What is a Heroic Strategy-Adventure?

Heropath is a Heroic Strategy-Adventure game, an obscure sub-genre of Video Games. The Strategy-Adventure genre is unique, innovative, and contains some lost design and game mechanics that I think are wonderful and worth mimicking.

Strategy is one of the most popular video game genres and entails thinking, planning, and executing with your available in-game resources. Adventure is a genre that rarely stands on its own and usually is blended into Action and Role-Playing games via in-game world exploration. Being a Strategy-Adventure game, Heropath would contain both strategic planning meshed with in-game world exploration.

I would like to expand the definition of Adventure to be more than visiting different places in-game. In addition to different places, I’d like to also explore different game mechanics in-game. I loved staged poly-mechanic games like Beach Head , Beach Head II , Raid Over Moscow, and Spore that linked diverse mini-games through in-game narrative. While nobody called such games Adventure games, I think exploration can be expanded to include a series of narrative-linked game mechanics. Heropath will contain both exploration of in-game worlds and poly-mechanic stages.

So I’ve defined Strategy-Adventure but what do these two mean when you combine them with ‘Heroic’? To be a heroic game, the game must be played through an in-game avatar. Heropath will be a Strategy-Adventure game played from the perspective of your in-game avatar, thus adopting the Heroic Strategy-Adventure definition.

The game that best represents Heroic Strategy-Adventure is Cryo’s Dune. That game’s perspective was focused through your role as Paul Atriedes but game mechanic expansion such as troop command and terraforming were only accessed as Paul discovered them in-game. Dune was one of best narratively designed video games ever and I aim to have Heropath duplicate its inspired design.

Roots of Heropath, Part 3

Besides video games and other influences, another source of inspiration for Heropath are the following Game Developers. They are listed below in chronological order, according to their game development careers year-span.

Robert Clardy – (1978-1997) Robert has a long history of meshing adventure and strategy genres and created a new blended style of game that gets mislabelled as RPGs. His games were innovative and do not get the attention they deserve.

Richard Garriot – (1979-2018) ‘Lord British’ not only has a long and storied history of game development, he pushed game design and technological boundaries every opportunity he had. He was one of the first to use a meta-narrative design layer to bring the player into the game world in Ultima IV and then built a living word in Ultima V. Possibly one of the most influential game developers who ever lived.

Warren Robinett – (1980-1983) Warren had a short but critical development history to me. My love of Adventure for the Atari 2600 is so strong that I will be using that game as my first chapter in Heropath.

Stuart Smith – (1980-1986) Stuart had a short game development career, but his games stand out being some of the first to combine graphics and emergent narrative. He capped off his career by creating an adventure construction game where players can create their own games for others to play.

Mike Singleton – (1982 – 2008) Mike is the only British developer on this list and I only know about him because of my weird history with computers. Mike created immersive worlds, mastered narrative design before it was recognized, was an amazing programmer, and helped pioneer emergent narrative.

Bruce Carver – (1983 – 2009) Bruce provided a template of game development of the staged poly-mechanic style of games in the 1980s. These games are an artifact of their time and have fallen out of favour but I’m intending for Heropath to find a way to synthesize that style.

Will Wright – (1984-2008) Will created the first self-identified software toys which created controversy among serious game developers. His bravery to recognize that toy-play is fundamentally about free exploration and then design his simulation games around this recognition was brilliant. His staged poly-mechanic game Spore was majestic in its scope.

Jon Van Caneghem – (1986-2017) – Jon created one of the the biggest CRPG series – Might & Magic – and then brilliantly mixed in strategic warfare with his King’s Bounty & Heroes of Might & Magic games. His RPG worlds mixed science fiction and fantasy into science-fantasy which was a refreshing take.

Tarn Adams – (1996 – present) Tarn’s dedication to exploring and integrating chemistry, biology, psychology, sociology, economics, and more into a fantasy world has created an ongoing epic of development in Dwarf Fortress. The journey is definitely the destination for Tarn and I found this is very inspiring to me. I foresee Heropath following a similar kind of development style where I keep adding things into the game for years.