Re: [OT] Campaign detail and playability - was RE: [semi-VV] Multiple resources
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Tue, 08 Feb 2005 19:26:14 +0100
Subject: Re: [OT] Campaign detail and playability - was RE: [semi-VV] Multiple resources
Binhan Lin wrote:
>I think it comes down to how much can be expected of a campaign
>player. Essentially, to make a game quick and fun, it should basically
>boil down to about 3 major decisions per turn. As you add detail you
add
>complexity and the number of decisions you have to make increases
rapidly,
>and trying to determine the ramifications of each decision becomes
harder
>and harder.
"Complexity" isn't just "lots of decisions". *Paperwork* is a major part
of
game complexity, or at least of what the players percieve as (and
complain
about as) complexity. For example:
>Throwing out a hypothetical scenario, postulate 3 resources, money and
>ships. The resources are FTL material (FTL), Weapons material (W) and
>Hull material (H). Money is the nice generic Mega Credit (MCr) and
ships
>are FT ships.
>
>A generic nation (Generica) might be:
>
>3 star systems (A, B, C) connected by wormhole transits
>Star System A produces/refines FTL - 2 units per turn
>Star System B produces W and W at 2 units per turn
>Star System C is the national capital with the shipyards
>
>The treasury is 1000 MCr and the nation has a fleet of 12 military
ships
>and 6 cargo ships.
>
>Since this nation produces 6 units of resources at locations different
>than it's shipyards, it requires 6 units of cargo ships to "transport"
the
>materials, although in reality this would also encompass the
appropriate
>planetary and orbital dock facilities to handle such cargo.
>
>The game system should track 2 possible bottlenecks - manufacturing and
>transport.
Yep. And here's where the paperwork starts to accumulate; with only
three
systems and eighteen ships it isn't too bad, but when you get a score of
systems and hundreds of ships it is. It gets even worse when freighters
take multiple campaign turns to reach their destinations (eg. if it
takes 2
campaign turns for a freighter to move from system A to system C), since
then you also need to track the progress of the cargo.
This is *very* similar to Imperial StarFire - with the added complexity
of
having to juggle multiple resource types instead of just one. Sure, no
individual piece of paperwork is difficult - it's just that there is so
*much* of it after a while :-(
Regards,
Oerjan
oerjan.ohlson@telia.com
"Life is like a sewer.
What you get out of it, depends on what you put into it."
-Hen3ry