BASIC), it was picked up by Team17 Software to turn everything they've seen in the genre and make it accessible to all. Often sited as "a cross between Cannon Fodder and Lemmings" for its cartoony look and feel, it encapsulate all the fundamentals that had been in Scorched Earth. Once again, we see the inclusion of animals instead of the tired tank, allowing it to be accessed by a whole new audience (which we refer to as casual gamers today). Worm-mania became so popular the series managed to slither itself onto 30 stationary and mobile platforms. With financial backing from various publishers, including Microsoft and Sony, 17 titles had been released in the Worms franchise. Among them, they introduced over 60 weapons (including the notorious Banana Bomb), 3D gameplay, team/squad play, internet multiplayer, movable units, and campaign mode. Unfortunately, like many long lived franchises, over the course of 12 years the series has become tired with little more then novelty changes in each release. With titles like "Worms: World Party" it was safe to say, "They jumped the Shark. -IGN"
Worms Armageddon |
2009: Back to the Future
Similar to your artillery ballistics, the genre had its ups and downs. It was once again up to a small group of developers (Joey Betz and Chris Condon) to bring us back to the basic fundamentals of Artillery. They created Crush the Castle, a game that featured a limited amount of shots to knock down a castle with your trusty trebuchet. The concept was elegant, simple, and addictive. A new level would be unlocked after each successful round, featuring a new castle with stronger walls, different targets, trickier approach, and slightly different munitions. No longer were you trying to kill or be killed, instead it focused on skill and approach. And if you failed; just try the round again. Aside from simplifying the genre, the game introduced a new gameplay element seen in other genres: physics. Like many of the games on this list, Crush the Castle was free to play via web based flash and poorly marketed.
Unibrow = Angy |
Looking back at this retrospective, it amazes me how well Angry Birds captures every successful aspect of the genre. Although its all hindsight at this point, its clear, a successful artillery game needs the following:
- Cartoon animals sell better then military equipment
- Keep simple but addicting (micro-transactions) for the casual crowd
- Never loose sight of your core values (angle, force, distance)
- Keep gameplay short, perfect for mobile gaming
- Be creative with your artillery options, people like toys, progression
The Original Artillery |
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