Korrigan wrote:This is a legitimate concerns for every grand strategy games, and there are numerous examples of failures.
The AGEOD engine has been designed from the scratch by Pocus and PhilTib to allow both complexity in the game mechanisms and simplicity in the player experience.
When you play with the AGEOD engine, you are the commander in chief. You care about strategical decisions. Actually, this has been of the critics against Birth of America: Some players would have liked to manage more (economny, diplomacy, tactical battles, etc.). Some games have made this choice, as far as I'm concerned I tend to get tired tired very quickly with this kind of games: I can never finish a campaign in a reasonable time, I tend to lose the focus on my strategic plans to sink in a sea of tiny adjustement and a level of control that is just not realistic.
Back to AACW:
Pocus has begun to expose some features of the incoming AGEOD's American Civil War. These features exposed how the game will be richer and deeper compared to BoA. it also shows what has been changed to simulate the ACW.
However, if you have a closer look, you realise that the BoA spirit is still alive and kicking. The new mecanisms provide you with new game experiences, but don't add to your management workload.
For example: Supply. Supply will be modelised in a much more detailed manner in AACW: You'll have supply sources, supply stock and supply lines. However, if you read the "Supply feature of the day", you see that the player won't to bother with more than strategic common sense. ie: Build supply depots close to the front line. Don't let the ennemy cut your supply lines.
The supply micro-management as such, the player will have to take care of when playing AACW will be to insure himself to take supply chariots with his army if advancing deeply in ennemy territory. But,it's still common strategic sense, isn't it?
This is AGEOD philosophy, and the Beta team is the guardian of the gameplay temple.![]()
Best,
Korrigan
Originally Posted by Korrigan
Some games have made this choice, as far as I'm concerned I tend to get tired tired very quickly with this kind of games: I can never finish a campaign in a reasonable time, I tend to lose the focus on my strategic plans to sink in a sea of tiny adjustement and a level of control that is just not realistic.
Frank E wrote:Pocus makes some of those features sound more complicated than they really are.With one exception, I think they've done a very good job of keeping the complicated stuff under the hood and keeping things simple from a user's perspective.
bountyhunter wrote:I myself will never complain of too much detail in a game - especially the ACW with so few options in regards to games (grand strategy - that is).
I would think there would be a few options that will reduce difficulty for those that are intimidated!!! I can't imagine being in such a state in this genre!
Jonathan Palfrey wrote:Presumably, then, you like dealing with lots and lots of minor chores, and you have nothing else to do in life.
Myself, I have a job and a family. I have neither the time nor the desire to mess around with details that real-life commanders-in-chief would have delegated to subordinates. When I say that the details seem "intimidating", I mean that they seem likely to take up more time than I can spare.
However, it is possible to put details into a game without requiring work from the player. If that's what the designers are trying to do, I wish them all possible success.
bountyhunter wrote:You presume wrong.
bountyhunter wrote:I have commanded real soldiers in combat, and it doesn't come close to any experience I will ever have in a computer game.
bountyhunter wrote:My argument is that no one here should tell the developers to take anything (ie feature) out but instead give the option to the player at the start or during the game.
bountyhunter wrote:
My argument is that no one here should tell the developers to take anything (ie feature) out but instead give the option to the player at the start or during the game. Since everyone here is not like you with so little time, it should be up to the player to manage his own time, not pass a vote through a forum of strangers.
Remise wrote:If there is some equivalent to a vote here -- and I agree with you there should not be, as the designers have to have some faith in their own ideas -- I would vote with you. As a designer myself, one of my credos is to let the players decide how they will play the game, rather than forcing my own ideas of fun upon them.
B.C. Milligan
Remise wrote:If there is some equivalent to a vote here -- and I agree with you there should not be, as the designers have to have some faith in their own ideas -- I would vote with you. As a designer myself, one of my credos is to let the players decide how they will play the game, rather than forcing my own ideas of fun upon them.
B.C. Milligan
Pocus wrote:no new thread from us, but you are welcome to start discussion on anything you want. We will also try to post a first AAR soon.
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