I'm copying this over from the MOO3 forum so that those of you who don't care to visit can still participate. There will be a lot more on the forum (including discussion), but if you just want to fling ideas you can do so.
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Thank you for your interesting in learning about and, hopefully, voluntarily helping us to create the Events in Master of Orion III . At the end of this message you'll find an attachment with a .zip file that contains all the revelent .doc files. EventEngine.doc is where the information is. Be sure to read the "Reader's Note" at the very beginning to understand the color coding of the text within.
Game Design Philosophy: Now I must state why the Events engine in MOO3 is what you're about to read. The high-concept is "you know, but you don't know for sure." Remember, the player is in a position higher than that of a galactic emperor (who is the player's occasional avatar). And above the emperor is the provence of Events -- so in MOO3 the players have a much more "hands on" game within the game vis-a-vis Events. [Like every other aspect of MOO3 , we wanted to make each section rich enough in scope and design that you could focus on it as "the thing you do" when playing the game, and (I believe) Events certainly qualifies as a stand-alone engrossing aspect of play.]
I started with the "card game" metaphore, because tOhat made many of the concepts easier to anchor mentally. But as you'll read, that's just a point of departure, not the final destination. The Events system in MOO3 is (in theory) almost limitless. There's lots of room for imagination (that's where you come in) and we can put in as many as we have time for before we ship the product. So, we're asking now to give us time to weed out suggestions that are too silly, will require too much work to implement, etc. and to develop the ones that resonate within the spirit of the MOO3 design.
We're after a lot of things with the Event engine for MOO3. It's a place for storytelling. It's a place for gross game balancing (boosting the weak a bit and nobbling the mighty on occasion). Oddly, it relies on "the human element" in a great many cases because using an Event is seldom a "no brainer" play. There are always possibilities and potential repercussions. And with IFPs being required to play all but the most common events, there are opportunity costs as well. What we try to give you is that most dangerous thing, "a little knowledge." That is, you can gauge how an Event should work out, but that doesn't always mean that's how it will work out. We've tried to balance the Cosmic Karma element, the "fickle finger of fate," and human nature all at once, and we call it The Events Engine for MOO3. It was an awesome design undertaking.
Note that I'll open up a lot of Event Design discussion threads. Those with serious thoughts about Events will have specific questions about the game design and, to the best of my ability, I'll try to help you with "yes, we can do that," or "no, we can't" wherever possible. I'll also try to stimulate lines of thinking for things such as Quests, Wonders, and more. Look for those threads within this discussion folder.
Enjoy!
Alan Emrich, MOO3 designer
Quicksilver Software, Inc.
The value of a good thing is to have done it.
Note: please submit your ideas HERE
=================================
Thank you for your interesting in learning about and, hopefully, voluntarily helping us to create the Events in Master of Orion III . At the end of this message you'll find an attachment with a .zip file that contains all the revelent .doc files. EventEngine.doc is where the information is. Be sure to read the "Reader's Note" at the very beginning to understand the color coding of the text within.
Game Design Philosophy: Now I must state why the Events engine in MOO3 is what you're about to read. The high-concept is "you know, but you don't know for sure." Remember, the player is in a position higher than that of a galactic emperor (who is the player's occasional avatar). And above the emperor is the provence of Events -- so in MOO3 the players have a much more "hands on" game within the game vis-a-vis Events. [Like every other aspect of MOO3 , we wanted to make each section rich enough in scope and design that you could focus on it as "the thing you do" when playing the game, and (I believe) Events certainly qualifies as a stand-alone engrossing aspect of play.]
I started with the "card game" metaphore, because tOhat made many of the concepts easier to anchor mentally. But as you'll read, that's just a point of departure, not the final destination. The Events system in MOO3 is (in theory) almost limitless. There's lots of room for imagination (that's where you come in) and we can put in as many as we have time for before we ship the product. So, we're asking now to give us time to weed out suggestions that are too silly, will require too much work to implement, etc. and to develop the ones that resonate within the spirit of the MOO3 design.
We're after a lot of things with the Event engine for MOO3. It's a place for storytelling. It's a place for gross game balancing (boosting the weak a bit and nobbling the mighty on occasion). Oddly, it relies on "the human element" in a great many cases because using an Event is seldom a "no brainer" play. There are always possibilities and potential repercussions. And with IFPs being required to play all but the most common events, there are opportunity costs as well. What we try to give you is that most dangerous thing, "a little knowledge." That is, you can gauge how an Event should work out, but that doesn't always mean that's how it will work out. We've tried to balance the Cosmic Karma element, the "fickle finger of fate," and human nature all at once, and we call it The Events Engine for MOO3. It was an awesome design undertaking.
Note that I'll open up a lot of Event Design discussion threads. Those with serious thoughts about Events will have specific questions about the game design and, to the best of my ability, I'll try to help you with "yes, we can do that," or "no, we can't" wherever possible. I'll also try to stimulate lines of thinking for things such as Quests, Wonders, and more. Look for those threads within this discussion folder.
Enjoy!
Alan Emrich, MOO3 designer
Quicksilver Software, Inc.
The value of a good thing is to have done it.
Note: please submit your ideas HERE
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