quote: Original post by Diodor
1) Goal: Don''t kill the newbie.
It is desirable in every game to provide the newbie with a somewhat gentle learning curve. However, I think this game is so sufficiently unconventional as to render this point moot. Why? It is conceivable for a newbie to come in with an idea so revolutionary as to, almost overnight, gain a huge amount of global influence. I can''t substantiate this with examples, but there is the distinct theoretical possibility...
That said, I find the means you suggest interesting. The idea of the player being like some form of resource - increasing economic output, etc - begs the questions "how?" and "why?" It also doesn''t safeguard the newbie. More importantly, however, the low level human machinery of production is abstracted; this game''s primary currencies are power and influence. If the player comes in as a member of the overall social elite (college grad, professional, etc), then his/her actions likely have little to no direct effect on the resources you mention.
Similarly, I disagree with the idea of limiting a player''s production means. The only limiting factors to a player''s production should be money and logistical difficulties. If player X has three factories, then there is a need for communication and coordination of operations between the factories; there is more than likely a division of processing between the factories, so there''s a need for transportation between the three factories; and player X is neither sufficiently wealthy nor independent to coordinate his/her primary business and provide all these services (indirect factors of production). The larger an entity grows, the more maintenance is needed. A new player can always provide maintenance or some other necessary service for existing players (who are caught up with larger issues). This has the beneficial effect of giving the new player an in on what some of the issues in conducting business at the scale of player X are.
An ever-expanding frontier is unrealistic, both from the game point of view and the game creator/maintainer point of view. Opportunities will always exist, but the nature of opportunities change. New entrants to the market will have to accept that. but along with unique/new challenges come unique/new rewards.
The ideas on bases are only useful for military personnel. I know that I, for one, will almost definitely never play this game as a member of the military. The comparative long-term reward potential is just too low (best I can get is usually Chief-Of-Staff or some Secretary of ... position).
quote: 2) Cooperation. From the (in-game) moral point of view, the average player is a cross between Genghis Han and Hitler. The game rules must ensure the dominance of the cooperating players against the chaotic ones so the game doesn''t degenerate into a feudal chaos.
Rather than having the game intrinsically guard against the victory of chaos, let human nature proove the timeless maxim "there is no honor among thieves." Chaotic entities are often swallowed by their chaos (while overly structured ones are swallowed by their eventual hedonism).
quote: 3) Negotiation as opposed to direct conflict.
Absolutely. Noone should ever want to go to war or want to remain at war except as a long-term strategic weapon (say, economically depleting the enemy such that the economy collapses).
quote: 4) Intelligence. Knowing the intentions or capabilities of a player should be vital for profitable negotiations.
Again, I think this is an excellent observation. Allow me just one small modification to the above quote: "Knowing the apparent intentions..."
quote: 5) Globalization. Events that affect all players are needed to keep the game world from breaking in separate unrelated games.
Very astute observation. These events should sometimes be predictable (imminent flooding, seasonal bad weather) and sometimes completely unexpected. The player responses to these events, and the events themselves, can sometimes serve to completely alter the balance of power.
quote: 6) Personal power.
I need more information of what you mean by this, particularly when considering all the possible avenues of player entry and advancement. I know I''ve said more than once that this game deals in power and influence (which are to a large extent synonymous here), but what exactly do you mean by "power"?
quote: 7) Historic meaning. If done right, this game should allow scenarios that mimic various historic events. Total wars, revolutions, dictatorships, democracies, corruption, chaos, perhaps even a Cold War.
Such events should be predicated by the actions of players - socio-political participants.