One of the first pitfalls encountered was when we decided to eliminate the infamous “It doesn’t seem to work” sentences that have always bothered both new and old players alike. Thus, we looked for ways how we could improve our game and turn it into something more unique. However, over time, we started seeing the same flaws in our game as many other games of this genre face. ![]() (I know! Can you believe it?!) It’s 2023 and the game is still not finished! So, what happened?Īfter we presented our game at E3 in 2018, we were very confident about the game we had created. ![]() The initial release date was planned for early 2019. Lastly, there is an intelligence track - a high intel capability from U2 spy planes, satellites or submarines gives more ability to influence the events as they come out and react quicker than your opponent.Did you know that back in 2016 when the original idea for 3 Minutes to Midnight was conceived, we had quite a different concept in mind? 3 Minutes to Midnight was supposed to be a linear game with one ending, one solution per puzzle, and approximately six hours of gameplay. CIA will be busy security those secrets and keeping advanced trade items away from the Soviets. Spies are deployed by players to try and instigate coups or stamp them out, and for the Soviets to infiltrate and steal western technology. Military is covered in three areas - nuclear, which prevents aggression against your nation Conventional - which gives options to be more aggressive Navy - boosting intelligence gathering and ability to invade from the sea, as well as hunting enemy strategic missile submarines. Technology is represented by a technology tree including nuclear weapons, the space race, armed forces, computing and industry and for the Soviets agricultural progress. The point of the events is to add friction - you’re never in complete control and will have to react to changing events. This means that you aren't quite sure what's going to happen in each game – you can’t load a particular country because you know something is going to happen, because there are very few fixed events. The deck also contains around a dozen events per turn which, when pulled, may trigger - or may not - some of those that do not trigger go back into the deck for next turn and some are gone forever. Calm down an angry populace (and the Russians can apply the KGB for this purpose as well).Deploy armies into civil wars or proxy wars or send arms & advisors.Strengthen strategic forces (ICBM, SLBM, Stealth bombers).Invest and create trade opportunities, improving the economy.Influence a country, marking it as pro-US or pro-USSR or changing its government type (Communist, Democratic or Authoritarian).The primary resource is money, which can be used to: The game is highly asymmetrical - the US has presidential elections & national debt to worry about, while the Soviets must try to achieve their 5-year plan and navigate freedom (or lack thereof) within the Soviet Union itself, with the risk of the whole Communist system coming crashing down if you reform too quickly. A scenario runs 1-3 hours up to 6-7 hours for the full campaign game. The scale and depth of the game is unmatched by any other game on the market for this historical period – this is a detailed simulation of the cold war covering military, economics, politics, and trade, all in a playable package that hides the complexity and lets you focus on the strategy. ![]() 2 Minutes to Midnight is a fresh design exploring the cold war in 5-year turns starting in 1946 and running for 9 turns to 1990.
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