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What makes GGS worthwhile and distinct from existing games and on-going projects?
This poll is closed. |
| The map. Nobody has a map as detailed as we are planning, and the region-based approach to gameplay is simply revolutionary. |
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0 |
0% |
| Populations. Our main goal should be to model people more accurately than anyone else, after all the population is what makes a civilization. |
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0 |
0% |
| Social and economic models. Based on hard facts and real theories, our models simply have to be the most essential part of playing world history. |
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3 |
37.50% |
| Armies and unit movement. No more micromanagement or unrealistic travel times, in GGS the army movements will finally work as they do in reality. |
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0 |
0% |
| UI. It looks cool, and I'm sure we can make it more playable than other civ clones as well. |
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0 |
0% |
| The software framework. It's open source, and it's going to be very elegant for purposes of lots of games. |
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0 |
0% |
| None of the above, but I'm sure there is something. |
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0 |
0% |
| None of the above, we have absolutely nothing that other projects or games already don't have. In this regard, the whole project is pointless. |
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0 |
0% |
| Everything! It is the combination that makes us special, not any individual feature. |
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4 |
50.00% |
| I don't care. It's just nice to be involved, no matter what we do. |
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1 |
12.50% |
| Total: |
8 voters |
100% |
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Leland
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The poll about the future of GGS seems to hint that most of those who still give a damn would like to reduce our goal-set to a more reasonable level in order to save the project from oblivion. In order to do that I think we should try to figure out some priorities here, and see what features we can get rid of and still maintain the uniqueness of our project. I believe that in order to survive, we need to have an ecological niche, some features that other similar projects don't have. Perhaps this poll will help figure out what those are.
(Personally, I wouldn't like to compromise with our original intent, but whatever the majority wants, I think we should do.)
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Leland
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I intentionally left out "realism" because that doesn't help us crop out anything. Yes, it is a feature but not exactly something you can isolate... it's more of a quality than a quantity. That's one reason why I voted for "everything!": I think that it's not possible to do realism/immersion very well if we on the other hand try to concentrate on some particular aspects of the game. For instance, if the military movement is realistic, then the unrealism of social models would stand out, and vice versa. I think there should be some level of balance between different models.
As for doing something simple and adding on to it, that's probably the best way to do anything. But it's good to have a general idea of what kind of changes we want to have eventually. On a practical level, perhaps reducing our goals doesn't mean giving up doing different things as much as it implies that we shouldn't just plan a finished system, but also figure out priorities for each features we want to have. That way the most important things can be implemented first.
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