1:04 PM
Norm Koger and the Russo-Japanese War
Mister Nizz
One of my favorite computer wargame designers from the "good old days" of SSI in the 90s was Norman Koger, the designer of AGE OF RIFLES (which I still play), CONFLICT: MIDDLE EAST RED LIGHTNING, TANKS! and the OPERATIONAL ART OF WAR series for Talonsoft.
Whilst googling for information on predreadnought ships last night, I stumbled across Norm Koger's home page. More importantly I stumbled across his website for his impending game on the RUSSO JAPANESE WAR of 1905-1906. Great news, even better when I looked at the screenshots.
Description:
Norm has an excellent feel for depicting conflict in computer games; I think he is at least the equal of Gary Grigsby if not quite so prolific (I generally prefer the tactical scale that Norm seems to favor; that is not to take anything away from "the Grigs"... he just makes a different kind of game).
Here's some screenshots from the impending game (click to enlarge):
I had to chuckle when Norm was describing this feature of the game engine:
How true, how true...
Whilst googling for information on predreadnought ships last night, I stumbled across Norm Koger's home page. More importantly I stumbled across his website for his impending game on the RUSSO JAPANESE WAR of 1905-1906. Great news, even better when I looked at the screenshots.
Description:
The Russo Japanese War is a real time, 3d, operational / tactical game covering the naval campaign of the Russo-Japanese war of 1904-1905. Players are in overall control of the fleets of either Imperial Russia or the Empire of Japan. The Japanese task is to ensure a smooth flow of troops and supplies to Korea and Manchuria. The Russian must interrupt this flow of Japanese strength. The all important land campaign is resolved completely under computer control, based upon the success of both players' naval efforts.
Norm has an excellent feel for depicting conflict in computer games; I think he is at least the equal of Gary Grigsby if not quite so prolific (I generally prefer the tactical scale that Norm seems to favor; that is not to take anything away from "the Grigs"... he just makes a different kind of game).
Here's some screenshots from the impending game (click to enlarge):
I had to chuckle when Norm was describing this feature of the game engine:
Never an Orphan
I plan to retain control of this game engine. It will not be allowed to disappear into the corporate round file as most commercial releases eventually do. This will be a living engine, expanded and improved for years to come.
How true, how true...