Civilization <> FPS mixture in continuity
A huge part of the succes of Commandos for example relies on the difficulty of some levels, so if you''re able to write a game that''s challenging but not frustrating... why not?
I don''t think you can compare turn-based strategy to real-time game systems. Your actions in Civ need not be instantenous in terms of the time you spend on the game - you may want to survey the map before sending the settler unit in some direction, you may want to check help on some aspect of the game... If you were to make Civilization a RT game, it would be very difficult to implement all the options you have in such a way that they are readily accessible... And so on, so on...
An example of a game that utilized the exactly opposite idea (you could ignore the main task for how long you wished) was Daggerfall. Despite of its numerous bugs, I have the impression that it is generally regarded as one of the best CRPGs ever made. The reason for it is the very freedom offered to the player. (actually, before Daggerfall there was this little game called "Darklands" that did the same, but I am not sure how many people have played it - you can find it among other sites at http://www.theunderdogs.org/game.php?id=278)
Not to digress to much, I guess the most important question is what purpose would such requirement make (you certainly could restrict plot branching with it, but I don''t think it would have been appreciated)...
Lukasz
I knows der earth is flat. Dere's practically books about dat!I think, therefore... uh... I think that I am? I think...
quote:
Profus:
I think it would be very frustrating to spend lots of hours building up your civilization and then loose because of an error you made in the beginning.
Civilization is exactly like that. Once I spend hours to play it and eventually I saw the Azthecs. Man they were badasses with high technology level, and there was nothing I could do .
lukasz:
I _could_ do the plot/gameplay so that you don''t have to hurry at all; so that all the action happening in the world is player-based. But this is so typical approach, and I would like to make the game world more real, so that stuff can happen even if the player doesn''t do anything. He might even lose the game if he didn''t do anything. I was just wondering if this approach would work.
-+civguy+-
I guess I''m just biased - I prefer games where you have a number of options through which complete a particular task. Needless to say, there are not a lot of adventure games that I like *grin*
As far as FPSs go... eew! Unless we are talking about a frag fest with no plot whatsoever
Still, if I were to play a game where time makes the difference, I would expect there to be ways of winning the game even if I failed to complete certain tasks... Of course now the question is how branched you can allow the plot to become...
Lukasz
I knows der earth is flat. Dere's basically books about dat!
So's I heard.
I think, therefore I think that I am? I think...
I knows der earth is flat. Dere's practically books about dat!I think, therefore... uh... I think that I am? I think...
One issue to think about: positional awareness. In Civ, because of the gameplay and user interface, you can gain a lot of info on what''s happening in the world. Take the most simple indicator of most 4X: The power graph. In a game like Civ it''s important to be powerful, and even though you may not have met another Civ you can generally get an indicator of how puny or awesome you are in comparison.
What''s the FPS equivalent of this you might use? If you''re failing, you should __AT ALL TIMES__ be able to tell that you''re failing. Otherwise, there''s no way to know you need to do better. Now, __HOW__ you do better is a matter of practice and strategy, and is something you can learn over time (just like in Civ).
I''m not sure what you''d use, though, but since it''s an FPS I''d recommend something that''s always on the screen and easy to see (like a healthbar, or something).
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Just waiting for the mothership...