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Thread: Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?

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  1. #1
    CanOmer's Avatar Centenarius
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    Default Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?



    With a little research I found out Bob Smith was a designer of Rome Total War (and also STW, MTW and M2TW). After M2TW, and with new Warscape engine, we know more or less what happen to Total War games. Was he really what Total War franchise lost after M2TW and what we need now? In his website, he explains about true strategy game:

    Quote Originally Posted by http://www.ntronium.com/About.html
    My Vision For Ntronium
    By Founder Bob Smith

    I started off my career in the 1980s as an independent developer writing strategy and wargames for people who really appreciated them. I then did various programming jobs, before getting involved with the Total War series, culminating in Medieval 2:Total War*. I'm proud of the work I did on these, especially bringing some hardcore wargaming concepts to the mass market. However; my new venture Ntronium Games is a return to my roots.

    Its mission is to develop deep involving strategy/wargames for that discerning group of gamers who love them as much as I do. While everyone likes their work to be popular, Ntronium is definitely founded on the principle that it is better that some people love something, than that everyone merely likes it We'll be targeting the discerning minority of hardcore strategy fans , rather than the mass market.

    Internet Distribution
    The primary means of distribution, will be direct sales via the internet. This model ensures that more revenue comes to the developer, allowing us to produce quality products without requiring the huge sales needed for a viable retail product. With no need to appeal to the mass market, all development resources can be focused on the things that our discerning customers really care about.

    Player Involvement
    One of the key focuses at Ntronium is to nurture a dedicated fan base; to encourage people to participate in our forums; tell us what they and want, and suggest their ideas. While of course, we can’t implement everyone’s suggestions, we do believe that good ideas can come from anywhere.

    Once the game is released, we want to get feedback from players so that we can continue to refine it.


    Continuous Development
    The real joy of strategy gaming, is you choose your own way of doing things, control your own destiny, and that every game is different. Which means that, however thoroughly we test, we can never test every possibility. Once thousands of people get their hands on the game, it’s inevitable that some imbalances will be found, the AI may sometimes act dumb, devious players will find exploits, and there may even be some bugs.

    Even triple A titles with 100 man test teams suffer these problems, it’s pretty much inevitable with highly complex titles. So rather than pretend it ain’t so, we'll plan to carry on developing the title after launch, issuing patches to fix issues, polish the gameplay, ,add new features and generally try to make it as near perfect as it can reasonably be.

    Not that we plan to launch buggy games though. One advantage of internet distribution is that, unlike retail products, we don’t have to decide a launch date months in advance. If a game’s not ready for release, we simply won’t release it.

    Design Philosophy
    Everyone has their own ideas about what are the design elements in a great game. Here are some of my key concepts that I hope will become hallmarks of Ntronium games.

    True strategy games. Players set their own strategy; creating their own story, rather than following along with one the designer wrote.
    Mechanisms will be elegant and simple, but (to quote Einstein) no simpler than they need to be. The games will be detailed in key areas, but not require too much micro-management.
    Historically themed games will feature lots of accurate history, and mechanisms that try to model reality. Sci-Fi and fantasy games will try to be plausible.

    Strong emphasis on multiplayer and on-line play. Mechanisms designed to work well for multi-player.
    Strong AI
    Epic games, but still playable in a reasonable amount of time. Good replay value.
    Strong help and advisor features to help players get to grips with game. No point having features if no-one knows about them, most people would rather play than read a manual.
    Attractive presentation, but graphics will never take precedence of gameplay.
    I tried to underline the most important part I can say all of it has top importance.

    Now, he makes a turn based space strategy game which is very similar to Rome Total War.



    He should have been working on Rome 2.
    Last edited by CanOmer; December 12, 2013 at 06:08 PM.
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  2. #2

    Default Re: Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?

    Good find! I will take a second look at Armada 2526.

  3. #3

    Icon1 Re: Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?

    You can see the cool way he makes the economies and world building, worth looking at, but where's my storm troopers/mech to land, fight, burn, enslave and take over the planets, oh that reminds me, back to my RS2.6

    Thumbs up. Nice find.
    Last edited by stackero; December 12, 2013 at 10:19 PM. Reason: spelling again
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    Default Re: Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?



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    Default Re: Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?

    Quote Originally Posted by lesterthenerd View Post
    I bet he used CA's metacritic ideas.
    I am the author of the "Weaker Towers" and "Officers Of" series of mods for Total War: Warhammer!
    Quote Originally Posted by Richard Holmes
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  6. #6

    Default Re: Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?

    I recall seeing Armada 2526, but I've never heard of anything good about it, or even thought it looked good.
    It isn't unusual for people to change their studios around though. And I doubt having the RTW guy on R2TW would have done anything, given they were not trying to take RTW and polish it, they were making something entirely new and different.

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    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?

    Moved from Rome 2 General Discussions.


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    CanOmer's Avatar Centenarius
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    Default Re: Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?

    Quote Originally Posted by LestaT View Post
    Moved from Rome 2 General Discussions.
    You didn't realize the importance of this thread. I didn't start it for Armada space game. I just want better Total War games and asks why Total War franchise is on the decline.
    My Submods For Europa Barbarorum II Clean Campaign Mini Map for EB 2.3 ;

  9. #9

    Default Re: Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?

    That's interesting that MTW 2 was the last one he was involved with as that's where they went off the rails imo. It was the last TW I played for any decent amount of time. ETW and NTW were ok but nothing like they're predecessors.

  10. #10

    Default Re: Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?

    he made a great battle engine on the old 8-bit machines(really stretched the tech of the time)

    "Encyclopedia of war -Ancient Battles Vol.1"

    Which is prolly the game which led me to playing the total war franchise

  11. #11
    Inhuman One's Avatar Comes Limitis
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    Default Re: Why wasn't Bob Smith (aka R.T. Smith) designer of Rome II?

    Seems like a talented guy, his talent seems wasted on that space game though. Just goes to show that even if you are talented, you can't make it on your own.

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