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#ActualLordVTP

Posted 16 July 2013 - 05:32 PM

I have considered staggered releases built toward different play types for such reasons of complexity, suitability(fast game, short game types)....and last but not least monetization (more sku's).  I can't help but feel in my heart though if my primary or initial release does not have the lion share of 4x features it would likely fail to gain the attention of the intended target audience.  

 

There are a few design types though that would limit the scope of these issues without divorcing the desired features.  Take for example the Homeworld games,   each 'map'  is fresh and your play is based around a single central point/object of limited mobility.   Infrastructure  does not generally carry over into the stage or map... But you could have scenario's where you have to colonize/build up a world in a temporary fashion in order to gain technology and natural resources.    

 

A good example would be the recent Battlestar Galactica TV series,  where a central capital ship has to protect it's fleet as it moves from area to area without any intention of retreading the past locations.  Yet in order to maintain their population they must go planeside/asteroid mining in order to survive.  


#4LordVTP

Posted 16 July 2013 - 05:32 PM

I have considered staggered releases built toward different play types for such reasons of complexity, suitability(fast game, short game types)....and last but not least monetization (more sku's).  I can't help but feel in my heart though if my primary or initial release does not have the lion share of 4x features it would likely fail to gain the attention of the intended target audience.  

 

There are a few design types though that would limit the scope of these issues without divorcing the desired features.  Take for example the Homeworld games,   each 'map'  is fresh and your play is based around a single central point/object of limited mobility.   Infrastructure  does not generally carry over into the stage or map... But you could have scenario's where you have to colonize/build up a world in a temporary fashion in order to gain technology and natural resources.    

 

A good example would be the recent Battlestar Galactica TV series,  where a central capital ship has to protect it's fleet as it moves from area to area without any intention of retreading the past locations.  Yet in order to maintain their population have to go planeside/asteroid mining in order to survive.  


#3LordVTP

Posted 16 July 2013 - 05:32 PM

I have considered staggered releases built toward different play types for such reasons of complexity, suitability(fast game, short game types)....and last but not least monetization (more sku's).  I can't help but feel in my heart though if my primary or initial release does not have the lion share of 4x features it would likely fail to gain the attention of the intended target audience.  

 

There are a few design types though that would limit the scope of these issues without divorcing the desired features.  Take for example the Homeworld games,   each 'map'  is fresh and your play is based around a single central point/object of limited mobility.   Infrastructure  does not generally carry over into the stage or map... But you could have scenario's where you have to colonize/build up a world in a temporary fashion in order to gain technology and natural resources.    

 

A good example would be the recent Battlestar Galactica series,  where a central capital ship has to protect it's fleet as it moves from area to area without any intention of retreading the past locations.  Yet in order to maintain their population have to go planeside/asteroid mining in order to survive.  


#2LordVTP

Posted 16 July 2013 - 05:31 PM

I have considered staggered releases built toward different play types for such reasons of complexity, suitability(fast game, short game types)....and last but not least monetization (more sku's).  I can't help but feel in my heart though if my primary or initial release does not have the lion share of 4x features it would likely fail to gain the attention of the intended target audience.  

 

There are a few design types though that would limit the scope of these issues without divorcing the desired features.  Take for example the Homeworld games,   each 'map'  is fresh and your play is based around a single central point/object of limited mobility.   Infrastructure  does not generally carry over into the stage or map... But you could have scenario where you have to  colonize/build up a world in a temporary fashion in order to gain technology and natural resources.    

 

A good example would be the recent Battlestar Galactica series,  where a central capital ship has to protect it's fleet as it moves from area to area without any intention of retreading the past locations.  Yet in order to maintain their population have to go planeside/asteroid mining in order to survive.  


#1LordVTP

Posted 16 July 2013 - 05:31 PM

I have considered staggered releases built toward different play types for such reasons of complexity, suitability(fast game, short game types)....and last but not least monetization (more sku's).  I can't help but feel in my hear though if my primary or initial release does not have the lion share of 4x features it would likely fail to gain the attention of the intended target audience.  

 

There are a few design types though that would limit the scope of these issues without divorcing the desired features.  Take for example the Homeworld games,   each 'map'  is fresh and your play is based around a single central point/object of limited mobility.   Infrastructure  does not generally carry over into the stage or map... But you could have scenario where you have to  colonize/build up a world in a temporary fashion in order to gain technology and natural resources.    

 

A good example would be the recent Battlestar Galactica series,  where a central capital ship has to protect it's fleet as it moves from area to area without any intention of retreading the past locations.  Yet in order to maintain their population have to go planeside/asteroid mining in order to survive.  


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