
February 25th, 2004, 02:14 AM
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First Lieutenant
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Join Date: Dec 2003
Location: Calgary, Canada
Posts: 762
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Re: A wise idea for IW?
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Originally posted by Zurai:
quote: Originally posted by PDF:
And about the price tag, I happen to have bought KotoR some time after Dom2 : with KotoR (40 EUR)I had maybe 20 hours of play, it cost me 2 EUR/hr. And it's over, I don't plan to play it again anytime soon. Even if I replay the game 1 time cost would be 1 EUR/hr.
With Dom I should have played at least 100 hrs, and spent the same time elaborating strategies, reading docs, toyed with modding, etc ... and I'll surely play it for another 100 hrs !
Best bang for the buck gaming investment, and it also made me meet new friends !
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You're comparing apples to rutabagas here. Comparing a very linear RPG to a TBS in the hours-played department is sheer folly. At least pick a LONG linear RPG, eg Baldur's Gate 2. PDF's comparison is perfectly valid. He isn't comparing the qualities of the games, just the cost of entertainment per hour.
Quote:
Originally posted by Zurai:
A better comparison would be Dom 2 vs Civ 3. Civ was buyable at $40 at release, had much better graphics, infinitely better interface, and depending on your preferences and prejudices the gameplay is just as good.
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I don't know why you find Civ 3 interface better, it was micromanagement hell on any map larger than small. To make things worse a lot of micromanagement was kind of obvious.
And gameplay in Civ 3 was quite different, so it's hard to compare which is better, it's more about your tastes. I liked Civ 3, but it didn't stay on my drive as long as Dom 2 and Dom 2 is probably going to stay for a few more years. The main reason is that Dom 2 is in the league of its own in the depth of the gameplay. As I see it there're few factors that made it. 1) Unlinked research (each school is independent from each other), unlike tightly-linked Civ 3 tree. 2) Much more significant difference between nations units and their research paths possibilities. 3) intensive research is not directly linked with territorial expansion. 4) Magic gems added a whole new layer to the model.
So combination of these factors produces many more ways to play and strategies. One can only wonder, how they managed to make AI capable of handling this complexity (well, at least to some extent) 
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