Man, I turn my back for a few minutes and I'm miles behind!
quote:
Original post by bishop_pass
You have reduced it to a business sim or an RTS. There is minimal to no business relationship with computer controlled dominions. The sole purpose of the game providing computer controlled dominions is to provide players with initial resources to exploit - land, raw materials, troops, workers, etc.
Players exploit these resources to control, refine, and trade with other players.
It appears there is a misunderstnding somewhere becuase that is not exactly what I had in mind.
I'm not sure I have time to explain myself properly 'cuz I have to wake up in five hours, ...and I'm not yet asleep!
Choices..., choices...
Aaarrrrggghhhh!!!
Awright, the way I understand this game it will actually need to merge some of all these elements on a low level. Nothing elaborate, but for instance someone ruling a country will have to deal with money issues, defense, international relations etc.
From the structure you have described some of these dealings will be with NPCs(Perhaps I should say 'computer entities' as NPC may bring an inaccurate picture to mind) and some of them human.
And for the player who becomes a member of a country, it should make no difference to him whether the leaders are human or not. Now in the case of a human leader another player can rise in power (whether by getting the people to love him or by killing everyone who challenges him) to the point where he takes over from the human leader, I feel it is only fair for the same opportunity to exist if the leaders are computer entities. What I see this leading to is a situation where all powwerful computer entities are taken out of the picture (becuase the computer will always be stupider than the human) and human players will control everything. This in no way affects the interaction between players, or power plays or anything else we have discussed. It just give these things a pre-existing framework within which to assert themselves rather than waiting for the framework to be built from scratch.
but if no such interaction is possible with AI entities, then what exactly is thier purpose?
quote:
If the game allows controlling all the 3000 reporters, the players will do that instead of sharing power, and they'll hate you for making them check too.
Hmmm, the goal is that if they spend all thier time micro-managing they won't have enough left to do much else. Hence they will need to delegate and cooperate.
But I don't want them to hate me quote:
By chaotic I mean the kind of player that kills his neighbour just because he can and feels like it. This kind of chaotic gameplay must not be rewarded. The Emperor in Star Wars for instance had the healthy kind of chaotic attitude. Kill your neighbour to scare your other neigbours into submission, to create a monopoly of a certain resource, to destroy evidence incriminating you, but not just for random fun. Ruthless players should do fine. Mindless chaos lovers should fail.
Well I agree with that (it doesn't have the word limit in it
). but I think the idea in it's current state already does that, if cooperation is necessary to get far, then players like that never will. And in a civilised area of the game they will probably make enough enemies to get themselves wiped of the map (either by arrest or assasination).
Also in all this we shouldn't forget the points made at the beginning of the discussion concerning the financial cost of any kind of conflict, the fact that it should be much easier to destroy than capture and fact that a country with more enemies than friends vastly limits it's resource potential.
All these things together will go a very long way to make sure war is more or less unheard of, and meaningless conflict practically nonexistent.
And to clarify, my point about the 3000 reporters was exagerated. A player will not be limited becuase he has to do the same ,menial tasks over and over again, but becuase the bigger any undertaking is the more complex it becomes.
For instance, a small companies with minimal income will pay minimum tax, be of no interest to robbers, handle fewer clients but as it grows it will have to start considering tax cuts, security against robbery, ways of winning and satisfying much more clients, worker strikes etc. and this is tottally indepent of whatever growth strategy it has, which is what the owner is most interested in. Therefore if the player wants to be able to spend more time meeting more powerful people and rallying them to his cause, then he will have to delegate these things to other people.
Perhaps I should also clarify one other thing, I tend to see each player in the game as a
person Not some God or power entity that can see through the eyes of every character under him.
If one of his factories burn down, he will be totally ignorant of it until someone actually calls him to tell him or he starts to wonder why he hasn't recieved a report from them and sends someone to investigate or he goes there to award the employee of the month
.
So the game can actually be played from a first person point of view, a man in his office, with his maps, charts, videophones etc which are only updated when
he (or his secretary) gets the information and feeds them into the system. He can travel from place to place, make calls etc. but at any point in time he is only aware of what is directly under his five senses!
In this way it is not necessary to impose any kind of crippling restriction on the player, as his humanity is all the crippling he needs! In this way we will be killing many birds with one stone! Selah!
quote:
Goragoth
I think that the limit should be as to what you can control.
It has the word limit in it :x(
Refer to my earlier post )
As for your point concerning occupations, the ideal should be that absolutely no occupations exist as far as the game is concerned, but players fall into thier positions according to need. If they then decide they can make the occupation 'official' by registering it with the game (perhaps as an organisation of proffesionals) then when a player is joining and chooses that occupation (e.g. lawyer)the game simply gives him the tag and follows instructions given by the creators of the proffesion (e.g. add his name to list of indepent solicitors in that country) what happens from then on is totally up to him and the other players.
Since the game is not about resources per se, directly affecting a players ability to interact with them will not be very effective in affecting anything.
[edited by - thelurch on November 3, 2002 7:44:02 PM] Shucks my HTML sucks, and where can I get a list of proper smileys anyway :-x [edited by - thelurch on November 3, 2002 7:46:33 PM]
---------------------------------------------------There are two things he who seeks wisdom must understand...Love... and Wudan!