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Posted 06 February 2008 - 11:03 AM
Posted 06 February 2008 - 11:36 AM
Posted 06 February 2008 - 11:51 AM
Original post by polyfrag
But I don't want the player to have to look at graphs as part of the gameplay (I don't want this to be part of the main gameplay, I don't want the player to have to rely on this, for example, I don't want the player to have to look at graphs to be able to know if he should lower or raise prices... I don't want the player to have to worry about this too much or be required to think a lot to do well... I want the player to be able to just play by 'feeling', like in RTS games...)
What a headache it would be, if the player was basically like an accountant, figuring out the best financial option. I don't want the player to just be a calculator... that would be bad. Mmm....
Posted 06 February 2008 - 12:11 PM
I sort of understand what you are saying, but it seems a bit incoherent. On the one hand, you want a complicated, detailed economic model, but on the other hand, you want to provide the player with an experience that almost completely hides that complexity and doesn't require any knowledge of it... so why have it in the first place?
In any case, calculating and weighing costs vs. benefit is the essence of any RTS. In C&C or Starcraft, you're thinking about times and costs to build units vs their potential to contribute to a calculated strategy. Business, ultimately, is not much different.
I'll try to think of some ways to move towards that middle ground, though... it's an interesting idea.
Posted 06 February 2008 - 12:21 PM