Hmmm... well here's my thoughts.. I have not read thru all the above in detail, mostly because I have my own opinions.. I'll leave it to the dev folks to sort thru it all.
First let me say overall that, though I like to get into models and stuff, in order for a game to be playable, it must have, at least as an option, the ability to simplify it so a person can sit down and enjoy a game in somewhat less than an election cycle..
My responses and comments:
1. I dont' have strong feelings about the prerequisites.. I suppose a mix is good to the point it cannot be abused .. I like the idea of being able to get back "into the game" after a bad or unlucky start so "re-entrant" is nice.. but a good basic foundation(s) are needed I think generally.. nothing wrong with multi-path tho either..
2. I like eco effects as long as they are fairly clear and predictable.. to the degree that they require extensive management/resources, it probably will be a drag on the game.. maybe they can be switched on or off at the beginnning settings.. sometimes u just want to sit down and throw some smack.. :P
3. Ethnicities I think do not really have a positive effect on the game.. AC for example .. other than as curiosities many of the eth's r useless and u find that a HUGE majority of players just play the same races .. when it gets right down to it, the design of the races is simply not adequately integrated into the game.. NO RACE is one dimensional in real life, nor should they be in the game.. the eth's element becomes a hobble, not "ethical guides" which is as they were originally intended.. I guess this is the long way to say "NO"
4. Map shapes I don't feel strongly about.. flat is fine for scenerios otherwise design gets tough, but in play it is fine to have wraparounds of any type u like.. ppl will adapt..
5. I think assisted manual is fine tho I have no prob with "bunching" commands into groups.. most of the games I have seen that try more than just "helps" in this fashion tend to be very buggy so it must be a bear to program in a usable manner.
6. Classes are only an artificial "complexity factor".. if the game is adequately designed I feel plenty of complexity is available already.. (I have played the demos/models a good deal).. don't feel strongly about it tho; if u like it go for it.. hehe
7. I have no problem with ruler power.. in general I like the civ/AC mechanisms of having this vary with gov't model and having pro's and conn's of each element.
8. Nomadic existance, if really defensible in terms of being workable in the "time-frame", might be interesting.. it seems to be practical only in very primitive cases tho as it is unmanagable as a productive form of society..
9. I dont' know a lot about the effects of stability.. my bias is fairly stable with maybe long-term cycles only as long as there are workable methods of dealing with it. .. if there r no tools to deal with (manage/minimize) it is becomes only a frustration ..
10. all these kind of "randomizing elements" are only workable if u can turn em off as a part of the game settings.
11. Province variation on the surface is interesting as long as management does not deterate into tedium.. This is my main complaint on most of the games like Civ.. u get to a point where finishing the game is not fun, it is just tedious.. AC has addressed this in many ways over Civ.. more of the same might be nice, but even it can be very tedious..
12. No real opinion and inadequate consideration of this effect.. I'd need to see /experience a game where this was successful...
13. Not of interest.. there are opportunities for this in scenerious for ppl who really care..
14. I suppose c is the right answer, but really history is unimportant to me.. i have no prob abstracting my game play.. Some ppl seem to feel rather strongly about it tho so incorporation, at least in term of capability, means a broader market.
15. hmmm.. if the civ's are properly managed, "pirates" r only a variable.. make em " settings tunable" is fine
16. hmmm......... I think there is really no need for wonder-type things .. a well designed game should not need em IMHO. I have no objection to em tho if ppl want em.. what real purpose do they serve in game play.. really in RL they play no part..
17. Dynasties? .. nahhh.. do they serve a useful purpose? or are they just accomodations.. if u like em use em.. I'll try to figure it out.. I dont' see much of a role myself for em..
18. I suppose char is mostly an "add-on" as I see it.. similar to "races".. I really believe they r pretty silly.. however if the game has inadequate depth in terms of it's playability, they can be added to "spice it up"
19. Rivers shd be in-square.. on edges they become very artificial..
20. Ahhh... finally to the demos.. a hot item.. of your choices I select (in descending order of importance)
-a (savegame)
-l (graph/GUI) .. only in one area.. make the windows more manageble (hide/reveal) and they MUST BE SCROLLABLE up/down.. the current model is unworkable for any but a demo.. there are tasks that simply can't be done when u can't scroll a window
-e (economy)... u have obviously spent much time on
this.. and if u are going to use it, pls make the demo/tutorial be FUNCTIONAL in teaching the use.. I feel the DAWN scenerio is actually MISLEADING as to the goals /objectives to be done relative to winning..
-k (Mil AI)
-d (tech)
-j (trade/merch.. only if this is going to have usuable game content)
-i (diplomacy.. not really important in demo version unless u want to make it a tutorial)
-g (gov/riot)
-f (eth/cult/religion)
-h (tiles)
Both of these next are aside from game but seem to generate interest in a certain group of players and get started on supporting the game release
-b (map gen)
-c (scenerio gen)
21. Docs
c-online docs (which can always be dl'd) I think it is too dynamic to worry much about now.. and really if the demos are well done so as to be a tutorial, little doc's is needed. printed manuals are passe
First let me say overall that, though I like to get into models and stuff, in order for a game to be playable, it must have, at least as an option, the ability to simplify it so a person can sit down and enjoy a game in somewhat less than an election cycle..
My responses and comments:
1. I dont' have strong feelings about the prerequisites.. I suppose a mix is good to the point it cannot be abused .. I like the idea of being able to get back "into the game" after a bad or unlucky start so "re-entrant" is nice.. but a good basic foundation(s) are needed I think generally.. nothing wrong with multi-path tho either..
2. I like eco effects as long as they are fairly clear and predictable.. to the degree that they require extensive management/resources, it probably will be a drag on the game.. maybe they can be switched on or off at the beginnning settings.. sometimes u just want to sit down and throw some smack.. :P
3. Ethnicities I think do not really have a positive effect on the game.. AC for example .. other than as curiosities many of the eth's r useless and u find that a HUGE majority of players just play the same races .. when it gets right down to it, the design of the races is simply not adequately integrated into the game.. NO RACE is one dimensional in real life, nor should they be in the game.. the eth's element becomes a hobble, not "ethical guides" which is as they were originally intended.. I guess this is the long way to say "NO"
4. Map shapes I don't feel strongly about.. flat is fine for scenerios otherwise design gets tough, but in play it is fine to have wraparounds of any type u like.. ppl will adapt..
5. I think assisted manual is fine tho I have no prob with "bunching" commands into groups.. most of the games I have seen that try more than just "helps" in this fashion tend to be very buggy so it must be a bear to program in a usable manner.
6. Classes are only an artificial "complexity factor".. if the game is adequately designed I feel plenty of complexity is available already.. (I have played the demos/models a good deal).. don't feel strongly about it tho; if u like it go for it.. hehe
7. I have no problem with ruler power.. in general I like the civ/AC mechanisms of having this vary with gov't model and having pro's and conn's of each element.
8. Nomadic existance, if really defensible in terms of being workable in the "time-frame", might be interesting.. it seems to be practical only in very primitive cases tho as it is unmanagable as a productive form of society..
9. I dont' know a lot about the effects of stability.. my bias is fairly stable with maybe long-term cycles only as long as there are workable methods of dealing with it. .. if there r no tools to deal with (manage/minimize) it is becomes only a frustration ..
10. all these kind of "randomizing elements" are only workable if u can turn em off as a part of the game settings.
11. Province variation on the surface is interesting as long as management does not deterate into tedium.. This is my main complaint on most of the games like Civ.. u get to a point where finishing the game is not fun, it is just tedious.. AC has addressed this in many ways over Civ.. more of the same might be nice, but even it can be very tedious..
12. No real opinion and inadequate consideration of this effect.. I'd need to see /experience a game where this was successful...
13. Not of interest.. there are opportunities for this in scenerious for ppl who really care..
14. I suppose c is the right answer, but really history is unimportant to me.. i have no prob abstracting my game play.. Some ppl seem to feel rather strongly about it tho so incorporation, at least in term of capability, means a broader market.
15. hmmm.. if the civ's are properly managed, "pirates" r only a variable.. make em " settings tunable" is fine
16. hmmm......... I think there is really no need for wonder-type things .. a well designed game should not need em IMHO. I have no objection to em tho if ppl want em.. what real purpose do they serve in game play.. really in RL they play no part..
17. Dynasties? .. nahhh.. do they serve a useful purpose? or are they just accomodations.. if u like em use em.. I'll try to figure it out.. I dont' see much of a role myself for em..
18. I suppose char is mostly an "add-on" as I see it.. similar to "races".. I really believe they r pretty silly.. however if the game has inadequate depth in terms of it's playability, they can be added to "spice it up"
19. Rivers shd be in-square.. on edges they become very artificial..
20. Ahhh... finally to the demos.. a hot item.. of your choices I select (in descending order of importance)
-a (savegame)
-l (graph/GUI) .. only in one area.. make the windows more manageble (hide/reveal) and they MUST BE SCROLLABLE up/down.. the current model is unworkable for any but a demo.. there are tasks that simply can't be done when u can't scroll a window
-e (economy)... u have obviously spent much time on
this.. and if u are going to use it, pls make the demo/tutorial be FUNCTIONAL in teaching the use.. I feel the DAWN scenerio is actually MISLEADING as to the goals /objectives to be done relative to winning..
-k (Mil AI)
-d (tech)
-j (trade/merch.. only if this is going to have usuable game content)
-i (diplomacy.. not really important in demo version unless u want to make it a tutorial)
-g (gov/riot)
-f (eth/cult/religion)
-h (tiles)
Both of these next are aside from game but seem to generate interest in a certain group of players and get started on supporting the game release
-b (map gen)
-c (scenerio gen)
21. Docs
c-online docs (which can always be dl'd) I think it is too dynamic to worry much about now.. and really if the demos are well done so as to be a tutorial, little doc's is needed. printed manuals are passe
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