Deride
Posts: 488
Joined: 6/21/2004 From: Dallas, TX Status: offline
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quote:
ORIGINAL: offbase I’ve already said that the AI is tough, but when I came THIS CLOSE to absolute victory no less than sixteen consecutive times, I stopped loving the game and started resenting the amount of time I was wasting trying to get past the first engagement of the campaign! I don't think it is my place to respond directly to a reviewer, so I'm going to side-step that. However, I would like to clarify decisions that we made about the game, especially in regards to turns, etc. When designing a game, you need to make it sufficiently difficult to win so that victory feels good. At the same time, you need to make sure the you don't make it too hard or players will feel frustrated. We did a couple of things in TS:ATG to address these issues: First, we spent a lot of time beta testing the game to make sure that our testers believed the game was balanced. Overall, we made changes to setup, victory requirements, turns, etc. to meet the needs of a varied player base. (For example, following beta, we completely overhauled the Indian map as well as the effects of elephants.) Second, we put in objectives that help push the player towards playing each scenario in a certain way. If you follow those hints, you will likely do well. If you ignore them, good luck -- you might out-fox the level or die trying. Third, we created "minor victories" and "major victories." Winning does not mean "major victory" on each map. As a matter of fact, we assumed "minor victories" for players and actually penalize the player after a "major victory" to keep the game adjusting to your skill level. I think it is a misconception from some players (and reviewers) that a major victory rewards you better -- it doesn't. We thought major victories were more intended for replay than anything else. Fourth, we made sure that the AI was not overly disadvantaged by the player having better forces, known objectives and unlimited time to win the map. There were two major strategies that we wanted the AI to defeat easily: 1) bull rushing (which would have killed Alexander in real life as well) and 2) war of attrition. Without much help on our end, the AI can defend against bull rushes fairly easily by taking tactical advantage of the player and pulling in help as needed. The war of attrition, on the other hand, was harder to beat -- so we put in turn limits. Again, following testing with a large group of beta players as well as interally running through the levels, we felt that turns were never the limiting factor in achieving victory. Perhaps limiting you from major victory -- but that is a reward for doing more than just beating the scenario. Deride
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