Tactica Online: Clash of Ideologies
Tactica Online is still in development, but I admit I’m eager to see where this one will lead once it’ll be finally available. Checking their website more thoroughly today, I took a peek at the “dev diary” held by Imaginary Numbers’ CEO Luke Carruthers, and this fourth issue seemed to present an interesting take on the “ideologies” that will be available in game:
The Renaissance setting for Tactica Online led directly to the different factions. Historically, the central conflict of the age was the clash between the Church and the developing sciences that it perceived as undermining its role. On one level this was a political conflict between a governing power and the forces it thought could end its rule, but it was also much more than this: it was a conflict of ideologies, between those who viewed the world through the received knowledge of their faith, and those who believed that true understanding came from observing the world around you.
We’ve complicated this by adding magic to the mix. It’s not that great a complication really, because the magic we’ve added is exactly what those of the time believed in – alchemy, numerology, astrology, kabbalah, and the like – adding a third ideology not only makes for a more interesting set of conflicts, but makes balancing each side easier as well! [...]
Each ideology’s abilities reflect its beliefs. Faith, concerned with preserving the status quo, is focused on preserving and undoing things – reflected in its ability to prevent damage and restore lost attributes. Magic, concerned with transformation and change, has capabilities that allow you to modify abilities and exchange effects. Science, obsessed with understanding the world around it, can put natural effects to good use.
I now wonder how all of this can shape up in an online turn-based universe, because it almost looks too rich to be true (at least from an avid roleplayer’s point of view). Combat “only”? Opportunities at really roleplaying (and this, without the player being penalized for not fighting or taking missions during this time)? Both? Heated fights during which roleplayed ideologies clash? All of this? There is something intriguing and appealing in this issue of the dev diary. When the FAQ of the game nonchalantly mentions that The Name of the Rose and Da Vinci’s art were inspirations for the game just as much as Fallout and Jagged Alliance, one can indeed wonder what there will be to see, and how this seemingly growing stack of ideas will be exploited.
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