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Comrade Tribune
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Vienna, Austria
Nov 1999 time: 06:17
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(Originally posted in the MOO3 Forum, but I think it belongs here, too.)
Originally posted by moominparatrooper
'What can MOO3 learn from Civ3?'
Comrade Tribune:
1. Atmosphere matters. Don´t include anything awful (CivIII advisors and leader faces).
2. Game balance is everything. No Race/Unit/Tech/Government should be all powerful/totally useless.
3. More is better. There can´t be something like 'too many' different Units/Buildings/Techs/You name it. The game can still be balanced, if you make the differences incremental instead of extreme. Pleeease take a look at Star Wars Galactic Battlegrounds. Countless everything, brilliantly balanced, wonderful atmosphere. That game has everything CivIII has not.
Last edited by Comrade Tribune on 13-01-2002 at 01:21
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BanastreTa
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New Haven, CT, USA
Jan 1970 time: 05:17
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I agree with all those principles, except for the third one.
Civ 3 seems to fall to the light side of the spectrum, creating a tendency towards linear gameplay, but I also firmly believe there is a possibility of having "too much". While you can have some subtle, incremental changes with a large number of game ideas, at some point you just get so many that there aren't any real differences between some units/techs/buildings, that is, without making the game rules more complex than they need be (and I think one of the successes of MOO/Civ type games is that the rule set, while robust, isn't quite as complicated as many wargames). If there aren't any real differences--if you have three 2/2/2 units--that doesn't really improve strategic depth, it just clutters the interface.
Furthermore, a proliferation of too many ideas ideas may tempt designers to differentiate by getting "creative" with some aspects and stray a little far from the more fundamental aspects of the game (here, I am thinking of the televangelists/ lawyers/ecoterrorists from CTP. Never liked that type of unit, it just seemed out of place).
I think there is a "sweet spot" with just enough techs/units/buildings to present a huge number of options, but have those options subtly different and within the more traditional parameters of gameplay. Civ 2 came pretty darn close to that, although arguably a few more things could have been added.
Of course, a scenario editor that makes it easier to add new types of units to suit the taste of each individual player would be helpful... ...which would make my suggestion #4:
#4.: If you want your game to have longevity and suit individual tastes better, make as many aspects as possible easily changed by the user. This is important in many genres (see: quake), but it is crucial in "expand and conquer" single player strategy games
EDIT And with that post, I become a chieftain--woohoo! And it only took me a mere 32 years to reach that status .
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Comrade Tribune
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Vienna, Austria
Nov 1999 time: 06:17
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quote: Originally posted by Asmodean
Excuse my ignorance, but isn't MOO3 supposed to be an RTS, as opposed to a TBS.
Are they even comparable
Asmodean |
No, that wasn´t my point.
My point is that SWGB is very well designed, has great atmosphere and about perfect unit balance, as well as lots and lots of stuff to discover and play around with, all of which CivIII lacks, but MOO will hopefully have. In that general sense, I hope that MOO3 will be more like SWGB than like CivIII (great design, as opposed to crappy design, not RTS as opposed to TBS).
Sorry if I wasn´t entirely clear on this.
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