The third generation of virtual worlds brought high-end graphics together with online play and many memorable worlds still played to this day found their origin. The famous Lord British, the Wing Commanders, and the Mechs of War are but three examples of the many memorable creations of that era. Many characters created to speak a few words and then be left behind now have entire teams of cybers that give them life to modern players. It is amazing what we can do now that early game makers wished they could do.
Forge of Wars: Tactics is designed to be a fast paced game of miniature-style infantry combat. I’ve played games for years and I’ve always wanted a way to play quick and dirty battles. Yes I love involved systems with rules for everything from morale to whether or not it is easier to slip on wet concrete or dry ice. But sometimes I just want to roll dice and watch things die. Virtually of course. Forge of Wars: Tactics is my answer to that wish.
World War II ended with the Allies acting as occupying powers of Germany and Japan. The decimated countries could not rebuild on their own, so we moved in and began to rebuild them ourselves. It was one of the most successful and popular extra national rebuilding effort ever undertaken. The booming West German and Japanese nations became our closest allies within a decade, and their descendents continue to be our friends and compatriots to this day.
The War built the largest military we’d ever fielded. We measured our star fleets by the thousands. Our armies counted hundreds of millions of men and women. We fought across hundreds of star systems. It was the largest war any of us had ever imagined. Most of us at least. There were some of us really impressive imaginations. But I think my point stands. It was really big. I hope we never fight another one like it.
Big business joined the game for the second generation of virtual worlds. They created powerful graphics cards that could use art to bring virtual worlds to life, and companies built the worlds. Kids modified them of course, sometimes against the wishes of the company, and an underground hacking culture soon appeared. Free and modified versions of pay-to-play games hit the bulletin boards and kids changed computing again.