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ideas for a political game

Started by March 28, 2002 05:34 PM
0 comments, last by nwr 22 years, 9 months ago
What do people feel about online games that are 2D in nature that have an isometric map like Civ II? The idea behind the game would be to compete against a set amount of players (around 10 to 20) set in real time but the basis of the game would be a strategy game. Therefore, each person would be allowed to play at anytime for any duration, however, based upon principles that I will explain later, there would only be minimal benefit for players who play extenstivy each day. The object of the game would be to the first person to complete his/her goal, or to be the closest to that goal at the end of the alloted time given for the game (would be a game setting set by the game creator). The game would be set around the colonial time period, (1700 AD or so). Each player would create his/her character for the game with a set amount of points to be used in not only increasing skills or abilities, but also could be used instead to give the player instant bonuses such as extra money or popularity points. This way, each character would be balanced between creating a character that not only could succeed but could also continue to succeed when the short term benefits wear off. After the player creates the character, the player will either have to pick a goal or be assigned one. This goal could be anything like having to gain a certain amount of property, gaining control over a certain area, being responsible for killing a certain person or persons, etc. The game will then begin with assigning the character to a nationality and starting location, with a initial position/job. This is where the character can gain new abilities and money and then can set out to create new businesses or opportunities based upon his/her intended goal. The way I propose to curb people from having an unfair advantage from playing all the time would be to have everything past the initial character (ie. the character the player control will be able to ''work'' or learn new abilites,etc. ) will have to be indirectly controlled through npcs. These npcs will be needed in order to start a business or be in charge of a ship/army, etc. This way, the player can tell the npc what to do, when to do it, etc, but the npc that the player hires will actually control all the detail surrounding that job. I was thinking of having the ability to create businesses in already made cities, become involved in politics, which would me invovled with war, economics, and publicity, of course set in the colonial age. Also, these npc''s would be opened to bribes by other players or could by spies working for others that could change loyalties if they were treated better by the one they are spying on. This way, a player could control a monopoly on an industry or could control parts of a government through these npcs. In return, the player would be able to gain influence (ie. could create a deal to sell weapons to a country that just declared war on them due to the player''s own actions), etc. This would mean that several players would want to work together for a certain point but then another group may come together later on. Each player would not know what each other''s objective was unless they figured it out by either looking at his/her actions (if they directly reflect their goal or it could be a way of dilibertly throwing them off the track) or through spying. It wouldn''t really be a true economic game because after focusing on getting all the politcs working I''ll probably just create a buy/sell structure, nothing special. If anyone has any ideas or any comments, such as if this would be something to pursue or not, please reply.
Online game idea - politics & conquest.

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Thanks to Kylotan for the idea!

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