Children of the Nile (PC)
- Publisher:
- Myelin Media
- Developer:
- Tilted Mill
- Release Date:
- 09.11.2004
- Minimum System:
- n/a
- Combat Status:
- Militaristic
- Management:
- Vast Economy
- Map Size:
- Local
- Reality Factor:
- Realistic
- Real Time:
- Real Time
- Age:
- Ancient Times
Children of the Nile Interview
Tilted Mill Entertainment is comprised of my personal “dream team” of programmers, artists, designers, development support personnel; project coordinator, musical composer, writer, webmaster, and so on. Assembling this crew to work on a single project for a prolonged period of time is something I always wanted to do, and I’m very grateful it worked out for us. Our company website (www.tiltedmill.com) has a section listing all of our team members, along with their extensive prior game credits.
While every developer on earth seemed to be making RTS clones, and bringing RTS gaming to what is probably its evolutionary peak, no one was really evolving the city-building genre. And that seemed very odd, given that it has a huge cross over appeal to all kinds of gamers and all age groups. So this seemed like a gift from heaven to us – a door just waiting for us to walk through.
Second, the rise of the “life-sim” games (and watching the way a lot of non-hardcore gamers enjoyed them) really reiterated and justified for us what we already knew, and what, with the original city-building games, we had already introduced to strategy games, namely that it’s fun to deal with (seemingly) real people in a game, it’s fun just to build something, and it’s really, really fun to build something and watch people interact with it! That’s entirely separate from the strategy gameplay component. We saw this unique synergy as the natural evolutionary step for building games.
First, people in the game take care of their own needs. You don’t have to feed them or act as a babysitter for them. You don’t select them and order them around, nor do they wander aimlessly. They don’t starve if you fail to feed them, and so on. Sure, you can make their lives a lot better, you can capitalize on their natural inclinations, you can exploit their inherent desire for a better life (and this is really your role in the game), but you don’t need to spoon-feed them. That’s the “they care about themselves” part.
Second, although your success is based 100% on them, and what they can do for you, you have very little direct control over them, and their actions are not 100% predictable. In the aggregate, over the long term, if you do things right, if you are a good leader, then you will succeed. But that’s not the same as being able to focus in on one individual at a moment in time, and know exactly what he or she will do (or being able to tell him/her what to do). The challenges are very much like those of being a real leader, and as a result success is more deeply rewarding than when you’re simply “overcoming the game model.”.
As a result, the military model is deeper than, and different from what’s been done in other city-building games to date. I don’t want to go into a lot of detail about it at this time, but I will say that, in keeping with the rest of the themes in the game, your personal stature as a leader, how you treat your troops, and how well-trained they are, are as important for victory as how many of them you have, and how well equipped they are.
The idea is that, though human behavior and large cities in general are complex and organic, it all makes sense to you as another human being. And, given that people take care of themselves, you never need to micromanage them, yet you do have access to a lot of detailed information about them and the city if you want it. Some players will. It’s sort of like if you were a real mayor or king, sure, you could go knock on everyone’s door and see what’s in their cupboard, but do you need to? Maybe sometimes, maybe a few of them… maybe that’s your play style… maybe it’s informative for you to sample a couple of households, etc. Like a real ruler, you will focus in on things that are more important to your needs at the given time, or closer to your interests in general. Because you’re dealing with an organic model, it is difficult or even impossible to identify and achieve “perfection”, but if you’re one of those players who likes to micromanage – go to town! (sorry for the pun).























