Re: Master of Orion Reboot
Posted: 2015-06-13 04:40pm
Why should the definition of "game" change when the medium is electronic?
(Hint: It doesn't)
(Hint: It doesn't)
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Because the term "computer game" has a meaning that is not equivalent to the term Game.Vendetta wrote:Why should the definition of "game" change when the medium is electronic?
(Hint: It doesn't)
I still feel that a game should be able to do more than one thing and do them well. But what I find simplistic, at least in part, is "The player should be involved the most in the thing which makes the difference between victory and defeat, that is the point of playing the video game after all.", as you put it. Its the idea that its all about winning that's off-putting. For me its at least partly about the setting and the narrative. If all I cared about was winning, I could just throw darts at a target and see how many times I hit it instead of investing 50 bucks or so in a good computer game.Vendetta wrote:You say it's a "simplistic approach", but "where is the player's attention and is that the most valuable thing to do" is literally the hardest problem for a 4X game to solve. It's the whole reason people still say with a totally straight face that MoO2 is still the pinnacle of the genre (despite also not having a good answer to that problem), because most other games have gotten it so far wrong. (Even now I tend to bounce off allegedly "good" space 4X games because the consequence of streamlining out the late game micromanagement that bogged MoO2 down is an early game with little to no player input)
No comment on this right now.4X games don't actually have a lot of "exploration", the way they express discovery is in the mechanics. When you find out that the system next door has an Ultra Rich Huge Gaia planet that's not the majesty of stellar cartography being expressed but the mechanical expectations you have for that planet type and how it's going to interact with your empire. It's not finding out what's there, it's finding out what you can do with it or, as you gain more experience with the game and know the possibility space better, figuring out how to optimise the position you have found yourself in.
Agreed, except about MoO 2 because I haven't played it and can't speak for what its like).However, the larger the engagements the less regular and significant those individual contributions are going to be. This still doesn't solve the problem that if the player is expected to manage each and every one of many hundreds of ships then that turns into a massive time sink which is going to be monstrously repetitive and dull, even when the mechanics work at a smaller scale (again: Master of Orion 2. Late game combat is horribly dull because there are simply so many ships involved in each fight and there's no actual tactics involved, you won when you built the right combination of weapons and systems and the enemy never even gets to move, but early game combat requires much more variation because the scale is smaller.)
I disagree. I think its good to have automation to take care of those things that are necessary for a large, complex game but that the player doesn't wish to or can't focus on at the moment (because the player can't be running every world in their vast empire simultaneously.Automation doesn't really help either. Either the automation is good enough that the player never has to interact with that level of the game (in which case it shouldn't be there and the bits the player does interact with should be developed better), or the automation isn't as good as the player can manage by manually doing it and so is a disadvantage to use*. This is why the "autoresolve" button is basically the "lose this easy fight" button.
I don't see why it should be so.The systems and mechanics to successfully deliver on the management of ships as individuals inherently make the game worse at being empire management.
Its fine for Paradox to take that approach if that's the kind of game they're trying to make. And I do recognize that you can't do everything, that at some point you must prioritize. However, I still think you're being too narrowly focussed.Why do you think Paradox games don't even try to simulate combat beyond watching some bars go down? Because that's not what they were ever trying to do and doing it would make them worse at what they were trying to do given the scale they aim for.
Perhaps that is a failing of the developers and they should take more time to test their games.* This happens because the developers hadn't actually explored the possibility space by playing competitively and so the AI values what they dartboarded as having "value" not what actually shakes out.
At least they tried to test it.(Examples of that possibility space exploration are the way David Sirlin balanced SF2 Turbo's HD remix. If people in the testing team came to him and said "X is OP" his response was "OK beat me with it, or at least make me fear it". Also in the design of Castevania SOTN, a boss design wasn't finished until the person who designed it could beat it without taking damage)
I agree with you that MOO 2 is exactly as you describe, but strongly disagree on MOO 1, whose UI and game mechanics, and ability of the AI to deliver a satisfying opponent are on par with if not better than many recent 4x games. Of all old games, MOO is one of the few where literally only a graphical new coat is needed to be brought up to speed.Flagg wrote:Wow, another game we literally have no idea about beyond a title that gets people exited because games made in the 90's were good (at the time, try to play them now with no nostalgia factor and you'll quit after 15 minutes because the graphics, control scheme, and overall game mechanics are so outdated due to decades of progress it's not at all enjoyable due to the game mechanics and it being a 4x game as opposed to Tetris or Caterpillar which are simple and timeless) and the name alone will guarantee sales and if the studio gives enough access, sucks the right metaphorical cocks, and pays the reviewers in ad space (or just cash) it will get 8+ reviews even if it's godawful.
I just hope it's not another sloppy turd like Fallout 3 who people will play repeatedly and defend to the death, cause 'FALLOUT'!!! as if the name is a talisman against crap.
The FO1 and 2 fanbase hated #3, they were just outnumbered by new or Elder Scrolls fans who liked it. Fallout fans used to be infamous for vitriolic hate against any and all attempts to move the series beyond the first 2 games, e.g. the poor reviews and sales of FO Tactics, which the Internet realized a few years later was actually a good game, just not very faithful to the FO universe and aesthetic. I don't think you could have used a worse example of blind loyalty.Flagg wrote:I just hope it's not another sloppy turd like Fallout 3 who people will play repeatedly and defend to the death, cause 'FALLOUT'!!! as if the name is a talisman against crap.
Speak for your self. I still tend to break out Civilization III, Space Empires IV, KOTOR and UFO Enemy Unknown* and play my brains out. And I enjoy them far more than modern games with "up to date" graphics and stuff. Some things are, a you say timeless. However what fits into that category is very much a thing of personal taste. It's not really about nostalgia but about what style of game, game play, art etc. hits your personal sweet spot.Flagg wrote:Wow, another game we literally have no idea about beyond a title that gets people exited because games made in the 90's were good (at the time, try to play them now with no nostalgia factor and you'll quit after 15 minutes because the graphics, control scheme, and overall game mechanics are so outdated due to decades of progress it's not at all enjoyable
Hell, I still play Civilization 2...and I'd play Civ 1 if it ran on Windows 7. I still fire up Diablo 1 and 2, I just played a couple levels of Descent the other day, and Dungeon Siege too. While I agree with Flagg that the graphics on some of these old games is clearly dated, sometimes the gameplay is simply so good that it more than makes up for a bit of pixellation. Diablo 1 is a perfect example. Even after 20 years, the Butcher sends a chill down my spine, and things still jump out of the dark and startle me...despite being crude compared to Diablo 3.I still tend to break out Civilization III, Space Empires IV, KOTOR and UFO Enemy Unknown* and play my brains out. And I enjoy them far more than modern games with "up to date" graphics and stuff. Some things are, a you say timeless. However what fits into that category is very much a thing of personal taste. It's not really about nostalgia but about what style of game, game play, art etc. hits your personal sweet spot.
Ultimately I think we can newer agree on this. You and those like you will always be pushing against those like me for wanting a game that in your eyes is too full of micromanagement and unplayable. Where as people like my self will and I will always be pushing back against you for wanting a game that's strait forward and dumbed down. And in the end, we'll just have to wait and see what the devs make. All we know for now that it's probably going to be a resource hog and suck.Borgholio wrote:Back onto the more immediate topic though, even back in the day I would still prefer MOO 1 over MOO 2 due to the fact that MOO 2 had too much micromanagement.
Sure, the preference between macro and micro management is the same idea as asking people which they prefer more, shooters or RPGs. It's just a matter of taste.Ultimately I think we can newer agree on this. You and those like you will always be pushing against those like me for wanting a game that in your eyes is too full of micromanagement and unplayable. Where as people like my self will and I will always be pushing back against you for wanting a game that's strait forward and dumbed down.
You are factually incorrect. Both Minecraft and Dwarf Fortress have goals to complete and loss conditions. That they also have a number of other things you can do in the sandbox the game environment provides doesn't mean the objectives and loss conditions don't count.Purple wrote:Because the term "computer game" has a meaning that is not equivalent to the term Game.Vendetta wrote:Why should the definition of "game" change when the medium is electronic?
(Hint: It doesn't)
This is why things such as chose your own adventure games or games like Dwarf Fortress and Minecraft and others still count as computer games even though they either have no actual goal or objective to complete or they have no challenge, and no way for the player to "win".
4X games don't really have narrative though, they have emergent stories based on the events in a specific playthrough, and their "setting" is more defined by game mechanical archetypes than any depth of storytelling (no matter what the races are called and look like there's "the sneaky one", "the fighty one", "the researchy one", "the buildy one", "the tradey one", and "the diplomatic one that nobody picks"). The "narrative" in a 4X game is how you the player interacted with this particular iteration of the game, and is emergent based on the way the game space was generated, how close given instances of the archetypes were, how many resources you had early on, what your tech choices were, etc. (eg. did you have to put up with Sister Miriam from the start of the game or only meet her cranky ass later on when you have the tech to put her in her place).The Romulan Republic wrote:I still feel that a game should be able to do more than one thing and do them well. But what I find simplistic, at least in part, is "The player should be involved the most in the thing which makes the difference between victory and defeat, that is the point of playing the video game after all.", as you put it. Its the idea that its all about winning that's off-putting. For me its at least partly about the setting and the narrative. If all I cared about was winning, I could just throw darts at a target and see how many times I hit it instead of investing 50 bucks or so in a good computer game.
The simple fact is that in order for that one elite unit to be relevant at all, its power has to increase proportional to the number of units in the average engaement. If the hero ship is three times as powerful as any other and there are ten ships a side that's a very different proposition to the hero ship being three times as powerful and there are five hundred ships on each side. In order to maintain parity of relevance in the larger fleet engagement the hero ship is suddenly hundreds of times more powerful than anything else the player can possibly have, and so suddenly it utterly dominates the tactical level of play, the game has become a different game. It has become a game about that hero ship where all the other ships are of minimal relevance, because concentration of force is so significant a factor in strategy and so not only is the combat now about micromanaging the hero ship but the strategic layer is about making sure it is in the right place with the right chaff to let you use it effectively in combat.The Romulan Republic wrote:I'm not suggesting that players should have to micromanage every ship in a vast horde, and I don't think Purple was either from what I read. Just having them effect one elite unit or something like that.
However, if a system is so low on the player's priority list that they're always going to automate it no matter what, then it is better to abstract it out completely rather than having a whole set of interactions the player will literally never do but have taken up design time to generate and test (see: Convoys in HoI2. Everyone automates those because ain't nobody got time for that.).The Romulan Republic wrote:I disagree. I think its good to have automation to take care of those things that are necessary for a large, complex game but that the player doesn't wish to or can't focus on at the moment (because the player can't be running every world in their vast empire simultaneously.
Purple, the thing you've been missing is that in this case, "you and those like you" (that is, people like Borgholio and Vendetta) are speaking for normal humans. You are not. The game you envision, with massive, repetitive management of every little detail of a massive array of tiny elements, will in fact bore normal humans and be totally uninteresting to them.Purple wrote:Ultimately I think we can newer agree on this. You and those like you will always be pushing against those like me for wanting a game that in your eyes is too full of micromanagement and unplayable. Where as people like my self will and I will always be pushing back against you for wanting a game that's strait forward and dumbed down. And in the end, we'll just have to wait and see what the devs make. All we know for now that it's probably going to be a resource hog and suck.Borgholio wrote:Back onto the more immediate topic though, even back in the day I would still prefer MOO 1 over MOO 2 due to the fact that MOO 2 had too much micromanagement.
Most competitive fighting games are successful examples, so is Starcraft, Hearthstone is looking pretty good as well (not perfect, but ok).Simon_Jester wrote:Hm. The problem is that there are very few successful examples of a game with a successfully deep system, where you can safely pursue multiple strategies from the same starting point and have them all work about equally well. Creating a "rock-paper-scissors" equilibrium is a lot easier (and is often used as a stand-in for true balance in strategy games for this reason).
Simon never said that you were the only person on earth who likes micromanagement. He said that most people don't like it...and he is correct. Imagine if you take a game such as World of Warcraft, which is enjoyed by millions due to how easy it is to just jump in and start playing. Pretend for a moment that instead of simply appearing at your last save point, you have to manually control your character through the steps of throwing off your blanket, getting out of bed, walking to the restroom, using the toilet, brushing your teeth, dressing yourself (not simply dragging a suit of armor from you inventory, but actually using hotkeys and mouse movements to put it on), leaving your house, pulling keys out of your pocket, locking the door...well you get the idea by now.Purple wrote:Simon_Jester, if you are going to make the claims you do in the last post you just made go ahead and provide evidence for them. Prove that a statistical majority of people think the way you believe they do and enjoy the kind of things you believe they enjoy. If you can manage that, you can than proceed to prove that I am the only human being on earth who thinks the way I am and enjoys the kind of games I enjoy. And make sure to include in your proof some viable theory that explains why hypercomplex games with a steep learning curve exist if I am the only human on earth that enjoys them.
You made the claim, now you back it up.
Easily done- look at the sales totals of games that provide the experience I say people enjoy, and the sales totals of games that don't. Games that DO require you to do lots of massively detailed complex time-consuming tasks in order to accomplish basic game functions do not sell very well. Games that DON'T require that, do.Purple wrote:Simon_Jester, if you are going to make the claims you do in the last post you just made go ahead and provide evidence for them. Prove that a statistical majority of people think the way you believe they do and enjoy the kind of things you believe they enjoy.
Done.If you can manage that, you can than proceed to prove that I am the only human being on earth who thinks the way I am and enjoys the kind of games I enjoy. And make sure to include in your proof some viable theory that explains why hypercomplex games with a steep learning curve exist if I am the only human on earth that enjoys them.
You made the claim, now you back it up.
Ok well it didn't have MUCH of a tangible effect. You might win a close battle by the skin of your teeth if you micro it, or get better production if you micro the planet's build queue...but the mechanics for micro-ing were horrible. It just wasn't worth the time investment.Batman wrote:I disagree about micromanaging 'not' having a tangible effect in MoO2. That doesn't mean that having to do it wasn't annoying as hell.
And that was with at best what, half a hundred systems, none of them with more than 5 planets?
Micromanagement in Starcraft is different from a 4X game though. The concept of "micro" there refers to having a high degree of input skill and the ability to use that to rapidly input commands which turn combat in your favour (eg. using a Stalker's blink ability to move a damaged unit to the back of the pack where it can still attack but is out of range of enemy attacks). It's also not always relevant, having the most impact in small to mid sized engagements (though obviously the effects of winning those early engagements snowball because if you win an engagement you're free to expand whilst your opponent has to rebuild his army and yours is able to shut down his expansion).Grog wrote:Regarding micromanagement. I dont really play that sort of game but have a few friends really into starcraft or strarcraft 2 or whatever it is the esport people are playing and they keep talking about how good "micro" this or that guy has (or did a couple of years ago, stopped paying attention to the details at some point). I guess it might be a bit of topic but to me it seems there might be lots of people enyoing it or finds it interesting.
basically RTS micro is largely tactical with fast and obvious results regardless if you failed or not, 4x micro is mostly strategic and results are often nebulous and it can take several "turns" for the effects to show up, closest most RTS games have to 4x micro in economy management but in most RTS games the economy is very simple where as 4x games like civilization have very complex economies (cause that's where the game is) but often even in most 4x games basic admistrative maintenance can be automated so that you don't deal with too much input.Vendetta wrote:Micromanagement in Starcraft is different from a 4X game though. The concept of "micro" there refers to having a high degree of input skill and the ability to use that to rapidly input commands which turn combat in your favour (eg. using a Stalker's blink ability to move a damaged unit to the back of the pack where it can still attack but is out of range of enemy attacks). It's also not always relevant, having the most impact in small to mid sized engagements (though obviously the effects of winning those early engagements snowball because if you win an engagement you're free to expand whilst your opponent has to rebuild his army and yours is able to shut down his expansion).Grog wrote:Regarding micromanagement. I dont really play that sort of game but have a few friends really into starcraft or strarcraft 2 or whatever it is the esport people are playing and they keep talking about how good "micro" this or that guy has (or did a couple of years ago, stopped paying attention to the details at some point). I guess it might be a bit of topic but to me it seems there might be lots of people enyoing it or finds it interesting.
Micromanagement in a turn based 4X game where there's no input skill component is "repetitively doing the same simple but long winded thing over and over again because the automation system can't be trusted not to fuck it up".