![]() ![]() ![]() I've always been fascinated with history and politics, and my games reflect that. If you try to do this for 18 games, you will go mad. The only alternative is writing the same game again and again. Your job is then to add new customers to replace them. Whenever you change anything in your games, you inevitably lose people. So if you were mad at me, before, you still be. The weird new parts of the game engine are all still in there. Yet, it's still basically the same engine. You have more customization options for building your empire, some of which affect the story. You get experience more often, providing a more even flow of dopamine hits. I made a lot of changes in Queen's Wish 2 that I really think improve the game. It tries a lot of new things, and it mixes them together in unusual ways. Queen's Wish: The Conqueror is a very innovative game. ![]() I hope the realness (to the extent that it is real) makes up for the frustration. That's how life works, and I want the Queen's Wish trilogy to have little reflections of life in it. Generally, the most important thing is to not make the right choice but to make sure some choice gets made. You have to choose among existing humans, all of whom, being human, are high flawed. You can't open a vat and pull out the perfect leader. You have to choose among the people who are available. You have to pick a replacement.īut here's the thing. Suppose you're some major official in Ancient Rome, and one of your provincial governors dies. I want this series to engage with politics and power and empire in an honest way. They reached a point where they didn't like any of the choices they had, so they quit. I recently got an email from someone who got stuck playing Queen's Wish. You enter a rebellious land, and you have to whip it into shape. This trilogy is heavily into politics and tough choices. ![]()
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