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Old December 1st, 2001, 02:47 AM

Spyder Spyder is offline
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Default Re: Your History With SEIV

quote:
Originally posted by TacticDragon:
MOO3 is actually advertised as a "5X" game, the 5th X standing for eXperience. And yes, the battles will be in real-time, but the strategic dimension of the game is turn-based, as it should be. I am not worried about this, since the MOO series has traditionally always been very concerned about gameplay and game balance. And, as a big fan of Homeworld, I think space battles are actually best rendered in real time and 3D. Imperium Galactica and SW Rebellion battles were also RT/3D and it worked great.


Well, Homeworld was given to me for Christmas by my step-daughter and so I played it out of duty. It quickly turned into a twitch-click, who-can-get-there-fastest-with-the-mostest game...like warcraft. No strategy involved. I would have not finished it had it not been a gift. I hope that MOO 3 will allow is to at least to stop/pause action to issue/reissue orders, otherwise, there'll be no tactical strategy...it'll all depend on how fast you (that's YOU, not your empire...big difference) can click the right ships and get them to shoot the right things at the right time.

quote:
I like the idea of "eXperience", since I am constantly looking for the ultimate gaming experience. I'm sure most of you here would agree that gaming is not about winning, but about playing, i.e. the game or the "experience", is its own reward. I just hope that this is what Quicksilver has in mind when they mention the "5th X", and that it is just not some phony marketing thingy.


I've always referred to these games as Logistical Puzzles. You have to figure out how to respond, strategically & domestically, to each challenge. The variety of challenges is what makes a game of this type good.

quote:
It certainly is a challenge for a game designer to create a good gaming experience. Ideally, a game should not have a preset difficulty level. Rather, the game should adapt the difficulty as the campaign unfolds.

Think about this imaginary situation: you have struggled in a SE4 game and overcome all the challenges the AI has thrown at you. You know you have won the game, and what is left of it is only hours of boring "insect crushing" of the Last enemies, as you lazily finish to research the Last technologies, and you spend more time micromanaging your 200 colonies than doing exciting stuff...

Sounds boring? It is... But, suddenly, out of nowhere, a warp point from another galaxy appears and an alien invasion fleet strikes your empire with fiery destructive force... What are you going to do? Sounds cool? It would be... This is an example of how the game decides that you must be bored and it gives you a new challenge. Unfortunately, such a game is yet to be invented. Just think about it...



yeah, this would be great I don't think that it would be that difficult to do, but, the space requirements would be huge. To keep things interesting, there would have to be a variety of things that happen when you hit that 'bored' stage. These games can be anything but predictible. Once you get predictible, the game shelved because the challenge is gone.

One thing that comes to mind comes straight out of Civilization (the Board Game). There are Calamity cards that you get through trading and one of the Calamities that can hit your empire is called Civil War. Another is called <something else, can't remmber>. Both essentially require you to split your empire and allow you to choose which half you want.

This would translate to SEIV this way:

Once you hit MEE, your chances of having a civil war increase dramatically. The longer you're MEE, the higher they are. This means that you better win quickly after hitting MEE or your Empire will split.

[ 30 November 2001: Message edited by: Spyder ]

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