After returning from his strategic eting with Junpei and Hikaru Kurata, Zaboru didn't waste a mont. The mont he stepped back into ZAGE headquarters, he shut himself in his office and dove straight into work.
Developnt for the November ga lineup was moving smoothly, and with the major ZAGE event concluded, Zaboru saw an opportunity to shift his focus. There was a project he had been quietly preparing behind the scenes for months—a PC ga that would introduce the fantasy Real Ti Strategy genre to this world. It was ti to bring Warcraft: Orcs & Humans to life.
Unlike most console-focused titles from ZAGE, this project was designed with the Western PC market in mind, particularly the United States just like other ZAGE PC titles. Japan would still receive the ga, of course, but Zaboru knew its true battlefield and custors would be Arican desktops.
Zaboru sat at his desk, pulling out his design notes. Pages of unit stats, faction concepts, user interface sketches, and campaign outlines littered the surface. This wasn't just a ga to him—it was the foundation for sothing bigger. Sothing that could one day evolve into entire genres.
Warcraft: Orcs & Humans would be ZAGE's first full-fledged fantasy real-ti strategy (RTS) title. In Zaboru's previous life, this ga had marked the beginning of an empire. He vividly rembered how its third installnt, Warcraft III: The Frozen Throne, had introduced an engine so versatile it spawned new gaming genres entirely. MOBAs, tower defense gas, hero arenas, even early concept of Battle Royale they had all originated from that fertile foundation.
But before getting ahead of himself, Zaboru focused on the basics. The first Warcraft needed to be a solid RTS experience with clear gaplay, intuitive controls, and a captivating world.
Here were the key features he outlined for the initial version:
Dual Factions: Players would choose between Humans or Orcs, each with their own unique buildings, units, and abilities. This asymtry in gaplay would introduce strategy even at the most basic level.
Resource Managent: Players would gather gold, wood, and food to build structures, train units, and expand their armies. The strategic allocation of these resources would be the key to victory.
Base Building: Each player had a main base from which they could expand. Building farms, barracks, magic towers, and unit-producing structures would give players the edge in battle.
Fog of War: The map would be obscured by fog, requiring players to scout to gain intelligence on enemy movents and terrain.
Campaign Mode: Two separate campaign paths—one for the Human Alliance and one for the Orcish Horde—would tell the story from both perspectives, enriching the world-building and increasing replay value.
Multiplayer (LAN): For players with access to local networks, a basic multiplayer option would be implented to pit commanders against each other in real ti.
Art Style: The ga would use detailed pixel art with a dark fantasy aesthetic, designed to be both functional and imrsive on 1992-era PCs.
Sound and Voice Lines: Unit quotes, ambient music, and audio cues would enhance the experience. Zaboru had already compiled a list of unit phrases, so of them humorous to create a bit of charm.
Zaboru leaned back, satisfied with the outline. He had already reached out to the PC developnt team, and most of the assets were underway. Since this ga targeted the Arican market, localization would be done in parallel with developnt Even though in his previous life Warcraft: Orcs & Humans had originally released in 1994, Zaboru believed that the PC hardware available in late 1992 was already capable of running the ga smoothly. He planned several technical optimizations to ensure the ga maintained stable performance and responsiveness on the average 1992 desktop setup, without sacrificing any of its core features or visual identity.
Just like previous PC gas ZAGE had released, Warcraft: Orcs & Humans would follow the shareware distribution model. A limited version of the ga would be freely distributed through mail-order catalogues, bulletin board systems (BBS), and disk-sharing, with an option to purchase the full version via mail order or buy directly from retails store.
This strategy had already proven effective with earlier titles, and Zaboru believed it was the best way to penetrate the growing but competitive Arican PC market.
"We can even include a printed manual and fold-out map in the full package," he muttered, jotting down the idea. "Give it that 'collector's item' feel." but then Zaboru paused, tapping his pen on the table. "Let's check the cost of producing this first. If the packaging turns out to be too expensive, I might need to reconsider or find a more budget-friendly alternative."
There was also another key point: fantasy lore. Warcarft in general have amazing story and lore. Zaboru had already begun sketching out characters like King Llane, divh the wizard, and Garona the female orcs It wasn't just about armies clashing it was about the legends behind them.
As the sun began to set, Yumi peeked into his office. "Still working boss? You skipped lunch."
"Did I?" Zaboru blinked, then laughed. "Sorry. I just went on Focus mode hahaha."
She handed him a sandwich. "Eat that before you collapse. And rember, we have an investor eting on Thursday."
Zaboru sighed. "Another investor eting? If they ask again whether we're open to selling, just cancel it in advance. But thanks for the sandwich, Yumi-san. You're the best."
She rolled her eyes but smiled. "Fine, I'll try to cancel the etings, but if they insist, you'll have to handle them yourself, boss."
Zaboru nodded while chewing his sandwich. "Sure thing. Just don't let them corner with bullshit like Sujin like last ti."
Zaboru returned to his notes, taking a bite of the sandwich. As he glanced at a sketch of a Horde warlock unleashing a spell, he grinned.
"Let's start a war."
To be continued...
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