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I wouldn't use the word "competition", OTA is a relic and ZK isn't even in the race. I'll never understand why people bother to play ancient games like this, it is similar to the sort of closed minded people who listen to the same limited selection of music their entire life. Though it is even worse than that because unlike music, games are measurably improving at a very fast rate.
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Yeah... It is true that TA is pretty much a relic, but nonetheless, its a popular relic. AFAIK it won close to 53 awards.
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Its own people taste to choose play that game they they like. I play old games somethimes and i prefer them to be better then new ones and i dont care what will say player who plays SC2 or something from new game. I play my games for my own entertainment. Game 'improving' is your subjective thought. I don't see any significant game improvent recent years in my opinion. Only thing which inproves is CPU, RAM, video usage. But in reality Blood1 is more funny then all new games. Even Doom is played in this time.
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for some reason this is funny
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It won 52 and really really deserved another one
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Quoting from PCGamer Magazine: quote: The 1997 progenitor of the 3D RTS has marched its way at long last into the Steam catalogue. Total Annihilation has had a home on GOG for a while, being a bonafide piece of gaming history which has picked up 58 awards in its time, including our very own Gamers' Choice award for Best RTS. |
They really need a better research team, or hokomoko needs to not use wikipedia
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It is funny: MINIMUM: OS: Windows (XP, Vista, 7, 8) Processor: 100 MHz Memory: 16 MB RAM Graphics: SVGA Storage: 40 MB available space However, it is still a very good game. It's not all about graphics, it's about gameplay.
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The only pay up front game Wargaming has ever published! Word of Total Annihilation Tanks
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It's the opposite of competition, it's light in our direction. OTA is not going to steal any players from us, it's just going to drive new and old players alike to remember the game, the genre, and look for more like it. If this kick-starts the OTA community again, some of them are going to find their way (back) here. OrfeliusWoah wait what? How did they get their hands on this IP, I mean I knew it jumped around a bit but... huh?
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It was 2 years ago. Atari needed money. Wargaming bought both Total Annihilation rights AND Master of Orion rights from Atari. Interestingly the 2nd bidder for TA was... Uber Entertainment. Another thing is that Chris Taylor one of the former designers and programmers of TA, lead designer and CEO of Gas Powered Games, the creator of SupCom is also employed by Wargaming. Additionally there was a interview of Chris, where he gave hints that TA2 might be happening in the future with the 'might' being a keyword here. Whatever what the remains of Gas Powered Games might be developing atm is unknown but they have been doing so for the past 2 years (since the acquisition by Wargaming). It might as well be new TA but at the same time it might be... some other game. RTS games have proven to not have a lot of popularity lately and Wargaming's Word of Tanks has been in decline for some time thus I doubt they would risk making a new TA game that is not guaranteed to sell well at all.
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Since Wargaming is making a new Master of Orion, which is a IP they bought together with TA, I'd say the chance of a new Total Annihilation game is pretty high.
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Soooooooooooo? ZK should release asap? Coz after potato TA ZK gonna have much smaller success (unless they won't ruin it).
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I don't know for sure but there seems to be more people playing heavily-modded OTA than Spring at the moment
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ffs Spring is not a game it is a game engine
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estrapolatng from the same topic: quote: 2) Elaborating on that: Spring is just an ENGINE. What should we download to use within Spring? One person is recommending 'Balanced Annihilation'. Another is recommending 'NOTA' (whatever the ♥♥♥♥ that is). All these suggestions are really vague and unhelpful. And yet you ask why people would choose Steam TA? Well it's precisely because it's simple and easy to use. Not everyone has spent hours of their lives studying all the history of TA remakes and knows exactly what obscure third-party files to download and how to install and use them. |
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"It is funny: MINIMUM: OS: Windows (XP, Vista, 7, 8) Processor: 100 MHz Memory: 16 MB RAM Graphics: SVGA Storage: 40 MB available space However, it is still a very good game. It's not all about graphics, it's about gameplay. " I remember playing the game with 2 Gb of ram and a video drive with 500 Mb. I LAGGED LIKE HELL when a lot of units where on the map :D
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quote: I LAGGED LIKE HELL when a lot of units where on the map |
quote: (...) The eternal-lag paradox describes an effect that can be observed in various video games, mainly in large scale strategy games such as Total Annhilation or its TA-Spring based successors. Despite ever-increasing powerful home computer available to players some games seem to never run quite smoothly. Reports of this phenomena go back to ancient times, although with insufficient detail for the claims to be replicated. A number of possible explanations for the effect have been proposed. One reason seems to be vague limits, if any, that games prone to the eternal-lag paradox impose on players. Generally players want their games to run smoothly above a certain FPS threshold. The consequence of eternal-lag had not previously been noticed and seemed unreasonable at the time; it seemed that the phenomenon of choppy running video games would soon be an artifact of the past as games become more optimized and computing power increases. On the other hand players seek to maximize their experience by creating larger maps, upping the unit-limit, using more demanding graphics, applying resource-multiplicators or otherwise speeding up the economy of the game in question. These points are conflictive to each other: Once the average computing power in the community (COMP-COM=1) allows for a smooth playing-experience (PE=1) a pressure front is created to one-up the experience to PE=2. The threshold of PEn+1 is choosen so that is again just outside the range of COMP-COMn+1, thus creating the eternal-lag effect. Players with computers below the average of COMP-COM tend to leave while players with computers above COMP-COM partly note an increase in PE. This makes the eternal-lag paradox an self-accelerating process. An abortion of this loop is in theory possible by defining a wise upper boundry (WUB) for PE that instead of leading COMP-COM stays behind a few iterations. However, due to group dynamics this is rarely possible. The more freedom an engine or game offers to its players the more pronounced the effect is. In some communities where WUB has taken to a new meaning, escaping the eternal-lag paradox is no longer possible as the previous PE is now seen as dull and boring, while PEn+1 promises new excitment. (...)
| https://en.wikipedia.org/wiki/eternal-lag(video_game)
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