Dominique:
Of course your concerns are valid as the number of characters becomes small. And I suspect we each have somewhat distinct notions about what makes a game fun. But I think our major philosophical difference is the texture characters can bring to the game. Both views are "right" its just a question of which fits better in the game, and with respect to our potential market. I'll present both from my point of view (YMMV):
I'm viewing characters primarily as an excitement (and to some extent a gambling-like element) that can somewhat upset the established equilibrium for a limited amount of time. Pushing the player out of "a rut". The downside to this are the points you raise. Characters will be "lumpy" there-or-not-there play factors, kind of like wonders are in civ. With the limitation that these wonders usually are taken away after something like 15-20 turns. There is a significant danger we can leave the player feeling cheated if a character doesn't show up when really needed, or expires too soon.
As I percieve it, your view aims to give more of a real-people feel for the player at the top of the civ. This would give the player a better feeling of connection to the civ, and manging the 5-15 "top individuals" in the civilization. By successfully managing his diverse underlings, and putting them in the right places to further his aims the player will gain significantly. This is certainly a valid way to go towards pulling the player into Clash. The downside of this is the charcters become a business-as-usual sub-game IMO.
If we didn't have a new sub-game in Clash with respect to the Civ genre to draw people into, I would be more open to your suggestion. But we have both internal politics and culture for the player to manage as unique things. The forthcoming government system already should have some personality-type effects in it. It should also give the player a visceral feel for the peoples wants, and let him or her try some "power politics" moves. We had also discussed some time ago using class "representatives" to put some flavor in the internal politics sub-game.
On the question of which of our models should be used for characters, or if some sort of fusion is possible, I think we just need to wait and see what others have to say, and judge which way to go when we have some more information on the reception of our various ideas.
Well, "Others" speak up!
Of course your concerns are valid as the number of characters becomes small. And I suspect we each have somewhat distinct notions about what makes a game fun. But I think our major philosophical difference is the texture characters can bring to the game. Both views are "right" its just a question of which fits better in the game, and with respect to our potential market. I'll present both from my point of view (YMMV):
I'm viewing characters primarily as an excitement (and to some extent a gambling-like element) that can somewhat upset the established equilibrium for a limited amount of time. Pushing the player out of "a rut". The downside to this are the points you raise. Characters will be "lumpy" there-or-not-there play factors, kind of like wonders are in civ. With the limitation that these wonders usually are taken away after something like 15-20 turns. There is a significant danger we can leave the player feeling cheated if a character doesn't show up when really needed, or expires too soon.
As I percieve it, your view aims to give more of a real-people feel for the player at the top of the civ. This would give the player a better feeling of connection to the civ, and manging the 5-15 "top individuals" in the civilization. By successfully managing his diverse underlings, and putting them in the right places to further his aims the player will gain significantly. This is certainly a valid way to go towards pulling the player into Clash. The downside of this is the charcters become a business-as-usual sub-game IMO.
If we didn't have a new sub-game in Clash with respect to the Civ genre to draw people into, I would be more open to your suggestion. But we have both internal politics and culture for the player to manage as unique things. The forthcoming government system already should have some personality-type effects in it. It should also give the player a visceral feel for the peoples wants, and let him or her try some "power politics" moves. We had also discussed some time ago using class "representatives" to put some flavor in the internal politics sub-game.
On the question of which of our models should be used for characters, or if some sort of fusion is possible, I think we just need to wait and see what others have to say, and judge which way to go when we have some more information on the reception of our various ideas.
Well, "Others" speak up!
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