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Velociryx is offline Velociryx
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  Old Post 16-07-2005 06:15 Visit Velociryx's homepage!
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Random Game Design Question Support Apolyton, buy Galactic Civilizations: Deluxe Edition

so...I'm sitting here, heavily medicated, and home tonight, rather than with my gal (we were supposed to go to the beach to visit her mom, but I found myself in another bang up car accident--for the second time this year, not my fault...just born lucky I suppose), so I'm home nursing my bruises with meds and two heating pads, and I'm fiddling with game design.

Been thinking about Civ, and how the tech tree is so linear.

Everybody knows that tech x gives benefit y, and that's cool, I guess. It's one of the central concepts OF 4x games, actually, so to get completely away from it might alienate large numbers of players.

But...what if we took half a step away from it?

What if, in addition to the predictable "research-this-gain-that" stuff, a new tech *also* gave you a random, or semi-random bonus?

I say "semi-random" becuase of course, it would not be entirely random. It's not like you could research a diplomatically oriented tech and suddenly gain the next thing in killing machinery...the bonuses would have something to do, topically, with the general bent of the tech you just researched, but....I think there should be some choice. Some menu of varying interpretation about what the tech you just researched really MEANS to you and yours, and how it will be applied.

For example...to use Candle'Bre as an example, since I live and breathe to tinker with the various models I've got going for it.

At military tech five, there's a tech called siegecraft, which makes siege engines available for building.

Well and good. There's a certain logical cohesion to that, and it makes intuitive sense.

But what if, in addition to that, a player were presented with something like this:

Milord, having gained an advance in military sciences, it is your perogative to guide us in the practical application of our newfound abilities
(choose one)

* Siege Engines were made for laying siege! Focus all efforts on maximizing their impact! (gain a +1 bonus to any and all siege checks your faction makes for the remainder of the game)

* Such advances help us to better understand our own weaknesses, and we should use this knowledge to shore up those weaknesses as best we can (all provinces you control gain +1 siege counter til the end of the game. Any provinces you acquire AFTER receipt of this bonus immediately gain +1 Siege counter as well)

* We have, in our posession, the means and knowlege to more efficiently organize the army for extended campaigns. Let us focus our efforts there (better supply coordination reduces the maintenance costs of all your forces by 0.1g per unit, til the end of the game.

Further, the selections you make on any given level of advance could be used to inform the future choices made available to you as you advance further. Sort of...techs and abilities within techs and abilities, and it'd allow each player to customize the game around whatever strategy he/she was pursuing.

Anyway, I was just toying with it, and it sounded like a great deal of fun, so I figured I'd get some other opinions...

-=Vel=-

Maniac is offline Maniac
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Jul 1999
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  Old Post 16-07-2005 06:23
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Sounds good.

Krill is offline Krill
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Dec 2003
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  Old Post 16-07-2005 06:24
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Wrong forum

Velociryx is offline Velociryx
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  Old Post 16-07-2005 06:25 Visit Velociryx's homepage!
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Nahhh, right forum....I wanted to get some responses this month, and the alt civ forum is deadsville...plus, since this doesn't directly apply to CB (yet), I didn't wanna bring it up there...

-=Vel=-

Velociryx is offline Velociryx
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OH! Just had another interesting thought....we could either make it such that it was predictable...ie., every tech advance, you KNOW you're getting a choice, or make that random too...sure, you'll get the "defacto" benefit of each given tech, but you may or may not gain any "extra" boon....or would that perhaps be pushing the randomness a shade too far?

-=Vel=-

:) Smiley is offline :) Smiley
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Feb 2001
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  Old Post 16-07-2005 06:57 Visit :) Smiley's homepage!
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Don't make it a choice, don't make it random.

Do tie it to other game decisions. For example: Build lots of irrigation, understanding of hydraulics leads to better ships. Or, researching military technologies while at war gives you some of the enemy's knowhow.

Koyaanisqatsi is offline Koyaanisqatsi
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May 1999
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  Old Post 16-07-2005 06:59
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So, like MOO2 then?
(edit: responding to original post, not followups)

Velociryx is offline Velociryx
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Mmm...so you're saying introduce an in-game feeder system...an invisible point tracking scheme that keeps track of HOW a player is playing, and then reinforcing that play style by offering choices in line with it.

Interesting, but won't be immediately doable. I think that will surely be the direction to head in, but in order for it to work, all the sub-systems would have to be in place, and robust enough to support themselves. Not something I could just "poof!" create in a weekend, but yes...I like that as an end point!

-=Vel=-

Commy is offline Commy
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  Old Post 16-07-2005 07:01
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Hello Vel, nice to see you...

Well, randomness is always interesting, yes, because there is a fine line that is hard to see and harder yet draw...

Perhaps if the advantages you are talking about are chosen after you research the tech...in a way, Vel, it would be like SE on SMAC, you would make a choice for each category...so for military, you might have 5 options, and you pick 2 of them...one might be better siege craft, another might be better defense against sieges, like you said....if you changed choices, a "small" revolt would occur...the revolt wouldn't do anything to your civ, but say, it would take 5 turns to implement the new military doctrine/strategy, so you wouldn't recieve benefits for 5 turns...

Furthermore, militaristic factions could implement these changes, say, in 1 turn instead of 5 (like religious civs with governments)...

Velociryx is offline Velociryx
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Never played Moo2, but yep...if that's the setup they used, then I like it muchly!

-=Vel=-

Koyaanisqatsi is offline Koyaanisqatsi
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  Old Post 16-07-2005 07:02
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It's a very good game...give it a shot.

Velociryx is offline Velociryx
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Hiyas Commy!

I see what you're saying re: the SE settings in SMAC....and what you're describing almost sounds like a synthesis of the blind game's research priorities and the SE Settings, modified to be fitted onto the research engine...that's pretty radical, but I like it! If I'm understanding what you're implying, then these "research se settings" would be used to gear the general spin and direction of FUTURE research (ie, a nod to siegecraft would make future military research more likely to yield siege oriented results). A different approach than the one smiley brought to light, but heading in the same general direction....I sense a convergence in the Force tonight...

-=Vel=-

Velociryx is offline Velociryx
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I just might do that, Koyaanisqatsi...I just might....

And good name, btw...

-=Vel=-

Velociryx is offline Velociryx
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  Old Post 16-07-2005 07:08 Visit Velociryx's homepage!
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I think what I'm really shooting for here are the following elements:

a) increased replayability (something that a system like this would seem to have in spades)

and

b) an increased "uncertainty factor" in that, in an MP setting, just because two players are at the same Military Tech level, I don't want them to feel like they automatically know the full extent of the other side's potential...and with several levels of techs under their belts, using any of the methodologies outlined here, they could have developed radically DIFFERENT abilities, which would create additional tension and uncertainty in the game....I like that!

-=Vel=-

Guynemer is offline Guynemer
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  Old Post 16-07-2005 07:13
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I like the idea, Vel.

And your avatar is giving me the creeping willies.

Velociryx is offline Velociryx
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  Old Post 16-07-2005 07:16 Visit Velociryx's homepage!
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My future wife drew that one for me...we were kicking some early prototype ideas about what the Nilroggi looked like, and this fellow was one of the rejected versions.

Rejected or not tho, I thought he made a good "Velocibeast!"

And thank ya! I'm glad you like the idea....the trick, of course, will be to see if I can come up with interesting, topically relevant abilities to offer, and try my best to make the choice as agonizing as possible (oh, and I'm also designing the tech tree such that there's no practical way, except in severely milking a single player game) to research all the techs in a single game.

That, coupled with mutually exclusive choices at each level should give me the desired effect...a game that it'll take literally scores, if not hundreds of playthrus to really feel like you've seen most everything...

-=Vel=-
PS: And we need more cowbell!

Guynemer is offline Guynemer
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  Old Post 16-07-2005 07:22
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quote:
Originally posted by Velociryx
PS: And we need more cowbell!


QFT

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
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  Old Post 16-07-2005 23:56
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you should stay as far away from randomization as possible. If you do use it though play test the hell out of it.

Az is offline Az
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Apr 2000
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  Old Post 17-07-2005 00:00
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I say that the key lies in separating Science and technology. That's how I've always felt, but I don't know how to impliment this...

Velociryx is offline Velociryx
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That's it exactly, Az...and one of the difficulties I'm running into.

One of the things that comes to mind is this:

For any given technological innovation, there are any number of potential applications. In our modern world, for example, many of the technologies we take quite for granted today were, at least in their original genesis, military, or military oriented.

Seems like the trick will be to identify all possible game-related uses for any given technological innovation, and then present those possibilities as options for the player to determine exactly how to introduce the various implementations the research itself has generated. Thus, one branch of scientific research (codified as a "tech advance" in most 4x games) would have a potentially tremendous number of practical applications, falling to the player to determine how, and in what order, to bring those applications to fruition....

interesting...

-=Vel=-
PS: And I disagree 'bout the randomness thing. EU 2 is prolly one of my all time favorite computer games, and it is loaded to the gills with randomness. I see your point tho...randomness that's handed down arbitrarily feels artificial, but I think that, if implemented properly (and a big nod to EU2 for doing that very thing), it can really make the difference.

Tattila the Hun is offline Tattila the Hun
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Oct 2002
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  Old Post 17-07-2005 04:00
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quote:
Originally posted by Guynemer


QFT



Sorry to barge in like this, but the SNL bit your avatar is from... What was the song they were recording?

Velociryx is offline Velociryx
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  Old Post 17-07-2005 09:19 Visit Velociryx's homepage!
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Don't Fear the Reaper...

-=Vel=-

Az is offline Az
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  Old Post 17-07-2005 11:43
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Vel, how about the prototype model from SMAC?

Frankychan is offline Frankychan
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  Old Post 17-07-2005 12:18 Visit Frankychan's homepage!
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I like the idea that in addition to unlocking a new general tech, you can also pick which tertiary bonus you gain. The fact that if you research, say, Gunpowder weapons, you can pick a bonus like "Magnum bullets: +1 Damage" or "Increased influence cause other nations don't have firearms: +1 in Diplomatic Trade Agreements".

Stuff like that. It would make replayability much higher, but in the same vein it could get tedious because there would be a lot of tech to research and that, in turn, would mean more tertiary bonuses to select. Maybe tech that's considered "red flag tech" would spark the bonus....that, and early tech would have the bonuses as well.

Balancing replayability with tediousness is hard, but if it is played right then it would be gaming gold.

Velociryx is offline Velociryx
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  Old Post 17-07-2005 14:26 Visit Velociryx's homepage!
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Az...I like the prototyping model in SMAC...you thinkin' something like that might fit into the mix okay in a medieval setting? Hadn't considered it, and it'd be something fairly far off down the road, but that could be fun!

And yep...too right, Franky...I'm almost thinking I got too much of that sort of thing going on already. I think it's to the point now where it's almost gotta be along the order of what Smiley was talking about, if for no other reason than to keep it behind the scenes!

-=Vel=-

Koyaanisqatsi is offline Koyaanisqatsi
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  Old Post 17-07-2005 14:32
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Honestly, I think the next step in these sorts of games will be to make bonuses etc. emergent from gameplay. While we, as Civ-type people, may like playing spreadsheet games, most people don't...if a system like Fable's upgrades (where you get points to spend in certain categories based on how you've played the game thus far) were adapted to the complexity of a strategy game, that would be ideal. The next obvious step is to hide the numbers from the user...numbers are really a crutch in video games that comes from the programmer's side, not the player's side.

The problem at that point is that many players also need discrete goals to work towards...balancing the two is the tricky part.

Az is offline Az
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  Old Post 17-07-2005 14:40
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bonuses must emerge from game play. Your diplomatic clout, for example, should come from the fact that you have many "musketeer" units, not that you know gunpowder, etc.

Sir Og is offline Sir Og
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Jun 2001
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  Old Post 18-07-2005 01:06
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Vel you should really check out MOO2. In that game your research gives you two or three practical applications. For example when you research Anti-mater Fission you can get one of three technologies: AM Bomb(ground attack weapon) , AM Drive (improved propulsion) or AM Torpedoes (space ship weapon). The nice thing is that you only get one (there is an exception for the so called creativ races, but that is not the point) of these practical applications. I did not like the fact that you could not come back and do more research to get two of the applications that a certain tech gives. All applications were available through spying or diplomatic means however.

Such a system gives you the ability to advance to the next tech but makes you take some choices on the applications of each technology that you research. Such a system should allow in my opinion the choice to spend further research on a given field in order to get all possible applications of a certain technology.
Let us say that in your siegcraft example you get the "Siege attack" application (by default or by chance). If you are not engaged in any wars you may choose to go ahead with your research and go up the tech tree or if you are engaged in a conflict you may spend more research on Siegcraft to gain the Sieage defence as well.

Of cource in such a system you should make shure that you don't end up without knowledge of "Siege defence" for example in the Space age.
I am not sure how difficult it is to implement that but as time passes and you generate more research you should get old/obsolete applications for free without explicitly focusing on them. Let us say you were happy with "Siege attack" and moved on with your reseach, than 15 techs later you receive a message: "Sir we have discovered new applications for Siegcraft. They give us improved siege defence etc."

Another interesting moment is if you are going to get a random application or chose one beforehand or get one by default. The random factor could be extremely frustrating if the different choices are not well balanced. Maybe it will be best to have it random but better techs have higher chance. This way there will be some element of surprise bu t overall you will get what you expect.

Sir Og is offline Sir Og
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  Old Post 18-07-2005 01:27
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Vel you should really check out MOO2. In that game your research gives you two or three practical applications. For example when you research Anti-mater Fission you can get one of three technologies: AM Bomb(ground attack weapon) , AM Drive (improved propulsion) or AM Torpedoes (space ship weapon). The nice thing is that you only get one (there is an exception for the so called creativ races, but that is not the point) of these practical applications. I did not like the fact that you could not come back and do more research to get two of the applications that a certain tech gives. All applications were available through spying or diplomatic means however.

Such a system gives you the ability to advance to the next tech but makes you take some choices on the applications of each technology that you research. Such a system should allow in my opinion the choice to spend further research on a given field in order to get all possible applications of a certain technology.
Let us say that in your siegcraft example you get the "Siege attack" application (by default or by chance). If you are not engaged in any wars you may choose to go ahead with your research and go up the tech tree or if you are engaged in a conflict you may spend more research on Siegcraft to gain the Sieage defence as well.

Of cource in such a system you should make shure that you don't end up without knowledge of "Siege defence" for example in the Space age.
I am not sure how difficult it is to implement that but as time passes and you generate more research you should get old/obsolete applications for free without explicitly focusing on them. Let us say you were happy with "Siege attack" and moved on with your reseach, than 15 techs later you receive a message: "Sir we have discovered new applications for Siegcraft. They give us improved siege defence etc."

Another interesting moment is if you are going to get a random application or chose one beforehand or get one by default. The random factor could be extremely frustrating if the different choices are not well balanced. Maybe it will be best to have it random but better techs have higher chance. This way there will be some element of surprise bu t overall you will get what you expect.

Frankychan is offline Frankychan
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quote:
Originally posted by Az
bonuses must emerge from game play. Your diplomatic clout, for example, should come from the fact that you have many "musketeer" units, not that you know gunpowder, etc.


Good point. I was thinking that if another nation knew you had the tech for making guns, they'd be scared. But if you don't have any units to back your nation up, the other country wouldn't be intimidated.


Maybe it depends on WHAT is made. If an opponent has a musketeer unit, I'd be scared...even if I outnumbered his musketeers 10-1 with say, spearmen. But if my neighbor had 1 atom bomb or something devastating like that, of course I'm going to kiss his butt.

 
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