Originally posted by Plutarck
What it all comes down to, I think, is just putting together some Really simple implementations. If it weren't so much easier to say than to do...
But it seems to me that Technology would be the key to the first bit of playability. It gives the feeling of actually doing something, of progression.
Also, parts of the economy may just need abstracted away for the present time.
What it all comes down to, I think, is just putting together some Really simple implementations. If it weren't so much easier to say than to do...
But it seems to me that Technology would be the key to the first bit of playability. It gives the feeling of actually doing something, of progression.
Also, parts of the economy may just need abstracted away for the present time.
Well we definitely aren't getting the interest in the demos I was hoping for, and the issue of the initial complexity overwhelming people may well be a big chunk of it... I don't see that because I'm too close to things, and mostly understand all the models. A case of "small gaming company syndrome"
I'm certainly game to look at having a targeted introductory scenario with things stripped down to make it a bit more comprehensible. All the work that Gary has put into the xml initialization files is a good enabler for that. Tech is coming soon... but it's not quite there yet. Maybe a week or two?
I can look a bit at the econ stuff, and see which can be pitched for a stripped-down game. For just the intro scenario we could cut things way back to maybe 10 total items. Perhaps less. Unfortunately Econ isn't set up with the xml yet, and may not be by demo 7. But I can probably rig up a kludge.
Why don't you start an "Introductory scenario" thread, and all those who want to discuss the most important stuff to streamline can join in.
Meanwhile you can look into the limited customization capabilities that the xml files already give, and see what can be done with that.
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