Roger Keating
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Roger Keating
Roger Keating is an Australian computer game designer. Along with Ian Trout, Keating co-founded of the video game company Strategic Studies Group, which is known for its strategic war and fantasy games with artificial intelligence. Keating and Trout worked together on the majority of SSG titles. Early life Keating was born in New Zealand. He moved to Australia in 1978 and worked as a mathematics and physics teacher."Strategies of a Man Down Under"
''Softline'', March 1983.


Career in game design

Keating created his first game, ''Conflict'', in 1979. It was published by American software house . Keating left his ...
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Wargame (video Games)
A computer wargame is a wargame played on a digital device. Descended from board wargaming, it simulates military conflict at the tactical, operational or strategic level. Computer wargames are both sold commercially for recreational use and, in some cases, used for military purposes. History Computer wargames derived from tabletop wargames, which range from military wargaming to recreational wargaming. Wargames appeared on computers as early as ''Empire'' in 1972. The wargaming community saw the possibilities of computer gaming early and made attempts to break into the market, notably Avalon Hill's Microcomputer Games line, which began in 1980 and covered a variety of topics, including adaptations of some of their wargames. In February 1980 Strategic Simulations, Inc. (SSI) was the first to sell a serious, professionally packaged computer wargame, ''Computer Bismarck'', a turn-based game based on the last battle of the battleship ''Bismarck''. Wargame designer Gary Gri ...
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Norway 1985
''Norway 1985'' is a computer wargame published in October 1985 by Strategic Simulations. Developed by Roger Keating, it was the fourth in the "When Superpowers Collide" series. Summary The game simulates NATO forces in Norway during the summer of 1985. The player may choose to play either the NATO or Soviet forces, and can play in turns against another human component or against the computer. Reception ''Computer Gaming World'' in 1986 stated that ''Norway 1985''s simplified rules compared to its predecessors accurately reflected the changes of arctic combat, and made it the most suitable for those new to the series. The magazine concluded that although those familiar with the older games "will have to adjust your expectations ... If you can do this, you will find a good game here". Reviews *''The V.I.P. of Gaming Magazine'' #5 (Sept./Oct., 1986) See also *''Germany 1985'' *''RDF 1985 ''RDF 1985'' is a computer wargame published in 1983 by Strategic Simulations. Developed b ...
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Warlords II
''Warlords II'' is computer wargame released in 1993, and the second release in the ''Warlords'' video game series. An expansion pack, ''Warlords II Scenario Builder'', was released in 1994. The updated version of the game, ''Warlords II Deluxe'', was released in 1995. It allowed for custom tile, army and city sets for maps and provided support for 256 colours. Thanks to the publication of the editor, ''Warlords II Deluxe'' led to an increase of user-created content. Many new maps, army and terrain sets, and scenarios were distributed on the Internet for the game. Gameplay ''Warlords II'' included five maps, although the later released mission pack increased the number. Another new feature was 'fog of war': optionally, enemy units or even the map could be concealed from players without units close enough to see them. The interface of the game was improved, as were the graphics (with additional unique city graphics for each different player). Moreover, the game featured multiple ...
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Carriers At War II
''Carriers at War II: Fleet Carrier Operations in Southeast Asia 1936-1946'' is a 1993 wargame by Strategic Studies Group for DOS and Macintosh. It's a sequel to the 1992 ''Carriers at War''. In 1996, ''The Complete Carriers at War'' was released. It's a compilation that includes ''Carriers at War'', ''Construction Kit'', ''Carriers at War II'', and 30 additional scenarios and new graphics for the German, Italian and French Navies. Gameplay ''Carriers at War II'' is a strategic war game. Reception In May 1994 ''Computer Gaming World'' said that '' Carriers at War II'' was "an impressive wargaming package", with better graphics and AI than the first game. A longer review in June 1994 said that ''II'' had "many improvements, both obvious and subtle". The reviewer praised the improvements on "what was already one of the best AIs in all of gaming", stating that "the AI simulates a reasonably good opponent in ways that most wargames only dream about", and welcomed the extensive simu ...
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Construction Kit
A construction set is a set of standardized pieces that allow for the construction of a variety of different models. The pieces avoid the lead-time of manufacturing custom pieces, and of requiring special training or design time to construct complex systems. This makes them suitable for temporary structures, or for use as children's toys. One very popular brand is Lego. Categories Construction sets can be categorized according to their connection method and geometry: * Struts of variable length that are connected to any point along another strut, and at nodes. ** Tesseract connection points are initially flexible but can be made rigid with the addition of clips. * Struts of fixed but multiple lengths that are connected by nodes are good for building space frames, and often have components that allow full rotational freedom. ** D8h (*228) nodes are used for K'Nex, Tinkertoys, Playskool Pipeworks, Cleversticks and interlocking disks in general. ** D6h nodes are used for i ...
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Carriers At War (1992 Video Game)
''Carriers at War 1941-1945: Fleet Carrier Operations in the Pacific'' is a 1992 wargame by Strategic Studies Group for MS-DOS and Macintosh. It is a remake of the 1984 ''Carriers at War''. An expansion pack, ''Carriers at War: Construction Kit'', was released in 1993. A sequel, '' Carriers at War II'', was also released in 1993. Gameplay ''Carriers at War'' is a strategic war game which features historic, fictional, and random scenarios featuring the naval and air forces in the Pacific in World War II. The player controls either the U.S. (Allied) or Japanese forces (Axis). Reception In 1992 ''Computer Gaming World'' reviewed the new version of ''Carriers at War'', which it described as having "only a superficial resemblance to its 8-bit predecessor" with a mouse-driven interface. The magazine praised the realism of combat including the fog of war, and liked the intelligence of the computer opponent while stating that a human was still better. It concluded that "''CAW'' is th ...
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Warlords (1990 Video Game)
''Warlords'' is a computer wargame released in 1990 for the Amiga and MS-DOS compatible operating systems, then in 1992 for Macintosh. It was designed by Steve Fawkner and developed by Strategic Studies Group. ''Warlords'' was followed by three sequels and several spinoffs. The game was based on designer Steve Fawkner's ''Dungeons & Dragons'' campaign. Gameplay ''Warlords'' featured eight different clans battling for the control of the mythical land of Illuria: Sirians, Storm Giants, Grey Dwarves, Orcs of Kor, Elvallie, Horse Lords, Selentines, and Lord Bane. Each clan could either be controlled by the computer or by a human player, allowing up to eight participants taking turns in hot seat play. Gameplay consisted of moving units, attacking opponent units or cities, adjusting production in cities, and moving hero units to explore ruins, temples, libraries, and to discover allies, relics, and other items. The goal of the game was to conquer the land of Illuria by capturing or raz ...
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Battles For Korea
A battle is an occurrence of combat in warfare between opposing military units of any number or size. A war usually consists of multiple battles. In general, a battle is a military engagement that is well defined in duration, area, and force commitment. An engagement with only limited commitment between the forces and without decisive results is sometimes called a skirmish. The word "battle" can also be used infrequently to refer to an entire operational campaign, although this usage greatly diverges from its conventional or customary meaning. Generally, the word "battle" is used for such campaigns if referring to a protracted combat encounter in which either one or both of the combatants had the same methods, resources, and strategic objectives throughout the encounter. Some prominent examples of this would be the Battle of the Atlantic, Battle of Britain, and Battle of Stalingrad, all in World War II. Wars and military campaigns are guided by military strategy, whereas ...
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Gold Of The Americas
''Gold of the Americas: The Conquest of the New World'' is a 1989 video game published by Strategic Studies Group. Gameplay ''Gold of the Americas'' is a game in which a strategy game involves imperial expansion and exploration in the New World. Reception Chuck Moss reviewed the game for ''Computer Gaming World'', and stated that "''Gold of the Americas'' is a challenging and entertaining game with a bit of history and good deal of replay value thrown in." Dave Morris reviewed ''Gold of the Americas'' for '' Games International'' magazine, and gave it a rating of 8 out of 10, and stated that "it's a good product – even though you may discover, as I did more than once, that final victory is much more likely to go to the (computer-run) breakaway Independent nations of the New World than to the colonial powers of the Old." Reviews *''The Games Machine'' - Mar, 1990 *''Computer Gaming World'' - Oct, 1990 *'' Amiga Computing'' - Apr, 1990 *''ASM (Aktueller Software Markt)'' - Jan ...
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Wilderness To Nashville
Wilderness or wildlands (usually in the plural), are natural environments on Earth that have not been significantly modified by human activity or any nonurbanized land not under extensive agricultural cultivation. The term has traditionally referred to terrestrial environments, though growing attention is being placed on marine wilderness. Recent maps of wilderness suggest it covers roughly one quarter of Earth's terrestrial surface, but is being rapidly degraded by human activity. Even less wilderness remains in the ocean, with only 13.2% free from intense human activity. Some governments establish protection for wilderness areas by law to not only preserve what already exists, but also to promote and advance a natural expression and development. These can be set up in preserves, conservation preserves, national forests, national parks and even in urban areas along rivers, gulches or otherwise undeveloped areas. Often these areas are considered important for the survival of ...
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