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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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One of the things we really gotta watch out for when putting this beast together will be the learning curve. It's been brought up by an increasing number of people that, while all the stuff we're talking about is really, really cool, if we keep piling more and more features, spells, abilities, units, and stuff to do in general onto the heap, eventually there will be just simply an overwhelming number of choices to make that will begin to turn lots of people off for the sheer complexity of the game.
That's a bit of a two edged sword, I fear. On the one hand, we can't build a detailed, complex world without getting...well...detailed and complex. OTOH, we have to find ways to make all that complexity as accessible and intuitive as possible.
And, in the same breath, we should strive to make it so that a new player can go buy some guys, build some troops and be off and running....that is to say that the core of the game should be simple to learn, and the rest of the stuff we're adding should be seen as enhancements to an overall strategy, but not strong enough to be a strategy standing on its own (example: I shudder to imagine our game turning into one where on one side we've got an army of elementals and other summoned creatures, and on the other, we've got an army of infantry and archers and stuff. That's not what it's about...magic should never be so prevalent that it overshadows the feats of man and muscle. Magic should assist, not dominate....at least, that is how I see its role in Candle'Bre.
Same with the Influence of the church on combat (Intercession). Cool, but too expensive to use constantly.
Same with the Fates....they should be seen as means of assistance/hinderance, but not a strategy in their own right.
So...if we put the bulk of the power in the hands of men in armor with swords, bows, and lance, but fill the game up with wizards, mystery, and wonder in supporting roles, then the basic "rules" should remain fairly simple to learn, and all the subtlety of the supporting elements could be learned at the player's leisure.
-=Vel=-
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ravagon
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Australia
Sep 1999 time: 13:19
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Some of the (enormous plethora of) ideas presented do seem almost hideously complex - at least for the original game. ie: only 60 provinces. Perhaps some of these could be left for Vels proposed expansion into the rest of the world (completely forgotten what that was called or where it came up)?
From the initial concepts this seemed to me to be aiming at a complexity somewhere between EU and Axis & Allies. Now it's starting to look much more complicated than EU (although for all I know this may have been the intent all along) ...
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xRamsesx
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of Candle'Bre
Oct 2001 time: 00:19
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Complexity is definitly something we need to address. I was one of the people that intially put EU on the shelf after playing for a few hours. It wasn't till later on when I gave it a second chance that I realized how good a game it was.
Something along the lines of what FP and RPM brought up would be the best (though perhaps not the easiest) way of doing things, in my mind at least. Players new to the game would be advised to try the game without any of the complex systems. As they learn more and more about the game they can pick what interests them more. That way players interested in a strategic combat game can turn on the tactical combat system ... those more interested in the social aspects can turn on the social system ... etc.
That does mean that for almost every system in the game two versions will be needed, a simple and a complex one. And they need to co-exist in the same instance of a Candle'Bre game. That's where I see the snag too. I'm not sure how well we can pull off something like that. But it would be great, since as Vel pointed out over and over again, the AI could use those simple rules to keep their coding within the realm of the possible.
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BigRich@home
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Wales
Apr 2002 time: 05:19
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quote: Originally posted by RPMisCOOL
Ramses will prolly kill me for saying this but it would be possible to have options on a set-up screen to turn off or on some of the complexity of the game (or perhaps for it to be handled by the comp. This could also be tied to the difficulty level as well.
$.02
R:PM |
Not sure I agree with this one guys. As GP said, player rewards are important, specially at the beginning of the learning curve. Now in my mind the biggest player reward is to get to play around with cool features, wampum big spells of doom, summoned elementals of utter woe to thine enemy etc. Some of these features will naturally only become available towards the end of the game, or once some more basic infrastructure has been put in place. So you get a 'now I'm getting a handle on some of the basics/ have survived this long, I get some cool stuff' feeling.
The idea of feeding in the features gradually, would reduce the easier difficulty levels to overly extended tutorial games and I think, would put off the more casual strategy gamer. There's no point in having the world's best game, if a player has to be an absolute master/obsessive bean counter, to play the game at a level where all the best features become available.
just my 2p worth though.
Rich.
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