gaming question
Oct. 9th, 2007 11:45 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
And lo, I've managed to stop being miserable long enough to ask a question, albeit one that will only concern those of you who play computer games of some sort. The rest of you, keep on scrolling...
I'm designing a simple game, which will probably be web-based, and focus around strategy. It'll be in the vein of Civilization, Transport Tycoon, Championship Manager, Theme Park, Sim City, that sort of thing*. I'm still in the brainstorming phase of noting down a thousand potential features before sifting through to find out which ones are good, but I think I have to make one particular choice before continuing too far.
And that choice is... do I make the game fixed length like the first two examples above, where there is a fixed ending point no matter how well you do? There will be a sense of urgency, even if it's long-term, as you're always battling against the clock, or perhaps against an opponent that increases in power until it defeats you. But eventually the game ends and you lose everything you built up, which is not a fun prospect for those who like indefinite play.
Or do I make it ongoing so that you can keep improving, like the latter three examples, even though this may take away any sort of ultimate goal? This lets people stay with their characters that they grow fond of, but gradually increases the difference between the older and the newer players, perhaps discouraging the new ones when they see that they may never catch up with the top players. It also means there will surely come a point where a player has seen everything and leaves through boredom rather than through winning, and maybe that is not good.
I can also envisage some sort of middle ground, sort of inspired by Championship Manager or any other sports game, where a given campaign may come to an end and various scores and resources are reset to zero, but other ones persist to the next campaign, at least in part. Theme Park also had this on a less chronologically fixed basis, where you could sell off your old park and buy a new one which posed a different challenge. But this sort of model is probably harder to balance than either of the two purer alternatives above, as I'd have to decide what can be carried forward and what cannot, risking alienating fans of both styles of gameplay if the choices are poor.
What do you prefer, and why? Opinions please!
(* Actually it'll be more along the lines of Majesty, Carnage Blender, and Quest PBM, but most if not all of you won't have any idea what they're like...)
I'm designing a simple game, which will probably be web-based, and focus around strategy. It'll be in the vein of Civilization, Transport Tycoon, Championship Manager, Theme Park, Sim City, that sort of thing*. I'm still in the brainstorming phase of noting down a thousand potential features before sifting through to find out which ones are good, but I think I have to make one particular choice before continuing too far.
And that choice is... do I make the game fixed length like the first two examples above, where there is a fixed ending point no matter how well you do? There will be a sense of urgency, even if it's long-term, as you're always battling against the clock, or perhaps against an opponent that increases in power until it defeats you. But eventually the game ends and you lose everything you built up, which is not a fun prospect for those who like indefinite play.
Or do I make it ongoing so that you can keep improving, like the latter three examples, even though this may take away any sort of ultimate goal? This lets people stay with their characters that they grow fond of, but gradually increases the difference between the older and the newer players, perhaps discouraging the new ones when they see that they may never catch up with the top players. It also means there will surely come a point where a player has seen everything and leaves through boredom rather than through winning, and maybe that is not good.
I can also envisage some sort of middle ground, sort of inspired by Championship Manager or any other sports game, where a given campaign may come to an end and various scores and resources are reset to zero, but other ones persist to the next campaign, at least in part. Theme Park also had this on a less chronologically fixed basis, where you could sell off your old park and buy a new one which posed a different challenge. But this sort of model is probably harder to balance than either of the two purer alternatives above, as I'd have to decide what can be carried forward and what cannot, risking alienating fans of both styles of gameplay if the choices are poor.
What do you prefer, and why? Opinions please!
(* Actually it'll be more along the lines of Majesty, Carnage Blender, and Quest PBM, but most if not all of you won't have any idea what they're like...)
no subject
Date: 2007-10-10 12:28 am (UTC)no subject
Date: 2007-10-10 08:15 am (UTC)no subject
Date: 2007-10-10 12:35 am (UTC)no subject
Date: 2007-10-10 08:17 am (UTC)no subject
Date: 2007-10-11 08:29 am (UTC)I remember one very interesting game of Call to Power where I played the second biggest civilization on the planet (the so-called Evil Empire as I played communist and very militaristic). My opponent was better than me in the scored part of the game but then I managed to beat him around 2200AD :)
no subject
Date: 2007-10-10 02:31 am (UTC)no subject
Date: 2007-10-10 08:19 am (UTC)no subject
Date: 2007-10-10 12:04 pm (UTC)no subject
Date: 2007-10-10 12:49 pm (UTC)no subject
Date: 2007-10-10 12:51 pm (UTC)no subject
Date: 2007-10-10 03:26 pm (UTC)... I find a get bored of open ended games, I dont see the point in playing a game for playing the games sake... I like a nice reward at the end.. aka a shiney divx end sequence :)
no subject
Date: 2007-10-11 11:21 am (UTC)no subject
Date: 2007-10-10 09:09 pm (UTC)Ok sorry no question, opinions. I'd like the indefinite case. Whereby you can keep going and stop when you like. The trouble with games like civ' etc is that eventually you reach the defined limit in other ways. The tech tree runs out. The resources are depleted (maybe if politicians played games they'd understand the environment better...). Or whatever.
The one game that had me hooked for years I think was Frontier (Elite 2) as there was always more planets to visit than you ever could. Though again it had limitation in terms of tech, ships, mission type etc etc.
Yes, indefinite games are the ones I'd go for if I could write them :)
no subject
Date: 2007-10-10 09:22 pm (UTC)One mark against the indefinite case is that I intend this to be a loosely multiplayer game. Players won't directly interact, but their progress will be compared, and if I allow them to go on forever, then newer players may feel like they'll always be behind.
I can always add more stats onto the resources you acquire, but I think there's it becomes distinctly less impressive to get a level 50 gun after your level 45 gun, rather than trading in your beam laser for a military laser. I think qualitative differences carry more interest than quantitative ones - but you can't easily program the latter.
I can add more things later on though, as it'll be an online game. But it shouldn't just be a case of laying out more and more content at the top end as that's inefficient for me and discouraging for newbies.
no subject
Date: 2007-10-10 09:30 pm (UTC)For example, people may be newbies but they've also not played for very long. Whereas people may not be the best but they've risen quickly and with skill. Most importantly though, you might be the best player in the world, but its taken you the longest to get there ;)
Obviously thats a rather simplistic idea but that's kind of its strength as well. You just list the two components; 'level' and 'time' then their derivative 'score' based on them.
The other option is to have the game do a scenario reset. It won't reset the players but they might need to gather equipment again and since so much of an RPG is not only the players abilities etc but also the loot that they've bought or acquired it might be a good way of levelling the field for a time.
no subject
Date: 2007-10-10 09:40 pm (UTC)As with Civilization, there will be practical limits on how far you can expand, so improvement will start to level off after a point. The important thing really is whether I then continue to increase the external challenge so that the player is playing for survival, or just maintain the level so that they're racking up hours. The first feels like it would ultimately be more satisfying.
It may not be a big deal; I can just develop the general gameplay and see how it feels as you approach the end game. I just want to avoid having to remove stuff later if it doesn't work, that's all.
no subject
Date: 2007-10-11 11:19 am (UTC)no subject
Date: 2007-10-11 11:27 am (UTC)