Interesting topic came up in the govt thread:
Q.
Q.
- [*]Should a player's actions always succeed?[*]All other things being equal, in a combat, should the same unit win every time? [*]Should a Panther Tank *always* defeat a Sherman tank one-on-one? [*]Should a Musket always do X points of damage? [*]Or should there be a random fluctuation in the system, allowing the improbable to happen?[/list]
I thought I should explain myself fully to everyone. My idea of how to make a game seems to be somewhat 'unique', here. I seem to be a lone voice in the wilderness.
I believe that a 'sim' is actually more of a 'puzzle', than a game. Caesar 3, Pharoah, Railroad Tycoon 2 -- playing those is a matter of figuring out the 'if-this-then-that' puzzle. Once you've mastered that, 'figured out' the puzzle, the game becomes repetitive. If you play a scenario in exactly the same way, it will turn out exactly the same. If two players do exactly the same things, their civs turn out the same.
This is where the emphasis on 'build order' comes from. 'Build Order' is the dominant game concept these days. From so-called RTS's to 'Civ' clones, 'build order' passes for strategy.
It has become clear that many here want a 'sim' type of game for Clash. I push my 'optional' rules systems because I want to avoid Clash becoming a sim puzzle that people tire of after they've learned how the equations react.
I hope that explains, somewhat, why I disagree with some of these models. Why I push for flexible 'object' models over equations. So just be patient with me. I've been making games on paper and computer to play with friends for 20 years, as have many of ya'll, so I'm pretty experienced at actually building games. This is not an 'arbitrary' thought I just came up with.
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