* * * * * “I take out your units before your units take out my units before they take out your units.” > Achron is the world's first meta-time strategy game, a real-time strategy > game where players and units can jump to and play at different times > simultaneously and independently. > “Achron—Time Travel is Coming [1]” Over a year ago I mused about making a computer game involving time travel [2], but it seems, a group of programmers have gone ahead and made a game where pieces can travel in time, and from the videos, it looks like they've done a great job with the user interface. > Q. Dude, paradoxes?! You know, grandfather paradox, units fighting side by > side? > A. Paradoxes can exist, but since the window of time is limited (e.g., an > 8 minute window) all events eventually fall off. A paradox will oscillate > between its different states until one of the states reaches the edge of > the time window, leaving the players locked into one of the two states. > Example: in the case of the grandfather paradox (where you use a factory to > build a tank, have the tank time travel to before it was built, and then > use it to destroy the factory) you will play with the paradox until it > 'falls off' the time window, at which point there is a 50/50 chance of > either the tank lives and the factory is destroyed, or the factory remains > and the tank was never created. All paradoxes are nicely resolved with > time. > >   > > Q. How stable/buggy is this game? I can't imagine a game engine this > complex without bugs! > A. Very stable. We have taken QA extremely seriously because of how > complex time travel is, and we have been testing multiplayer games for 4 > years. > >   > > Q. Is it true that I can keep sending units back in time to have them fight > along side themselves and duplicate an entire army? > A. Yes you can, but not without consequences. It costs chronoenergy to > command units from the past to travel further into the past, and obviously > you use more chronoenergy to control more units in the past. Also you are > using up your playing time to manage this instead of building units or > controlling your armies. And finally, if the original 'parent' units are > damaged, the time traveled version will wind up being damaged and if the > original units are destroyed and don't travel back in time, you wind up > undoing the entire cycle. > >   > > Q. My head is exploding already. Are you sure this is easy? > A. Yes, though grandfather paradoxes are the most complicated aspect of > the game, they don't tend to happen much in actual gameplay. The rest is > super quick to learn. It's like learning to use a DVR control to rewatch a > tv show or using your DVD control to jump around chapters in a movie - once > you start using time travel it's really simple, but if you've never picked > up a remote controller before, those play and 'next-chapter' buttons look > scary. We've been play-testing for 4 years and have learned how to make > this game accessible, taking people who never played an RTS before and have > them effectively using time travel 5 minutes into the game. We do this by > unveiling time travel gradually to the player, so you are not fully thrust > into it right away, but can learn to play it one step at a time. > “Achron—FAQ [3]” Cool … just way cool … [1] http://achrongame.com/ [2] gopher://gopher.conman.org/0Phlog:2007/10/21.1 [3] http://achrongame.com/achron_faq.html Email Sean Conner at sean@conman.org .