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Re: Diplomacy
Me, I start out with an implicit state of leery distrust. It can be downgraded by a backstabbing attempt into a state of open distrust, or upgraded through a history of reliability to reserved suspicion. I don't really think that trust really has a place in a game played to the death, though.
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Re: Diplomacy
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I've also found role playing is a giant help in forming relationships in game with ppl you don't know. Sort of an ice-breaker. |
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But the most important point, as I said before, is: Quote:
I don't think I'm being manipulative in trying to point that out. [ July 01, 2004, 01:24: Message edited by: Zapmeister ] |
Re: Diplomacy
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I just thought that statement was so obvious it was funy. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Diplomacy
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It honestly wasn't aimed at anyone in particular, please don't take it personally. There are two sides to the question with people on both sides, no doubt. That said, I think it *is* fair to say that people who want other people to NOT be able to make joint victories are trying to get them to play the game according to their 'vision' of how it should be played. That is, while they may feel they are trying to give themselves more options, regardless, they are clearly trying to take away options from the people who want to ally. Quote:
In summary, alliances have an implicit impact on your strategies while banning alliances explicitly limits those who want them. Quote:
Anonymous games are another way, though you learn in the first 30 minutes you ever spent on the net that anonymity brings out the worst in people http://forum.shrapnelgames.com/images/icons/icon7.gif - Kel PS, on second thought, anonmyity will let you act without consequence but I suppose it won't stop people from making alliances before the game, which is the more heinous aspect of alliances I think you are most opposed to. |
Re: Diplomacy
What would be nice would be if there was joint / allied victories within the game, and then, by an option, you could disable this.
One problem I've seen, especially with VP games, is that alliances are ... illusionary. When one person gets the required number of Victory Points, game over - no mention of allies. This makes it harder to hew to honorable alliances, even if it is promised that "you'll share the world" by your partner. Having them in the game would add a lot, imo. Then, people who wanted allied victories could play them out that way. And games wherein it was stated, via the game engine, that there was no allied victories, would exist as well for people who prefer to play that way, or merely desire a change of pace. Perhaps the game could even enforce this : If the Last remaining players didn't take their turns, "A Pretender, having gathered her strength in the worlds beyond, has returned to claim her world." IE - one of the deceased players was declared victor. Maybe at random, maybe the one who had at one time been most advanced, or the Last to be extinguished. Or the other pretenders were brought back at random, each with an equal percentage of the remaining nations provinces, thus setting the lands to war once more. Thing is - some people really enjoy the allied play. Some people hate it. Myself, I don't like to enter into true, long term alliances in the game, but sometimes do. And when I do, I hate / loath / despise to break them. I also keep track, on a long term basis, of who honored their treaties. Trooper, for instance, wiped me out in a Cradle map game. I didn't mind - we had a treaty which we hadn't thought to specify terms on, not an alliance. When the time came, we agreed on what would be a fair and honorable notice - 3 turns / months, I believe. Two months later, my Machaka was given notice, and I was ground into Vanheim's blood and dust. But he behaved honorably - I remember that. I remember other players who were honorable, and I feel that's a reasonable part of the game. After all - each Pretender could be considered, a la M. Moorcock, an echo of the being behind the pretender. Pretenders all sprouting from some ... more grand divine energy. If diplomacy, alliances, was built into the game, people could have it both ways, in different games. As is, too many people are less than happy. Ah well. Rome wasn't burned in a day. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Diplomacy
In my small gaming group we have thus far played without any diplomacy at all (this is not popular with all the players). However I feel that playing without diplomacy improves the game considerably for the following reasons.
1) Most importantly, diplomacy becomes *the single* most important factor in the game once initial expansion is over. It doesn't really matter how well you manage your empire, or how well your armies fight. It only matters who is allied with who. Effectively, diplomacy becomes the game and the entire game becomes micromanagement overhead. In a group of people that know each other, I find that once everyone has met up and borders been established, I can pretty much predict the way the entire rest of the game will play out. When you play without diplomacy, you never know what the other players will do. 2) Diplomacy is a force multiplier and exaggerates the differences between strong (or lucky) players and weak players. Without diplomacy, everyone must defend all their borders and distrust all their neighbors. With diplomacy, empires that have treaties can pull forces off their borders to go fight other enemies. Strong empires which have more troops can better afford to defend all their borders but gain more from not having to do it. Similarly this allows harder pushes into research, and generally eliminates "drag" on an empire that can further expose any hidden balance issues. 3) Trading encourages specialization and specialization disrupts game balance. Allowing empires to focus on one particular thing gives them more of an opportunity to exploit any design flaws or imbalances that may be present. Usually games are designed and tested in single player mode where such things are hidden. Also, some races/empires/nations/whatever gain more from specialization than others do. (This isn't as much a problem with DOM2 as with some other games). An extension of this is people forging alliances before the game even starts, and designing their empire to suit. 4) Diplomacy causes hard feelings which can often spill over out of the game, or Last into future games. 5) Some people invariably know each other better than others and have an advantage forging alliances with each other (and have an advantage in predicting how the other person will play). Even if they don't go into the game with this intent, these people have a natural advantage which has nothing to do with how well they play or even how well they conduct diplomacy. 5a) Some people do not have the time, or are located in different time zones, and cannot chat in IRC all day or answer e-mails promptly. These people are disadvantaged. Frankly, other than the nagging feeling that "I ought to be able to do this," I don't feel that diplomacy adds anything to the game whatsoever. It just creates problems. |
Re: Diplomacy
That was very well argued, Sheap, and you've influenced my thinking on this. Points 1, 4 and 5a are particularly well taken. Thanks for that.
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I did enjoy a lot those anonymous blitz games with no diplomacy that JT organized like a year ago. The map was kind of biased towards a certain strategy (Amphibious pretender, full economy pics & hyperexpansion), but having a close neighbour on each side & little control over what happened at the other side of the world did indeed keep the players on their toes...very intense. No need to invest time in diplo was also refreshing for those of us time handicapped. |
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