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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:29
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quote: Originally posted by nostromo
Some settings are harder to get into than others. For example, a game based on Transhuman space (an intricate, hard sci fi setting based on the Ghost in the shell manga), would be hard to get into. For the same reason, a lot of people complained that SMAC was harder to get into than Civ. Its not obvious, at first glance, what NANOHOSPITAL does. |
precisely. A historical setting has historical buildings, units, etc. Now conceivably someone could make a game with historical names, but the units dont act at like they did historically - in which case the historical stuff isnt much use. But if there is even a vague match to history (im thinking Civ or AOE here, not grognard war games) then the historical name is a useful clue, and saves a lot of checking the manual, thinking about strategies, etc. I KNOW that I will need cats to attack a walled fortress, and that pikemen will be useful against cavalry, without having played the game, investigated its mechanics, or read a strat guide.
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nostromo
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Montréal, Québec
Mar 2002 time: 00:29
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quote: There are more of them because the AD&D rules are sterile and mechanical, thus easier to implement in a game.
Compared the rules of AD&D to, say, Ars Magica. |
Good point. Yes, some rpgs are easier to implement than others. And, irc, one of the design goals behind D&D 3th edition was to make it even easier to implement in computer games. Ars Magica is a good example of a rpg that couldn't be implemented in a computer game.
But D&D is not the only implementable rpg, nor is it the best one. GURPS, Call of Cthulhu and Vampire: the masquerade, they all can be implemented fairly well in a crpg.
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DrSpike
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Enthusiastic member of Apolyton
Sep 2001 time: 05:29
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quote: Originally posted by lord of the mark
precisely. A historical setting has historical buildings, units, etc. Now conceivably someone could make a game with historical names, but the units dont act at like they did historically - in which case the historical stuff isnt much use. But if there is even a vague match to history (im thinking Civ or AOE here, not grognard war games) then the historical name is a useful clue, and saves a lot of checking the manual, thinking about strategies, etc. I KNOW that I will need cats to attack a walled fortress, and that pikemen will be useful against cavalry, without having played the game, investigated its mechanics, or read a strat guide. |
Indeed!
Though in doing so the can of worms is opened whereby someone will inevitably opine that it just isn't realistic that x cavalrymen have a y% chance of victory even though z didn't happen.
At which point some opinionated gamer ( ) will have to point out, at length, just how silly an argument that is.
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Urban Ranger
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Apolyton Duke of Off-Topic
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quote: Originally posted by nostromo
Some settings are harder to get into than others. For example, a game based on Transhuman space (an intricate, hard sci fi setting based on the Ghost in the shell manga), would be hard to get into. For the same reason, a lot of people complained that SMAC was harder to get into than Civ. Its not obvious, at first glance, what NANOHOSPITAL does. |
I reckon Alpha Centauri is sort of a bad example, because it's a game with rules closely coupled with the game setting, not a game system that can be adopted readily to various settings. Besides, it's not a RPG.
I think a good CRPG should hide all the rules and let the players concentrate on playing the game, instead of trying to figure out whether spell A is better than spell B, or weapon X is better than weapon Y.
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nostromo
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Montréal, Québec
Mar 2002 time: 00:29
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quote: I reckon Alpha Centauri is sort of a bad example, because it's a game with rules closely coupled with the game setting, not a game system that can be adopted readily to various settings. Besides, it's not a RPG. |
But the point remains: with some settings, you can jump right in the action; with others, you can't, since they're harder to get into. SMAC was harder to get into than Civ 2, in part because of the unfamiliar setting. And yet the two were basically the same game. Btw, there's a SMAC module for GURPS The Transhuman Space modules for GURPS are another good example. They're great and all, but players can't jump right in the action, since the setting is so intricate an unfamiliar. They have to immerse themselves in the gameworld beforehand, otherwise they don't understand what's happening.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:29
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quote: Originally posted by DrSpike
I agree, historical accuracy has it's place. Mostly though, in Civ style games, people resort to realism arguments when they don't understand the game to a sufficient degree to make gameplay balance arguments. |
ah, doc, but civ is unique. Its not a history sim like a wargame or a paradox game, but its not a historical dress game like AOE either. Hidden behind its ships that take years to circumnavigate the globe, its unrealistic combat model, and its celebrate the king days, is a profound theory of history. Please see my column, Civ2's Hegelian Tech Tree.
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