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Hadus
Postmaster
Joined: 28 Jun 2012
Status: Offline
Points: 545
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Topic: Brainstorm Session: Approval Rating Posted: 10 Jul 2012 at 22:34 |
Albatross wrote:
Just a quick comment about game design... It's quite easy to sketch some complicated game mechanics and interactions, and quite difficult to find some that work and would make interesting and deep gameplay. Even more difficult however, is finding mechanics that are as simple as possible, that make gameplay comprehensible, interesting, well-balanced, with a graded learning/participation curve, and reasonably grounded to the reality or fantasy of the game.
To the OP, I might recommend games like Stronghold 2 or Dwarf Fortress, each for different reasons. |
As someone who's made feeble attempts at game design, I can't agree more.
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abstractdream
Postmaster General
Joined: 02 Oct 2011
Location: Oarnamly
Status: Offline
Points: 1857
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Posted: 09 Jul 2012 at 02:55 |
I like the idea with regard to adding a new level of play as you grow. Being required to consider building projects, taxes, reinforcing armies, etc. etc. all together as a "big picture" is indeed intriguing. Having to send troops to one of your own towns to "keep them quiet" is a delightful proposition.
It would absolutely alter the way conflict happens.
It doesn't seem likely, but I do like it.
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Bonfyr Verboo
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Albatross
Postmaster General
Joined: 11 May 2011
Status: Offline
Points: 1118
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Posted: 09 Jul 2012 at 01:25 |
Just a quick comment about game design... It's quite easy to sketch some complicated game mechanics and interactions, and quite difficult to find some that work and would make interesting and deep gameplay. Even more difficult however, is finding mechanics that are as simple as possible, that make gameplay comprehensible, interesting, well-balanced, with a graded learning/participation curve, and reasonably grounded to the reality or fantasy of the game.
To the OP, I might recommend games like Stronghold 2 or Dwarf Fortress, each for different reasons.
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Rorgash
Postmaster
Joined: 23 Aug 2011
Status: Offline
Points: 894
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Posted: 08 Jul 2012 at 23:44 |
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dont be sorry, if he feels proud about his short attention span problems reading and wants to tell us about it, we will just ignore him and not think about it.
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Hadus
Postmaster
Joined: 28 Jun 2012
Status: Offline
Points: 545
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Posted: 08 Jul 2012 at 23:36 |
Yes, it would be more challenging for the bigger players. High taxes are unfavorable. Fortunately, it wouldn't just be about tax rate. Increasing taxes gradually rather than in large amounts reduces the hurt on approval. Also, over the
Gilthoniel wrote:
All I can say is that it is all just wall text |
I tried to break it up, but with too many paragraphs the text would go for miles down the page. Sorry bout that.
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Gilthoniel
Forum Warrior
Joined: 11 Oct 2011
Location: Cuiviénen
Status: Offline
Points: 211
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Posted: 08 Jul 2012 at 22:09 |
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All I can say is that it is all just wall text
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Rorgash
Postmaster
Joined: 23 Aug 2011
Status: Offline
Points: 894
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Posted: 08 Jul 2012 at 20:51 |
Cerridwyn wrote:
I kinda like the choose your path to different rewards. With well developed AI code, the size in the example of the bandit community could vary making the best choice different and the rewards variable instead of consistent. This would lead to more chance of people playing around with it.
Approval reeks, though, of happiness found in another famous or infamous browser game that I will not name. It's a royal pita for new players and a walk in the park for experienced ones. So unless it is ramped in a way to not give greater advantage those who have been around awhile, I do not see a lot of use for it.
You have to be careful to keep escalating things for long term players, intentionally or unintentionally. It can make a game less welcoming to someone new.
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i think the approval system will hurt us big ones the most, since alot of us run taxes of over 50% alot of the time :P people never seem to like taxes
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Hadus
Postmaster
Joined: 28 Jun 2012
Status: Offline
Points: 545
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Posted: 08 Jul 2012 at 20:35 |
Cerridwyn wrote:
I kinda like the choose your path to different rewards. With well developed AI code, the size in the example of the bandit community could vary making the best choice different and the rewards variable instead of consistent. This would lead to more chance of people playing around with it.
Approval reeks, though, of happiness found in another famous or infamous browser game that I will not name. It's a royal pita for new players and a walk in the park for experienced ones. So unless it is ramped in a way to not give greater advantage those who have been around awhile, I do not see a lot of use for it.
You have to be careful to keep escalating things for long term players, intentionally or unintentionally. It can make a game less welcoming to someone new.
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Illy is the first browser-based RTS I've played, so I've no idea which you refer to, but your fear is well-founded and I think similar to the fear Rill explained. Ironically, in coming up with the idea the main aim was to make it more challenging the more experienced the player got. In my head, new players would have no trouble at all keeping approval up unless they constantly sent armies out to die. The reason is that constructing new buildings and performing research sends approval skyrocketing. Since this is the first thing players must do, approval will remain a relative non-factor when players are starting out. It isn't until cities near their maximum population that approval should really to make a difference, and by then hopefully a player will at least have some grasp on the basics. Your critique was well-put though, thanks for the input.
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Cerridwyn
Greenhorn
Joined: 12 Sep 2011
Location: So. Cal.
Status: Offline
Points: 82
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Posted: 08 Jul 2012 at 18:09 |
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I kinda like the choose your path to different rewards. With well developed AI code, the size in the example of the bandit community could vary making the best choice different and the rewards variable instead of consistent. This would lead to more chance of people playing around with it.
Approval reeks, though, of happiness found in another famous or infamous browser game that I will not name. It's a royal pita for new players and a walk in the park for experienced ones. So unless it is ramped in a way to not give greater advantage those who have been around awhile, I do not see a lot of use for it.
You have to be careful to keep escalating things for long term players, intentionally or unintentionally. It can make a game less welcoming to someone new.
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 Cerridwyn ~-~ Cerdwyn
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Hadus
Postmaster
Joined: 28 Jun 2012
Status: Offline
Points: 545
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Posted: 08 Jul 2012 at 16:03 |
Subatoi wrote:
aw well
interesting. kudos |
I was dramaticizing of course. In actuality it would be pretty cool to see you create the Illyriad version of Sparta.
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