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1602 A.D.
Review by Dr. Ed Bever 

TITLE: 1602 A.D.
PUBLISHER: Max Design (Programming, Graphics, and Design); Sunflowers (Production and European marketing); GT Interactive (American distribution)
DESIGNER: Unknown 
MINIMUM SPECIFICATIONS: PC:   Windows 95/98, Pentium based 100 MHz minimum (166 MHz recommended);  16 MB RAM minimum (32 MB recommended); 2 MB PCI card; CD 4X minimum (8X recommended); 120 MB HD.
# OF PLAYERS: 1-4; LAN, Internet, Null modem.
MACHINE USED FOR REVIEW: Pentium II, 300 MHz w/ 32 MB RAM.

TABLE OF CONTENTS:

INTRODUCTION
DOCUMENTATION
SOUND AND GRAPHICS
GAME MECHANICS AND/OR GAMEPLAY
GAME AS HISTORY/DOCTRINE
EDITABILITY
PROFESSIONAL MILITARY EDUCATION
CONCLUSION
RATING
BIBLIOGRAPHY
SIMILAR GAMES
WEB LINKS
BIOGRAPHY OF REVIEWER

INTRODUCTION

1602 A.D. is a real-time colonization game. As its title suggests, it is set in the early modern period, and the colonies are located on a series of small islands that appear to be the Caribbean although this is never explicitly stated . Similarly, while the introductory sequence includes selecting flags that appear to represent France, England, Holland, and Spain (and the names generated for new settlements suggest these national origins), the nationality of the colonizers is not made explicit.

The graphics of the game are superb and navigation into the program is well laid out. The gameplay is rich in options and details, and  for the most part the game interface is easy to understand and use. Nevertheless, during play this reviewer found that he frequently did not understand exactly what was happening in his settlements or why, and overall the experience of play was unengaging when not frustrating. Having developed games himself, this reviewer tried hard to get into the game -- being reluctant to put down something that obviously took so much effort and devotion to create.  But the game failed to convey much understanding of the period’s history and failed to draw the gamer into an engaging experience.  Someone who loves SIM CITY, CAESAR and AGE OF EMPIRES may enjoy this as a variation on the theme or a teenager might get drawn in as his or her first real-time empire-building game, but this reviewer was simply left cold.

DOCUMENTATION

The game includes a 72-page manual which gives technical instructions, quickstart instructions, a series of chapters on the mechanics of gameplay, a chapter on setting up the multiplayer mode, a long chapter on the editor, information on obtaining technical support, and an appendix that includes descriptions, statistics, and charts of interrelationships of some game elements. The text is clearly written, well laid out, and illustrated by numerous black and white screen shots and occasional pictures to add period flavor.  In addition, an extensive on-line tutorial is included.

While the documentation is thorough, this reviewer was surprised at how little understanding he had of the game after reading it once play began. One knew how to make things happen pretty well, but did not have much sense of what was necessary for optimum growth. Even worse, it was difficult to understand why things were happening in the settlement. For example, sometimes little question marks appear over the buildings. Looking up "question marks" in the index means either that there are not enough raw materials available OR that its stocks are full. If there are not enough raw materials available, "feeder" establishments (like grain farms for the windmill) are not producing enough (nothing is said about why stocks might be full, or what to do about it). The manual goes on to say that there is a number given for the efficiency at which the building is operating, and advises "Draw your conclusions, correct the problem, and the question mark disappears." Well, thanks, but the section does not really say how to tell if the stocks are full or the supplies are low. If stocks are low, a solution may be  to create another "feeder" building, but it may not be possible because building capacity or the land available is limited, and perhaps the problem is really that the existing "feeder" buildings are operating at low capacity themselves. To determine this means tracking them down on the map and figuring out what is occurring with them. All the while, of course, time is passing, and by this time the question mark may have gone away by itself.  Or maybe the problem is that stocks are full, so does that mean the player should set up a delivery route for one of the wagons associated with the marketplace, or will one of the little men with the handcarts automatically take care of this? This critique goes beyond the documentation, but it conveys something of the frustration one may feel while playing, and somehow, despite the volume of words in the document, questions seemed to multiply during actual play more than they were settled.

SOUND AND GRAPHICS

The graphics in the game are superb. The wrapper screens are attractive and clear -- there is an impressive animated introductory animation and the game screen itself is a brilliant isomorphic view of the island chain to be colonized and the surrounding waters. Whales and giant squids break the sea’s surface periodically, water cascades down mountainsides, and little people scurry between the buildings in the island settlements. The buildings are rendered in exacting detail, and the elements of the landscape are clear and colorful.

The sounds are also first rate, with a deep, rich voice announcing major developments, various sound effects to illustrate key events, and tasteful music that plays softly in the background.

GAME MECHANICS AND/OR GAMEPLAY

The game is entirely mouse-driven. For some things one may click directly on the map, but most game actions are controlled via a sidebar that displays one of a number of specialized control panels. A nice touch is that all icons are identified on rollover by a word or phrase in a status bar below the map. The only problem with the controls was that one is not always sure how to change from one panel to another or which panel the desired control is on. For the most part, this is clear, but sometimes this reviewer found himself clicking through a series of possibilities hunting for the one he wanted, and not sure which panel would come with the next click. This was not a critical problem, but it was a noticeable part of the gaming experience.

The game itself consists of four primary activities: building a settlement, diplomacy, trade, and war.

Building a settlement involves clicking to first construct a warehouse/dock (the centerpiece of your colony), and then creating specialized buildings including a fisherman’s shack, a hunting lodge, a forester’s hut, houses, a sheep farm, a weaver’s shop, a chapel, and roads to connect theml. Each building has a surrounding zone from which it either draws resources or influences; the zone of the warehouse may be extended by building marketplaces. Furthermore, as the settlement grows, the variety of buildings increases to include a number of farm types, mines and quarries, different manufacturing plants, fortifications, taverns, schools, and even a theatre. Each building requires a certain number of workers, costs a certain amount to operate, and provides some good or service to the colony, but the accounting is all handled automatically (and, unfortunately, pretty much invisibly) by the program. As the number of buildings grows, so too, the stature of the colony rises, from pioneers through settlers, citizens, merchants, to aristocrats.

Since there are four players settling the island chain, as well as pirates who sail the waters and indigenous inhabitants on some of the islands, the game involves diplomacy. A chat feature allows human players to interact "verbally" in multiplayer mode, but in terms of the game system diplomacy consists of making trade agreements, peace treaties, and paying tribute. The attitude of computer players is indicated by a thumbs-up/thumbs-down graphic, and one may choose to fight against pirates, live with them, or even use them against the other players. Similarly, one can try to get along with any natives encountered or adopt a policy of extermination (see below, "war").

Trade involves a variety of interactions by land and sea with free trading ships, other players, pirates, and natives. Some transactions can be set up to happen automatically, while others happen when the player or another agent initiates a specific deal. A ship can load up with goods and be used to visit other players’ ports, and market wagons can be used to trade overland. Because of the automatic features, a good deal of trading activity happens (or doesn’t -- I wasn’t always sure) behind the scenes.

Naturally, colonization involves military forces, both land and sea, for use against other players (Europeans), pirates, and natives.  The player can raise troops and build ships, and use them to defend against bad guys or become a bad guy hiomself. Controlling troops and ships is simple, and hence rather simplified, but since the player is actually the governor of the colony instead of a general, this seems like a good thing.

GAME AS HISTORY/DOCTRINE

The game is not very historical. This reviewer found the underlying economic model not only confusing to work with, but questionable as history. There is no real historical context (existing alliances and enmities in 1602); nor is there any relationship -- political, economic, or military -- with the mother country or events in the wider world. While the process of creating a colony conveys a basic sense of some elements of historical colonization, the elements and relationships are essentially arbitrary, based on a little knowledge of early modern colonization and a lot of "common sense."

EDITABILITY

The program has extensive editing capability:
i. Map:
yes
ii. Scenario (Orders of Battle):
yes, including multiple types of "victory conditions" and multiplayer scenarios
iii. Weapons Systems (capabilities):
no, the player cannot change the capabilities of the buildings, ships, or troops.

PROFESSIONAL MILITARY EDUCATION

N/A

CONCLUSION

This reviewer wanted to like this game both because as an historian he is interested in this period and as a gamer/game developer he likes the idea of "god games". Unfortunately, he just couldn’t get into it.

i. Highs/Lows: The highs are the sounds and graphics; the lows are trying to understand what is happening and why.

ii. Learning Curve: Learning the game controls are easy -- the documentation and tutorials make it even easier. Learning what elements need to be used when and where, and why certain uses succeed and others fail proved to be more difficult.

iii. Tedium Level: Watching a colony hum along can be engaging for a while, but the satisfaction was counterbalanced by the frustration of trying to get a handle on the details of play.

iv. Lessons Learned/Negative Lessons Learned: Realtime gameplay is not appropriate for a game with a complex model requiring numerous involved decisions on the part of the player. SIM CITY works because all the player really does is decide between three types of development for plots of land and the computer takes care of the rest. CIVILIZATION works because the turn structure allows one to think about what’s happening and trace out relationships before implementing decisions. COMMAND AND CONQUER works because the player is just generating combat units and throwing them at the enemy. This game would have been much better if one could move at his own pace and follow the intricate relationships between the elements; then it would have been more satisfying to play and more valuable as a tool for understanding the economics and diplomacy (if not the history) of colonization and development.

Difficulty Level/Environment/Scale: Easy to play, difficult to understand / island chain in unnamed waters / scale not given, but presumably the island chain is some hundreds of miles long and wide.

Feature

 

Media

CD

Scale

Operational

Multi-player

1-4

Terrain Representation

Overhead Oblique

Map Zoom

Yes 

Preview Map

Yes

Printable Maps

No

Scenario Editor

Yes

Database Editor

Yes

User Support

N/A

Adopted By Military

No

Play Style

Real-time

Documentation

Printed Manual

RATING: (5 star maximum) 

i. Game Rating (entertainment value) ***
ii. Historical Rating **
iii. Overall Rating **
iv. Target Audience:
Real-time empire-builders

SIMILAR GAMES:

    COMPUTER:  SIM CITY, Maxis, 1989; 
   
                         CAESAR, Impressions, 1993; 
                            COLONIZATION
, MicroProse, 1994.

    BOARD:         N/A

BIBLIOGRAPHY

Boxer, Charles, The Dutch Seaborne Empire (1989);
Calder, Angus, Revolutionary Empire (1981);
Eccles, William, France in America (1990); 
MacLachlan, Colin, Spain's Empire in the New World (1988);
Scammell, Geoffrey, The First Imperial Age: European Overseas Expansion, 1400-1700 (1989).

WEB LINKS

www.gtisonline.com:  Official company web site

BIOGRAPHY OF REVIEWER: Edward W. M. Bever

  • Date and Place of Birth: 20 June 1954; Chapel Hill, NC
  • Current Occupation: Assistant Professor of History, Department of Humanities and Languages, State University of New York at Old Westbury
  • Prior Positions:  Multimedia Producer, Grolier Interactive (1994-1997)
                             Programmer Analyst and Project Leader, PMC (1993-1994)
                             Freelance Computer Game Developer (19880-1993)
                             Game Designer, MicroProse Software (1984-1988) 
  • Software and Games Developed:  
    Stalin's Dilemma, Educational Computer Simulation of Soviet Industrialization, Designer and Programmer, in development;
    The Western Experience: Interactive Study Guide and Map Supplement, CD-ROM and Internet-based Study Guide, Author and Contributing Designer, McGraw-Hill (1999);
    Landtag, Educational Roleplaying Game of Medieval Politics, Designer, used at SUNY College at Old Westbury (1988); 
    Banzai Bug, Computer Game, Producer, Grolier Interactive (1997);
    SFPD Homicide, Computer Game, Producer, Grolier Interactive (1996);
    Encyclopedia Americana on CD-ROM, Reference Work, Grolier Interactive (1995);
    Iron Age, Computer Game of Ancient Warfare, Designer and Programmer (unpublished, 1993);
    Culture 2.0, Multimedia Survey of Western Civilization, Contributing Author and Historical Map Designer, Cultural Resources (1992); 
    No Greater Glory
    , Computer Simulation of Civil War, Designer and Programmer, SSI (1991);
    Golden Age, Boardgame of Ancient Greece, Designer, used at St, Lukes School, New York (1990); 
    Witch Hunt, Educational Roleplaying Game of Witch Trial, Designer, used at Drew University and SUNY College at Old Westbury (1990); 
    Universal Military Simulator II: Nations at War, Strategic/Grand Strategic Wargame Construction Set, Contributing Designer, Microprose Software (1990); 
    Revolution '76, Simulation of American Revolution, Designer, Programmer, and Documentation Writer, Britannica Software (1989); 
    Conflict in Vietnam, Operational Wargame, Designer and Documentation Writer, Microprose Software (1986); 
    Decision in the Desert, Operational Wargame, Designer and Documentation Writer, Microprose Software (1985); 
    Crusade in Europe, Operational Wargame, Designer and Documentation Writer, Microprose Software (1985); 
    Crisis in Central Europe, 25-player Educational Boardgame of the Thirty Years War, used at Princeton University (1984).
  • Education:
    B.A., Dartmouth College (1975)
    M.A., Princeton University (1978)
    Ph.D., Princeton University (1983)

 

 

 

 

 

 

 

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