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Convincing the Player of Automated Losses in Strategy Games

Started by October 05, 2008 09:18 PM
11 comments, last by Kest 16 years, 4 months ago
Quote:
I'd just have lots of rules and variables.

Now I agree that complex combat can be fun, the scale of the combat under discussion does not lend itself to such detail.

So although a detailed combat system as you described might be enjoyable in a smaller scale game, in a game like Civ, where the Squares on the board represent hundreds of kilometres (or more), such detail is not really feasible.

An easy way to simulate such detail existing, but without actually going into it, is to use a random generator.

At the coarse level of detail that Civ (and other games like it) have, this level of detail does not exist, so the only response is to use some other system and the easiest is that random number generator.
Quote:
Now I agree that complex combat can be fun, the scale of the combat under discussion does not lend itself to such detail.


When I said a lot of rules/variables I didnt mean the player would have to/or be aware of them all. They would just have to use common sense of how they think they would function, and just focus on manuevering and position the units how best they think they would work.

You wouldnt have to play it too differently than you would in a normal civ game, but perhaps, could be more aware that there is a consistent ruleset behind it and that dice will not often be rolled.

[Edited by - Calabi on October 8, 2008 10:44:25 AM]
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Quote:
Original post by Calabi
Quote:
Now I agree that complex combat can be fun, the scale of the combat under discussion does not lend itself to such detail.


When I said a lot of rules/variables I didnt mean the player would have to/or be aware of them all. They would just have to use common sense of how they think they would function, and just focus on manuevering and position the units how best they think they would work.

You wouldnt have to play it too differently than you would in a normal civ game, but perhaps could be more aware that there is a more consistent ruleset behind it and that dice will not often be rolled.

This is exactly the type of gameplay I would prefer. Have every little player decision or adjustment define some subtle effect that boosts their units in some specific way. Simply hiding variables brings the game characters to life.

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