Quote:Original post by Alpha_ProgDes The war could end in a stalemate and the two kingdoms could be in a Cold War." Let's say that the reconstruction is happening. Well that affects the town. Business is booming. So you find yourself something to do. Farming, selling, being a nusance. Whatever. But every thing that happens the game will mainly focus is the town because that's where you are. So let's say a couple of game days pass by and you decided that you want to join the thieves' guild in the forest. You leave. The village no longer has focus and the game is not micromanaging what happens there. It pretty much just goes into the background. It's accounted for but not so much. So now you have joined the thieves' guild and become a lieutanent. Well a year has passed in game time. In that year you have ordered two raids on the village you used to stay at. This triggers two things: the kingdom starts to notice and the village start to talk. So now when you go into town people people talk about the robbers and thieves. And when you back through the forest to your guild you run into a lot more soldiers (but not necessarily fight them).
Better or worse... or pretty much the same complication wise? |
I've been thinking about ways of doing types of games like the one that you described, and those bits I bolded I think are key in making the simulation achievable.
My idea involves the concept that the system should only simulate the minimum of what needs to be done in order to work. If the hero is only involved with a single village surrounded by mountains, then the rest of the world could be swirly grey fog for all the game cares. It's only when the hero climbed over those mountains to see what lies beyond the system needs to clear the fog and figure out exactly what lies over there [grin].
Now if the village sim has a relationship with the rest of the world, such as trade or diplomacy with another nation, then the system had to have a rudimentry idea of what the rest of the world is, but it probably only needs the basics.
However, this still has the problem of how to limit the content down to a manageable size. Some form of procedural generation or somehow reusing content to make the world larger than a prescripted place needs to be done, I think. Plus I think you will need to put some limit on exactly what the player can do, otherwise the scope will be too large.