Quote:Original post by Wavinator
Quote:Original post by Vopisk If, as what it seems you're talking about, you're referring to a grand-scale, epic game, then I think this only increases the nationalism/patriotism that the player will wind up feeling, granted that the different factors that threaten to doom them from both inside and out are varied often enough that it's not just a new "invasion fleet" every few minutes coming to destroy them.
|
What do you think they need to know, and how much? That is, would it help to know "who's the best" or "who's on top" in the region? Or how much danger the nation is in?
Symbolically, many people can relate to "best of" (like strongest or richest nation in the region/world).
Maybe this could be done with titles? Like: "Regional Superpower" or "World Leader" (or "Insignicant Yanqui Lapdog"[grin]). |
I think a measure of who is best or more powerful at any given time would be viable information so you know which threats to look out for, as well as giving you a benchmark of how well you're doing to better the "image, economy, etc." of your personal nation. I suppose that it would also matter what form of communication with the outside world was available. If the only information on other city/states is that carried from merchants and travellers then there is a chance that the information could be flawed, or overly dramatized. In our current world we're able to do things like this because of "globalization" the same forces that allow us to communicate as we are, with people all over the world. However, if you're looking into a grim future where an apocolyptic situation has arised or the past then you're looking at a lot less exchange of information and the game should reflect that, mysteriously knowing that the enemy has Wealth: 1 Bazillion, doesn't make much sense, unless of course, you've sent in spies to report back to you.
Quote:
Quote: The game "Republic" allows you to control a faction in a former soviet blok country that is currently under the control of an oppresive dictatorship, and you must vie against not only other factions threatening civil war but against the larger "big-brother" government itself.
|
Thanks for reminding me about this game. I never played it (didn't have the money at the time), but it would be useful as a benchmark. It's a shame that it did so horribly, though, since it was so innovative.
|
A stumbling block that "Republic" had was that all dialouges and the like were in Russian (I believe) and so it greatly enhanced immersion within the game, but for a native english speaker who doesn't know a word of Russian, it made it impossible to actually know what was transpiring(as not even english subtitles were offered) and therefore, the player could not truly get a grasp of what was going on in the game.
Quote:
Quote: However, if it is largely the premise of the game that they do their part in aiding their city-state nation to glory, then that will be the motivating factor. |
What about something on this scale, done in a freeform way:
- You come to a town, find a faction whose territory is a block or couple of blocks, and improve its lot by solving its problems. The faction consolidates power and improves.
- The faction's now has enough power to try to capture control of the town (politically or otherwise). Player goes on series of missions, does freeform gameplay, wins. Faction controls the town.
- Faction now vies for regions of the island, until it controls the whole island.
- Because the regions have improved so well, the whole nation's success (financial / military / technology / etc.) has improved.
At each level of success, more powerful external threats surface. Maybe gunboat pirates at the town level, who ransack buildings, progressing on to subversive cells, foreign backed rebels, blockades and more.
|
I think so long as the player was allowed to build ties with whatever faction they choose to ally themselves with, then it can be succesfully done in a freeform manner. Consider that the player enters the scenario, a free-lancer who has yet to establish ties with any local power. They approach/are approached by the different factions and learn about the ongoing power struggle, choosing the faction that best agrees with the player's paradigm or seems to be the most powerful, the player enlists in their ranks and as you say, performs various actions for the "Orginization". As the player is succesful they travel up the heirarchy within the faction. So, not only do we have the success of the faction being measured, but also character improvement (we can assign an experience variable that increases by X amount every time the player completes a "quest/job/whatever").
Quote:
Quote: If however, you build your standard adventure/rpg game, which bases itself soley (in large part) on personal achievement, why should the player care whether or not a single nation lives or dies? |
Very good advice. I do want you to be able to leave islands and go to other lands, though. So there has to be some level of personal leveling.
What about this: As you level up (socially) in any one island, you're less welcome / less able to defect to other islands? Doesn't quite make sense, but it might be a way of getting you more invested as you improve an island and it gains in power. |
In tying back to the above paragraph, consider this, during the Cold War and WWII, defectors played a large part in both information gathering and the race for technology (see Einstein). Defecting from one "island" to another could serve as a very useful tool to the island that you defect to, being able to share detailed and informed information with the leaders of the new island as well as bring any new technology or wealth that you may be able to smuggle with you. However, doing this would obviously make you a wanted man, and the player must be sure that what they bring to the table of the other island is greater than any benefit the island may see in expediting him/her back to the original island of their defection. Also, there's always the danger that the new island will take your information and gold/technology/whatever, then stick a knife in your back since you've obviously shown yourself to be a no-good traitor, so there are consequences to every decision.
Anyway, that's a bit more to chew on, and it's time for me to sleep. Goodnight.
Vopisk