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Wavinator

Member Since 26 Jun 2000
Offline Last Active Oct 22 2014 12:43 AM

Posts I've Made

In Topic: [4X / TBS] Space Game - No ship Customization?

21 October 2014 - 11:51 AM

I'm all for you differentiating your 4X from others. Although you may be torn on the issue of customization, just consider the grand-daddy of strategy games: Chess. No customization, with highly distinct role specializations for each unit. Yes, there are huge distinctions from your typical 4X (perfect information, limited movement constraints, etc), of course, but I think it's relevant to your concern about late game lack of choices. I find that lack of choice in a more strategy focused game can be EXCELLENT for master players because you know the constraints and can project your strategy much, much farther than in cases where there are too many permutations to consider. And it can be really satisfying when you master a strategic projection and follow it through its twists and turns until it finally works.

 

It's probably worth mentioning, though, that this will place a much greater emphasis on really strong AI or multiplayer support. I think 4X's with lots of variability, be it through unpredictable results that flow from zillions of ship options, or random events or whatever, can get away with less strategic coherence and depth. A game with less customization isn't going to have that benefit.


In Topic: Naval Simulation Prototype

19 October 2014 - 02:25 PM

Love to see projects coming together from the ground up (or thereabouts, as you already have years of work behind the scenes). I can see a strong first person interactive element, but for things like the ships how are you planning to handle automation or management? One problem I can strongly see with the perspective is that unless it's just all in fun (arcade) there's going to be an expectation for something like a cruiser or battleship that the other guns come into play simultaneously, which would imply a lot of AI work.

 

Or wait... is it multiplayer only? If so, then nevermind! :D


In Topic: Percentage Health (100%) vs. Numbered Health (100/100)? Which ones better?

19 October 2014 - 02:17 PM

I'd recommend showing the x/y value but making it an options toggle for advanced players only because the less hardcore the game, the more numbers appear to be aesthetically off-putting.


In Topic: Golden era of the RPG

13 October 2014 - 10:27 PM


There is nothing "cerebral" in grinding until you find the weapon with the highest number.

 

Certainly, I'd agree with you if grinding until you find the weapon with the highest number was what previous RPGs were all about. 

 

 


Dice rolls are the least cerebral thing there is, you depend on the numbers of your sword and pure dumb luck.

 

 

In simpler RPGs I can see this, as it would suggest that there would be no parallel strategies with trade-offs. The best you could maybe expect is the thrill of gambling. In more complex RPGs, the cerebral part comes from the typically slower, deliberative consideration of the risks (to assets, resources, or of outright failure) of different approaches.

 

These same pathways can technically exist in a more actualized RPG, but typically don't because actualizing gameplay is significantly more resource intensive for developers, so you get less choices, and the choices you do get tend not to have much depth.

 

I'd take muscle memory over those any day

 

I would too if that were the only choice! :D

 

What you get is to do what before you just pretended to be doing. 

 

But can you really ever get away from pretending? If, say, for combat you prefer hit boxes and ray casting timed to your mouse or controller input, you're typically still rolling dice to some degree unless it's a purely deterministic simulation--which most action RPGs aren't. And since no RPG AIs that I know of implement a simulation of human vision, randomization is typically used in everything from aiming to awareness of the player.

 


Complexity isn't always a good thing. And dice roll mechanics, albeit complex if you want to make them complex, are as shallow as there can be.

 

I agree complexity isn't always good, and simulation and randomization can always be done poorly. But the actualized approach has delivered a deluge of facile, depthless gameplay dominated by combat and cinematics-- slider puzzles and button mashing interspersed with battles and poorly acted cut-scenes, basically.

 

The grind so many hate is a logical outgrowth of all of this. An abstract game can afford to depict myriad interactions-- gambling, negotiation, seduction, troubleshooting, hacking, pickpocketing, surgery, etc. An actualized game tends to attract an audience that demands all these things be spelled out, with the result that everything but traditional interactions (mainly combat) simply have to be cut.


In Topic: Neutral planets

13 October 2014 - 05:54 PM

If you don't want the planets taken (or only rarely taken) you could tweak your universe's cannon and have some sort of all powerful protector, ala the Monolith in the 2001 universe, that smites those that harm the protected planets. It might explain why the protected planets have remained unoccupied so long, as well.


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