I'm writing this in relation to what is discussed in the Demo 5 econ model thread. Excuse me if I'm getting OT.
F_Smith wrote:
Now I have a 3 gig HD and it's full to the brim (I have 70 megs free space ). Of course I'm long overdue to an upgrade, but still, notice the difference: not everyone in the world can afford wasting tens or hundereds of megs of drive space on a game.
Now we want a very detailed game, but that costs. What do we do?
Reduce detail to keep requirements low? NO
Increase requirements to keep the detail? NO
Concentrate on the detail that is perceivable and usable by the player? YES
Different players have different levels of perceptive ability and like micromanagement (because that's what detail means after all) at different degrees. So to be able to track all those different detail levels, we need flexibility and customisability in the game. In the same time we need to preserve compatibility and keep the requirements low, at least for all those who can do without all that detail. Consequently, not only our interface but also our datamodel needs to be flexible.
I feel that whatever will not actually fall under the observation of the player is waste and as such it must be eliminated. Although I aknowledge the principal role of economy, society and politics in such a game, I would hate it if a too much detailed govt or econ model would eliminate the possibility of even a simplistic approach of secondary models, such as characters, wonders, ecology and disasters.
F_Smith wrote:
quote: I personally think we don't worry about it. We just concentrate on doing it 'right'. I've got a 27 gig hard drive I've loaded down with so much industrial software it isn't funny and I've still got 16 gig free. Within 2 years almost everyone will have 30+ gig hard drives. So even a 20 or 30 meg save file isn't a problem, except for save/reload time issues. |
Now we want a very detailed game, but that costs. What do we do?
Reduce detail to keep requirements low? NO
Increase requirements to keep the detail? NO
Concentrate on the detail that is perceivable and usable by the player? YES
Different players have different levels of perceptive ability and like micromanagement (because that's what detail means after all) at different degrees. So to be able to track all those different detail levels, we need flexibility and customisability in the game. In the same time we need to preserve compatibility and keep the requirements low, at least for all those who can do without all that detail. Consequently, not only our interface but also our datamodel needs to be flexible.
I feel that whatever will not actually fall under the observation of the player is waste and as such it must be eliminated. Although I aknowledge the principal role of economy, society and politics in such a game, I would hate it if a too much detailed govt or econ model would eliminate the possibility of even a simplistic approach of secondary models, such as characters, wonders, ecology and disasters.
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