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Humakti Death Duck demands vengeance! How many cows should we give him?
September 6, 2011 8:16 PM   Subscribe

Fantasy world Glorantha was created in 1978 as a deep setting for board and role -playing games. King of Dragon Pass is a 1999 PC game, also set in Glorantha, where you manage a tribe of bronze age poets, cow-herds, squabblers and warriors. It is being re-released for iOS tomorrow.

Copies of the game have become hard-to-find, leading to a range of entertaining Let's Plays.

The game plays like a combination of a Bronze Age village simulator, Hammurabi and a choose your own adventure book, but set in a tiny, densely-imagined corner of a fantasy world. Plus: Ducks.
posted by Sebmojo (84 comments total) 50 users marked this as a favorite

 
I played this game on the Mac back in the day. it's incredible - the most atmospheric game I've ever played. A lovingly designed obscure indie game that deserves wider recognition. highly recommended
posted by Bwithh at 8:26 PM on September 6, 2011 [1 favorite]


I'm sure this is related to the Pan-Nordic love for Donald Duck comics, but the Gloranthan Ducks is pretty much my favorite ever fantasy race. A wonderfully realized culture. Sadly, in my last Gloranthan RPG campaign my GM didn't let my play one, but at least we met some in the course of our adventures.
posted by Kattullus at 8:28 PM on September 6, 2011 [4 favorites]


KoDP is a fantastic game.
posted by Flunkie at 8:29 PM on September 6, 2011 [1 favorite]


The revised manual is here, PC demo is here, and Mac demo is here.
posted by Sebmojo at 8:36 PM on September 6, 2011 [2 favorites]


Leaving aside Greg Stafford's inexplicable hatred for trickster gods and, by extension, character, Glorantha is easily the most vibrant and realistic fantasy game setting I've ever encountered. I know at least a couple of people that have gone out and purchased iOS devices *just* to play this game. Can't wait!
posted by tim_in_oz at 8:45 PM on September 6, 2011 [1 favorite]


Ho-lee crap. This is maybe the second iOS game that might actually be worth it... except no iPad? Argh!
posted by curious nu at 8:46 PM on September 6, 2011 [2 favorites]


Based on TFA linked at "tomorrow", it sounds like their scans of in-game artwork are too low-res for the iPad. Maybe someone will get their hands on higher-res assets at some point.
posted by sleeping bear at 8:51 PM on September 6, 2011 [1 favorite]


(I see on the link there's a complaint about the art resolution size re: iPad; as a long-time DOSboxer I'd still be pretty okay with blown-up pixels so I wouldn't have the stupid "x2" icon in the corner to deal with, and everyone else would just think it's retro)
posted by curious nu at 8:52 PM on September 6, 2011 [2 favorites]


I have wanted to play this forever. Awesome!
posted by blahblahblah at 8:52 PM on September 6, 2011 [2 favorites]


Grrrr. I had a post in BBEdit ready to go.
posted by schwa at 8:58 PM on September 6, 2011


I was like "Humakti Death Duck.... wait, my blog reader's not currently open to one of my Old School Renaissance blogs! It's Metafilter! What a sweet FPP!"
posted by edheil at 9:16 PM on September 6, 2011 [1 favorite]


<pinkie>RUNEQUEST FOREVER</pinkie>
posted by JHarris at 9:18 PM on September 6, 2011


I stayed up until 5am reading that Something Awful Let's Play. I'm so tempted to get this.
posted by Lovecraft In Brooklyn at 9:22 PM on September 6, 2011


I've been following the progress of the iOS version on their Facebook page for some time. So excited!

As far as Gloranthan lore goes, as much as I like it (and love KoDP), I feel like it's a little hamstrung by old naming conventions. Empire of Wyrm's Friends? God-Learner Empire? Old Ways Traditionalists? Alas.
posted by lumensimus at 9:39 PM on September 6, 2011 [1 favorite]


Back in 2001, when my boyfriend and I were at college, he gave me King of Dragon Pass for Valentine's Day. (Reader, I married him.) I would have enjoyed it well enough if it had just been a clan simulation based around cattle management, exploration and battles, but the sheer amount of random events and notifications, the focus on mythology, the gorgeous artwork and exceptional writing kept me playing it for years, until I thought I had quite played it to death. Even then, every so often I'd still have the urge to build up a happy little Peace clan swimming in cattle and trade goods!

I offered to help betatest this new version, and I played through the long game twice and the short game once normally. I also spent twenty years exploring the whole map and at least two hundred years making decisions that were the exact opposite of the touchy-feely, pragmatic way I usually play. I was astonished by how much of the game I'd never seen before (not including the new random events), and there were at least a couple dozen pieces of art that were entirely new to me even after ten years of playing. (If you get the event with the young woman from another clan asking you to save her from being married to a man who dishonored her, send her on her way. Things go badly, sure, but the scenes that come afterwards are worth it.)

I had read on the KoDP development blog that various aspects of the gameplay had been tweaked, so I was curious about that, but it seems to me that the only parts that have been removed are the ones I never cared for anyway -- constantly keeping your weaponthanes from slacking off on patrols, adjusting the crop ratios, directing your crafters' output. There's still certainly enough to do even without those more finicky details. As for the interface, I think it's very nicely suited to the small screen, and I actually prefer it to the original version. (My one real complaint is that the screen at the beginning of each year showing your clan's territory didn't make the transition, and I kept accidentally overcrowding my livestock because I didn't have the visual feedback.)

It was a fantastic game to start with and I believe it's only gotten better with this new version, and I hope it's a great success!
posted by shirobara at 9:42 PM on September 6, 2011 [11 favorites]


Just remember: explore your tula.
posted by bonehead at 9:48 PM on September 6, 2011 [1 favorite]


Priced at $9.99. I read through their logic behind the pricing, and I think in this case it makes sense, just because the game is already well known.

As for the release date, I wonder if that's the date that Apple told them, or if that's when they'll submit.

Either way, new games tend to pop up in New Zealand's Apple Store first (at least that's the impression I got from TouchArcade).
posted by ZeusHumms at 10:03 PM on September 6, 2011


Release date is 8 September, and I think it will indeed pop up in New Zealand first. We chose a date that gave us a few days to let the press know it’s on the way.

shirobara, you have an awesome husband. (Hopefully he is not a member of this site so I can say that.)
posted by ddunham at 10:09 PM on September 6, 2011 [6 favorites]


I believe a day or two before, I had been complaining that he never did anything romantic, and that certainly stopped my whining! These days, he just teases me about the way I play. "Have you found out how many cows it takes to crash the game yet?"
posted by shirobara at 10:20 PM on September 6, 2011 [1 favorite]


there were at least a couple dozen pieces of art that were entirely new to me even after ten years of playing

At one point, I had notes to diagram some of the game paths but never pulled them into any sort form because a) there was no way to know that they were anywhere close to comprehensive---the game is partly choice, partly random; and b) it was just too much fun finding out that acquiring this thing or making that friend changed your options for things that happened years later.

ddunham, is the developer's easter egg still in the iOS version?
posted by bonehead at 10:27 PM on September 6, 2011


I'm so glad to see this game getting more exposure. It deserves more recognition than it received as a PC title, perhaps the App Store is a solution for that. The lesson to be drawn from this post is obvious: don't mess with the ducks!
posted by Alensin at 10:28 PM on September 6, 2011


Also, we tried to keep the branching from getting out of hand so that
1) we weren’t spending a lot of money on art nobody would ever see [looks like we failed there]
2) it was possible to test every permutation

There are of course branches, and even without literal branching, there are certainly consequences. (Don’t mess with the ducks!)

I guess since someone asked, yes, the easter egg is still there.
posted by ddunham at 10:36 PM on September 6, 2011 [2 favorites]


Yay, it's David Dunham! Welcome to Metafilter, David! Thanks for creating an awesome game.
posted by StrikeTheViol at 11:07 PM on September 6, 2011


I have never heard of this and now I want it! Thanks for the post!
posted by Nattie at 11:28 PM on September 6, 2011


One of our barley fields has begun to whisper forbidden secrets during the night.
posted by daniel_charms at 12:48 AM on September 7, 2011 [1 favorite]


I wish I had the money to spare right now for this, finances are still a bit strained after DragonCon. Maybe in a little bit.
posted by JHarris at 1:37 AM on September 7, 2011


This looks excellent. I'm partway through the quartertothree longplay and it reminds me a bit of a longplay of Paradox's Crusader Kings I read a while ago, in that the player's role is shepherding a clan/family from obscurity to greatness via fiscal management, warfare, a wide range of random events and a suite of deliberately obscure game mechanics. KoDP looks more fun, though, I think because of the setting. And the ducks.

Sadly I don't have anything that could run the updated version, but I see they're selling burned CDs of the old Windows/Mac game. I hope they'll post to Australia!
posted by A Thousand Baited Hooks at 3:47 AM on September 7, 2011


Sadly, in my last Gloranthan RPG campaign my GM didn't let my play one

Kattullus, a GM's gotta do what as GM's gotta do. If I had allowed that, it would have been nothing but "a duck, a dragonewt, and a bison rider walk into a bar" jokes....
posted by GenjiandProust at 3:58 AM on September 7, 2011


I was going to make this post! This game is so wonderful, I am buying it for iOS and playing on my smashed 3GS specifically to encourage an Android port (please, please, please!).
posted by adamdschneider at 5:25 AM on September 7, 2011


Don't lie to the fox.
posted by theodolite at 5:41 AM on September 7, 2011 [1 favorite]


It looks as though it would be worth playing on full-sized computers, although I understand why they focussed on handhelds. Still, it couldn't be TOO hard to convert it ...
posted by Joe in Australia at 6:18 AM on September 7, 2011


Is this still available for either the Mac or the PC?
posted by DWRoelands at 6:49 AM on September 7, 2011


The Gloranthan world is characterised by its complex use of mythology, heavily influenced by the universalist approaches of Joseph Campbell and Mircea Eliade, its Howardian ethos, its long and distinctive history as a setting for role-playing games, its community development and expansion, and (unusual among early American fantasy role-playing games) its relative lack of Tolkienesque influence.

There's nothing about that sentence I don't like. I didn't know this existed before today, but I'm in.
posted by HumanComplex at 7:52 AM on September 7, 2011


Best.of.the.Web.

I still recommend this PC game to folks, so glad that there is a 'current' version to get more to try it.

Now I can't wait for tomorrow!
posted by meinvt at 8:09 AM on September 7, 2011


Priced at $9.99. I read through their logic behind the pricing, and I think in this case it makes sense, just because the game is already well known.

I've never heard of it, and since they couldn't do a full res ipad version, there's no way I'm touching it at that price. He made a case for a $5 price, I didn't see the case for twice the price. Having no sentimental attachment to the original game, I'd rather an affordable game with only 20 hours of gameplay, vs a game with 40 hours I'll never see any of.

I'm curious if app developers see any sort of stats on pageviews in the app store; people who check in once a week to see if an app has gone down in price yet, waiting till it reaches their personal price point. I spent several months waiting for the price of the best bubble-physics game ever to drop below $6.
posted by nomisxid at 8:15 AM on September 7, 2011


Heh, someone was actually paying attention. Yes, if the game doesn’t sell on iOS, there’s no point in putting in all that work to do an Android version.

And we are happy to make copies of the original cross-platform CD (since it turned out to be impossible for us to repurpose it for digital distribution using the 10-year-old development system, mTropolis). Personally, I think the new version is better and you should just buy an iPad or iPod touch, but…
posted by ddunham at 8:18 AM on September 7, 2011


No, developers don’t get any stats except sales of their own products. (For example, we never get stats about which OS version is in use, or how many specific devices — information that could help us simplify development.)

The 40 hours of game play was what we needed for the 1999 market. Certainly if we were doing a game today, it wouldn’t need to be quite so big. Of course, then it would be closer to all the other games out there, and that was never our goal.
posted by ddunham at 8:22 AM on September 7, 2011


ddunham, have you considered putting the PC/mac version up on gog.com?
posted by digibri at 9:48 AM on September 7, 2011


I'm curious if app developers see any sort of stats on pageviews in the app store; people who check in once a week to see if an app has gone down in price yet, waiting till it reaches their personal price point. I spent several months waiting for the price of the best bubble-physics game ever to drop below $6.

Just as an aside, I rarely ever shop directly through the app store. I browse through 3rd party sites like AppShopper or AppExplorer because iTunes can be unbearably slow, even on a Mac. Also, they show pricing and version change history. One can read that, and make informed guesses on when an app may go up or down in price.

Some apps are pretty constant, and slow to change pricing, if at all. Others cycle prices up and down to get attention, grab downloads, and shoot to the top of Apple's various lists. Sometimes they go on sale on holidays; sometimes they go on sale when new iPhones or iPads or iPods debut.
posted by ZeusHumms at 10:10 AM on September 7, 2011


This sounds like something I would really like, but as stated above, with no emotional attachment to the original version, I would want to test a light-version or something before I put a tenner down. Perhaps you could have a free tutorial mission?

A fiver I would take a chance with (based almost entirely on the sayso of the mefites in this thread I should say), but otherwise I want to try before I buy.
posted by Iteki at 10:19 AM on September 7, 2011


I've never played but will be buying based solely on the fact that it's a full PC game from the golden age of PC games, and the fact that so many MeFites love it. I'm totally sold.

And let this be a call to developers everywhere: WE WANT MORE FULL RETRO PC GAMES ON OUR MOBILE DEVICES!

I dream of the day when I can play Fallout 2 on my iPad.
posted by Doleful Creature at 10:22 AM on September 7, 2011


I'm afraid there's no easy solution for those people who want to try a demo beforehand. A light version of this game is pretty hard to conceive of, and would be so crippled that you'd only be able to experience a tiny portion of what it's actually like to play over the long term. A year in game time goes by rather quickly, and some of the storyline takes decades. There are one-year "tours" for Windows and classic Mac OS available, but they are for the older version and thus not comparable to the iOS game. There's no answer that will please everybody, but again I think this is worth every penny of its current price.
posted by Alensin at 10:32 AM on September 7, 2011


Yeah, Apple really doesn’t support try-before-you-buy. I’d love to have a time-limited trial (the sort of thing that worked really well in the casual game business).

We tried to give you a taste on our site (e.g. the visual tour), but that’s not interactive.

No matter what the price is, there’s always someone who would buy it if only it were cheaper. That’s just the way things work. What I strive for is something that doesn’t always happen: everyone who does buy the game gets their money’s worth. Over the years, we had only two returns, so I think we did fairly well by that score.
posted by ddunham at 10:42 AM on September 7, 2011


Just as an aside, I rarely ever shop directly through the app store. I browse through 3rd party sites like AppShopper ... they show pricing and version change history.

This is why I knew if I could wait long enough, Dubble Bubble would come down in price.

Having been given a free OnLive console during PAX this year, I'm really curious about how they will impact PC gaming prices. It used to be, there were games that came out that I found really interesting looking, but couldn't imagine ever getting $50-60 worth of fun out of. I'd put those games in the back of my mind, and when I saw them used under $10, I'd pick it up. Now I might at least put down for a 3-day pass.

On the other hand, there are whole classes of games I find visually appealing, but uninteresting from a game mechanics perspective (BioShock for example), that now I don't have to play myself, because I can friend someone who will play, and spectate to get what I want out of the title, for free.
posted by nomisxid at 10:47 AM on September 7, 2011


Aw heck, who am I kidding, this many mefites can't be wrong, count me in :D
posted by Iteki at 12:40 PM on September 7, 2011


Apple really doesn’t support try-before-you-buy.

Which is a boneheaded move, because I have bought several Xbox Live Arcade games (recently off the top of my head: Bastion, Trenched, Costume Quest) after playing their demos when if I hadn't gotten the chance to try them out I likely would not have spent the money.
posted by adamdschneider at 12:55 PM on September 7, 2011 [1 favorite]


This looks great. I'm looking forward to it.
posted by honkeoki at 2:47 PM on September 7, 2011


Apple really doesn’t support try-before-you-buy.

What about all those Lite versions of games?
posted by Lovecraft In Brooklyn at 4:36 PM on September 7, 2011 [1 favorite]


How much do you guys pay for movies or other forms of entertainment? If the game really provides 40 hours of entertainment then it's costing you $.25 per hour. You'll probably spend more than that on soda while you're playing it.
posted by Joe in Australia at 4:45 PM on September 7, 2011


I've heard KoDP mentioned in the same breath as Darklands, which is very good company indeed. The two games seem to have similar interface styles, and perhaps a similar depth, though very different focuses.

I've tried to get KoDP running under Wine, but I get zip errors, and DOSBox says it can't be run in DOX mode. Any suggestions to get it running under Linux?
posted by jiawen at 5:31 PM on September 7, 2011 [1 favorite]


How much do you guys pay for movies or other forms of entertainment? If the game really provides 40 hours of entertainment then it's costing you $.25 per hour. You'll probably spend more than that on soda while you're playing it.

this is why I go to maybe 2 movies a year
posted by Lovecraft In Brooklyn at 5:33 PM on September 7, 2011


Wine has been reported to work, so I'm not sure why you'd be having trouble. Zip errors? That sounds as if the game hasn't been installed yet… I know there's an entry for it in the Wine application DB.
posted by Alensin at 6:21 PM on September 7, 2011


In case anyone is wondering about how it works on the iPad - here's an opinion from one of the testers.
posted by Sebmojo at 7:24 PM on September 7, 2011


US App Store Link. Should lead to the appropriate app store for those outside the US.
posted by ZeusHumms at 9:09 PM on September 7, 2011


The game is now out in the USA, and presumably the rest of the world too! This affiliate link gives us a small kickback.
posted by ddunham at 9:36 PM on September 7, 2011


Heh, someone was actually paying attention. Yes, if the game doesn’t sell on iOS, there’s no point in putting in all that work to do an Android version.

Hmm, I've not heard of the game before, but given the very positive remarks here, and the comparison to Darklands (god I love Darklands!!) I'm intrigued. Problem is I'm considering upgrading my Nokia to some kind of Android phone soon.

Maybe I'll just have to buy my friend a copy for his iPhone and keep my fingers crossed, I think he uses my iTunes account anyway!
posted by Hello, I'm David McGahan at 12:18 AM on September 8, 2011


I downloaded the game this morning and fired it up. I've only gone through the tutorial so far but I have to say I'm impressed. I haven't seen anything like this before. (Obviously I never played the original game.)

The level of depth here is truly impressive and at no time did I ever glimpse the spreadsheet running behind the game. That's a nice feeling.

Plus the writing is quite good. (Most game writing is just awful.)

This is the most I've ever spent for an app store game and so far I'm not disappointed.
posted by honkeoki at 7:30 AM on September 8, 2011 [2 favorites]


Was up to 1AM playing it last night (on 2X mode on iPad). Very good. Definitely captures a lot of the feel of the original game without too many UI compromises.
posted by schwa at 7:36 AM on September 8, 2011


This affiliate link gives us a small kickback.

Gah, wish I'd checked here before ordering it up straight through my old n busted iPhone.
posted by adamdschneider at 7:55 AM on September 8, 2011


I'm having to play in x1 mode on my iPad because the text is juuuust blurry enough to drive me crazy. I'd forgotten how dense the game is, though; need to read a guide or something so I'm not making as many blind choices.
posted by curious nu at 8:54 AM on September 8, 2011


Got it last night and the game is as wonderful as I remember

I wonder if it would be possible to have an update with a high-res text font for x2 mode on the ipad? I can totally live with pixel-ly pictures and graphics (actually many or most look fine) but the highly pixellated text is what makes x2 mode difficult to play.
posted by Bwithh at 9:16 AM on September 8, 2011


might be a good idea to have the game encourage players to read the manual or even have the manual packaged within the app itsef
posted by Bwithh at 9:19 AM on September 8, 2011


need to read a guide or something so I'm not making as many blind choices.

No way, run that clan into the ground! Then start a new one.
posted by adamdschneider at 9:30 AM on September 8, 2011


The manual is in fact in the app itself — check the Lore screen. If you have a second screen, you can also find it on our web site.

An iPad-specific build was sadly feature creep for 2.0. I'm actually surprised at how good the graphics work, but the text could definitely be crisper (I wish Apple had done this, but I guess it would have been too big a performance hit). Still, redoing all 40 or so screens would have been a big delay (and increased costs). Still might do it.

Affiliate link is no big deal, though people who have trouble searching for the game should definitely use it (I think as a new game it shows up really low in search results, which is a pain — I've gotten a number of plaintive comments).

Thanks to everyone who's bought the game already, and given us good ratings and reviews in the App Store (and here). After a 20-month project (not counting the original), that really helps.
posted by ddunham at 9:33 AM on September 8, 2011


I'm a horrible chief. My heroquests tend to make stuff worse for everybody!
posted by robocop is bleeding at 5:50 PM on September 8, 2011


The thing to heroquests is to learn the second level of secrets before you send your schlub off. Making a tribe really helps too. There are other tricks, but those are the biggest ones, ime.
posted by bonehead at 5:57 PM on September 8, 2011


Some of the myths have secret secret bits, too. I can think of two out of three or four quests I've done where I got to a part and was like, uh, that wasn't in the story, guys...
posted by adamdschneider at 8:36 PM on September 8, 2011


I get impatient and send out people whose stats just aren't good enough, sometimes... It really is better to hold off a few years and let your heroquesting prospect get a little older and wiser first. Also, someone with a high magic skill should be part of the ring.

I sympathize, I recently failed a quest so badly that every map in Dragon Pass rewrote itself with wrong information. But the importance placed on heroquesting, and the fact that the stakes are so high, is really one of my favorite parts of the game.
posted by shirobara at 10:34 PM on September 8, 2011 [1 favorite]


I really hope double-tapping for choices comes into play. I've accidentally selected something more than once, and it is super, super frustrating; you either have to live with it, or reload a year.
posted by curious nu at 7:00 AM on September 9, 2011


I formed a tribe, but the only effect seems to be a tribe button that lets me select how I judge tribal cases (I am not king, if this matters). Are there any other tribal actions that can be taken? I'm also not real clear on what the "Heroism" and"Destiny" rituals do in Sacred Time. I've been tossing them some magic because they sound cool, but I haven't received any tangible benefit that I can tell.
posted by adamdschneider at 10:49 AM on September 9, 2011


The effects are often subtle and hard to tell that they're working immediately. They can make a good deal of idfference in the long run however.

Tribes get you many more supporters when you quest. Questing as a solo clan is very hard; as a tribe it's much easier (at least that's how the PC games works). Heroism makes questing a bit easier. Destiny gives you higher birthrates for new godi (potential ring members).
posted by bonehead at 2:00 PM on September 9, 2011 [1 favorite]


It's also worth noting that tribes unlock new events and change the game subtly in other ways, see the manual for details on this sort of thing. Glad you got to the tribal phase of things. Is this a short or long game?
posted by Alensin at 4:58 PM on September 9, 2011


Yeah, I have pretty much been a horrible chief, too. Don't feel bad.

(I really hope this is no reflection on my management skills...)
posted by honkeoki at 5:59 PM on September 9, 2011


I really hope double-tapping for choices comes into play

Huh, a couple testers had problems but suggested some sort of "are you sure" which sounded terrible. 2tap would be much better (though I think most people got better over time). One thing you can do if you do the "uh-oh" quick enough is to hold your finger on the wrong choice, then slowly drag off until the choice un-highlights.


I formed a tribe, but the only effect

How long have you been tribal? There are definitely some tribe-specific events, besides the things that have been mentioned.
posted by ddunham at 8:57 PM on September 9, 2011


ddunham, is there an official forum to have strategy discussion and post bug reports about the game?

thanks for creating and porting this fabulous game, btw.
posted by Bwithh at 9:21 PM on September 9, 2011 [1 favorite]


You're welcome, I'm really happy that new people get to enjoy it.

We don't have a forum, but I always thought the Yahoo Group mailing list worked pretty well.

Bug reports should go to us (thank you for not putting them in an App Store review where we have no way of contacting you for more details!). Easiest is to email to bugz «at» a-sharp.com.
posted by ddunham at 11:50 PM on September 9, 2011


I've been a tribe for a few years, now. Just wondering if it's possible to somehow call a moot to replace the king or if he has to die first.
posted by adamdschneider at 6:30 AM on September 10, 2011


Downloaded, started playing it. Keep thinking that I should have the manual up on a 2nd screen as I play this.
posted by ZeusHumms at 9:11 AM on September 10, 2011


If you have a second screen, you can get a PDF extract of the manual from our Tips page.
posted by ddunham at 10:17 AM on September 10, 2011


In the 'dang, wish I'd noticed this when I was putting together the OP' department: A fascinatingly process-centric interview with (Mefi's own, I guess!) David Dunham.
posted by Sebmojo at 1:16 AM on September 11, 2011 [1 favorite]


Despite the rather steep price, I bought it based on what I read here. So far I've played through the tutorial and it looks most intriguing. I'd also add a vote to an iPad version. The artwork being scaled up would not be an issue for me, but making the text clearer and allowing more information on screen at a time would be good.
posted by salmacis at 6:11 AM on September 12, 2011 [1 favorite]


I got my dad to buy it for his iPad. He hasn't played a game since Return of the Jedi in the arcade when I was very young.
posted by adamdschneider at 8:25 AM on September 12, 2011


Nice! I'd be interested to hear his impressions. THis kind of game is precisely crafted to appeal to people who aren't action fans, which I love. The epic quality here continues to please and surprise me.
posted by Alensin at 11:59 AM on September 12, 2011


ddunham, could you look at the PDF of the documentation? It seems to be missing a couple of random pages. Check the page before the "War Screen" section, and after the "The Structure of Battle" section, for two examples.

Also, I'd like to add a second vote for an iPad-native version.
posted by JHarris at 2:05 PM on September 12, 2011


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