View Issue Details

IDProjectCategoryLast Update
0005477Valley 1Gameplay IdeaJan 26, 2012 8:08 am
ReporterGrimerX Assigned To 
Severityfeature 
Status feedbackResolutionopen 
Product Version0.562 
Summary0005477: Create more 'sense of urgency' on the contentent, beyond progression mechanic.
DescriptionI 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.
TagsNo tags attached.
Internal WeightDiscussion Only

Activities

tigersfan

Jan 26, 2012 8:08 am

reporter   ~0018145

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.

Issue History

Date Modified Username Field Change
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