
October 30th, 2003, 10:33 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
Posts: 990
Thanks: 13
Thanked 15 Times in 14 Posts
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Re: Taxation and Events...
Quote:
Originally posted by PvK:
No, I think you are saying you don't care about realism, but actually you seem to be against realism, even when there is no gameplay or balance reason to be against realism.
The PvK Balance Mod for SEIV is the one that fixes the (empire design) game balance issues without complicating the game at all, simply by changing starting point costs.
Proportions Mod, as Saber Cherry says, turns gameplay on its head by half-correcting the proportions of many aspects of play. It turned out to be much more popular than I expected.
I actually think the Dominions games do an exceptionally good job of getting cause, effect, and even proportion pretty close to realistic or at least resembling the real-world (with magic, of course), which is a big part of why I like the games so much.
Gameplay and reasonable game balance are important to me too, but I find that there's rarely a need to make things totally unrealistic in the name of gameplay or balance. Unfortunately, there are those who mistakenly think that realism is incompatible by nature with gameplay or game balance, or who simply make zero effort to make game mechanics make any sense. Then you get games that pretend they are about a subject but get so much wrong that they'd be better if they just admitted they were about a completely imaginary situation where any similarity to the real universe is pure coincidence.
PvK
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Woah, lets be careful what we assume here ok.
I never said I was against realism per se, I said I didn't care what the name of the monatary unit was, I didn't care how accurately modeled the combat system was. I did not say that I *wanted* more random and rediculose nonsense in the game (not that there is alot of it to begin with).
I will agree with this sentement though, when a game mechanic is wrong it needs to be fixed, and fixing it in a 'realistic' way is better than just 'making it work'. However, for those game elements which are just fluff (like the name of a monatary unit) it really doesn't make all that much difference *to me*. Why? Well becuase I can see the abstraction and accept it, I don't need to have every little detail put in perspective, or in the right place to work with the system as its provided.
I can't comment on your mod to SEIV as I've never used it, but I do know that it is well respected, and from that I assume that you have done a good job of making game mechanics or elements work in a better way, that you also followed a more 'realistic' formula is moot to me, if the game is more fun, more challenging, better in general, I don't care if you call phasors 'pink ray spewers' or torpedos 'jiggly puffs'.
But again, that's not really the point, the point is that trying to impose individual perceptions of reality into fantasy themed games is usually doomed to some sort of failure, as the game mechanics wind up being so incredibly complex that the enjoyment of the game is lost. Now I'm not saying that changing pounds of gold to gold coins will ruin anything, what I am saying is that as soon as you get too worked up about the 'reality' in the game you start down a very slippery slope where you are moddleing supply, upkeep, weapon reach, moral, in more complex ways than is needed to keep the game entertaining. Well to each their own, whats fun for one isn't fun for another, I recognize that, but pissing over the little things surely isn't worth the time when there are bigger things to fix.
Besides my 's apparently went unheaded in my first post 
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