Nope....I'm definitely not making excuses or covering bases in the event of a defeat, by the way.
I'm just expressing concern for what is, and has become a very real problem in this game.
And it IS a problem when people feel the only alternative they have is to simply leave the game to try and get away from it.
This seems to be the place where we differ. I see that as a real problem, for this game, for the people who felt they had to leave, and for the gaming community in general.
To answer your question, by the way, no. No such pre-game analysis was done by me, and I am unaware of ANY such effort anywhere on our team. I have done that ONCE, in a 3-way magic: the gathering game, picking on the guy I *knew* was the better player and had the better card stock, and you know what happened? That was, quite frankly, the least fun game I have ever played. It was a grudge match, and we both knew it. We all knew it, and it left us incapable of just sitting down for a casual game for months after.
So...that was my singular flirtation with bringing external factors into the equation.
I have been an avid gamer since age 8. Have designed a total of six games, and am working on a seventh. The experience has taught me a fair bit about game theory in general, and in the case of these demo games, that experience has prompted me to the following conclusions:
* Civ3 is actually relatively poorly designed for this purpose (the purpose for which we are using it), specificially because of the time required to complete a game.
* Given that, the overwhelming reason why people still seek to play these types of games must lie with something else....and for most (myself included), I would imagine that the answer lies in the opportunities for social interaction with fellow civ3 affecinados.
* ENJOYABLE social interaction is impossible when some players enter the game in "headhunter mode" - the two simply cannot co-exist, because of the inherent hostility the former brings to the environment.
* Given the above, headhunting, while a viable "strategy" is destructive to the social environment that IS the game, and thus, destructive to the game itself.
* Headhunting is ultimately unnecessary, because the same goals can be achieved based solely on in-game interactions, on the thinking that the stronger players will rise to positions of in-game threat, at which time they will be dealt with to the best of each player's abilities to do so.
* Because headhunting is ultimately unnecessary, it is also unnecessarily destructive to the gaming environment.
And that is the basis of the thinking that prompted the initial post, because I WANT to enjoy this game. I want an environment that's not so filled with personal animosity that it prompts people to simply leave it in disgust.
And I do not think I am alone.
-=Vel=-
I'm just expressing concern for what is, and has become a very real problem in this game.
And it IS a problem when people feel the only alternative they have is to simply leave the game to try and get away from it.
This seems to be the place where we differ. I see that as a real problem, for this game, for the people who felt they had to leave, and for the gaming community in general.
To answer your question, by the way, no. No such pre-game analysis was done by me, and I am unaware of ANY such effort anywhere on our team. I have done that ONCE, in a 3-way magic: the gathering game, picking on the guy I *knew* was the better player and had the better card stock, and you know what happened? That was, quite frankly, the least fun game I have ever played. It was a grudge match, and we both knew it. We all knew it, and it left us incapable of just sitting down for a casual game for months after.
So...that was my singular flirtation with bringing external factors into the equation.
I have been an avid gamer since age 8. Have designed a total of six games, and am working on a seventh. The experience has taught me a fair bit about game theory in general, and in the case of these demo games, that experience has prompted me to the following conclusions:
* Civ3 is actually relatively poorly designed for this purpose (the purpose for which we are using it), specificially because of the time required to complete a game.
* Given that, the overwhelming reason why people still seek to play these types of games must lie with something else....and for most (myself included), I would imagine that the answer lies in the opportunities for social interaction with fellow civ3 affecinados.
* ENJOYABLE social interaction is impossible when some players enter the game in "headhunter mode" - the two simply cannot co-exist, because of the inherent hostility the former brings to the environment.
* Given the above, headhunting, while a viable "strategy" is destructive to the social environment that IS the game, and thus, destructive to the game itself.
* Headhunting is ultimately unnecessary, because the same goals can be achieved based solely on in-game interactions, on the thinking that the stronger players will rise to positions of in-game threat, at which time they will be dealt with to the best of each player's abilities to do so.
* Because headhunting is ultimately unnecessary, it is also unnecessarily destructive to the gaming environment.
And that is the basis of the thinking that prompted the initial post, because I WANT to enjoy this game. I want an environment that's not so filled with personal animosity that it prompts people to simply leave it in disgust.
And I do not think I am alone.
-=Vel=-
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