View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005477 | Valley 1 | Gameplay Idea | Jan 26, 2012 7:07 am | Jan 26, 2012 8:08 am | |
Reporter | GrimerX | Assigned To | |||
Status | feedback | Resolution | open | ||
Product Version | 0.562 | ||||
Summary | 0005477: Create more 'sense of urgency' on the contentent, beyond progression mechanic. | ||||
Description | I haven't played the new mechanic enough to say if this works, but putting it in while I thought of it. I tend to like games where there is good "sense of urgency" -- I can't sit around or I'll fail (or at least have to dig myself out of a hole). Dead Rising was great for me because of this. This is also one of the reasons I like AI war -- there is always another wave coming, Hybrids building, etc. THere is just enough 'down time' to get organized, but not a lot. On the other side, games like Dwarf Fortress I tend to love the beginning (tension to get your fort going/defended), but once you get there, the middle of the game isn't that exciting. DF has it's own problems of course, just pointing out that not having the tension fall off is desireable. Minecraft has the same effect on me. I'm not sure that the 'progression' mechanic will be enough for me (personally). It would be compelling if the evil overloard spawned leutenents, and the leutenents spawned guarding monsters (or equivilent in missions), and guarding monsters spawned rampaging monsters (or equivilent). This would give a sense of urgency that is more tangible than a progress counter. It would drive me to remove obsticles to clearing out those missions first. I still think the progression mechanic is good. It worked well for AI war. And I think having multiple dimensions to the progression tension helps to add depth to the game. Coming back to AI war, I really love hybrids and their factories. That added so much depth for me. That's a reasonable proxy for what I'm looking for. There is some conflict with this idea and the 'explore' mechanic, but I think it is worth considering and a solution can be worked out. Maybe the stratgic stuff coming will help address this. Other thoughts/opinions welcome, of course. | ||||
Tags | No tags attached. | ||||
Internal Weight | Discussion Only | ||||
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I'd ask first to give it a shot over the course of a continent or two. When I first saw how much the EP goes up after finishing a mission, my first thought was, "Boy, I don't have all that many missions in which to get this done, I better choose wisely." Additionally, if you increase the strategic difficulty, you actually give yourself fewer missions in which to defeat the Overlord. As for overall time, we do kinda want players to be able to take time and explore buildings and stuff if that's what they want to do without feeling like they better go as fast as they can or they are going to lose. It's a balancing act, and it may yet be a bit out of balance, but I think it's too early to say that for sure just now. |
Date Modified | Username | Field | Change |
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Jan 26, 2012 7:07 am | GrimerX | New Issue | |
Jan 26, 2012 8:08 am | tigersfan | Note Added: 0018145 | |
Jan 26, 2012 8:08 am | tigersfan | Internal Weight | => Discussion Only |
Jan 26, 2012 8:08 am | tigersfan | Status | new => feedback |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |