A tranquil RTS game.
I'm designing a RTS, and I'm wondering if it's possible to make a moderately fast-paced game involving and relaxing at the same time. Macromanagement goes so far as to relieve the user of constantly controlling individual units. Although the music will help as well, it is not the deciding factor. Any ideas?
Isn't The Sims in some way a RTS? No one really attacks you but you have to use strategy to manage all your chores and keep your character happy. It's quite the extreme opposite of RTS like C&C or Starcaft. Maybe something a little in between, manage a village, negociate with the traders guild, overlook the harvests, push back the brigands, train the militia. Set up traps to catch the monsters eating you chicken. Nothing too Harvest Moon-ish though.
I dunno, just my 0.02$
I dunno, just my 0.02$
If you're going to automatize much of the game, take great care. A common trap that many designers fall into is incorporating automatization to the point where player spends more time watching the game than playing it. Make it so that there's always something for player to do. IMHO the best approach is to make it so that things will work even without player intervention, but will work more efficiently if player micromanages them.
I think I just read an article about how flOw is frantic, yet groovy. So there may be a precedent for this sort of thing.
I think Liquid War deserves a mention. It is basically an RTS distilled down to its most basic form - a massive rush of a single unit type. And yet it is a very relaxing game to play.
I think a Clan sim might be the way to go. You could have combat, but don't let the player have too much control over the battles (they might be able to designate what troop types and how many are stationed at the various guard towers).
A good basis might be the Settlers games, especially Settlers 1.
You could add in a diplomacy subgame where you have to make deals with neighbouring villages (supply their needs and trade for your needs). A good relation with neighbouring villages would give the player an advantage in trade (better deals, etc).
A good basis might be the Settlers games, especially Settlers 1.
You could add in a diplomacy subgame where you have to make deals with neighbouring villages (supply their needs and trade for your needs). A good relation with neighbouring villages would give the player an advantage in trade (better deals, etc).
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