dogancan -> RE: Bitter Glory (2/16/2009 12:11:27 AM)
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Strategic games of this theme and scale begin to be way too similar with each other, although I believe there are significant opportunities for a fresh game to differentiate itself and improve the standard. Although military aspect is always naturally at the centre of the focus of all games, IMO economic and political aspects (which really rose most challenging problems for the "governors" of states of relevant period) are unnecessarily abstracted to a point of childish "selections". Take take issue of economy: in HoI, as far as I remember, you are "buying" factories for your provinces to increase your production, and have full control on the production of luxuries, food and guns. Moreover, any changes you make have instant effect: "you want to increase your luxury production? no matter, just left-click to the bar and with the next morning the country will begin to produce more luxuries!" I am aware that these are just “games” and they meant to be played with ordinary gamers, but I do not see a reason to create a little more sophisticated economic dimension for these games. Let me explain: If you are playing with a capitalist country or a fascist one, to improve your luxury production, you should need to lower your import tariffs on these, should lower any luxury-consumption taxes, and wait for a couple of months at least. Likewise, to improve your military production, you may either choose to increase political pressure on unions, or start social campaings, or if you are still in 30s, may just pay more to create an incentive for people to join the business of gun-production. Is it too hard to code such a system? It does not necessarily be too complex, but will surely add much depth to game, and create a need for making economic plans for the next months, and years. Also, with a sophisticated economy model, in the big campaing starting from thirties, players will need to be tackle with the effects of depression, with inflation, social problems and etc. (wouldn't it be fun to choose either to imply or not the Keynesian economics and see the outcomes?). Moreover (if that was the historical case) making auctions for military armamanets, and say choosing to whom out-sourcing tank or battleship productions (to the lowest bidder or another company with more experience) will be fun. And those 'exactly known' amount od resources and required-time for producing a shipshould definitely be gone. There may always been delays due to the laziness of contractors, or strikes caused by your social policies! Think I made my point on the simplicity of economy modelling in these games. But one another issue is polics, especially internal politics. I heard that in HoI3 there will be some improvements, but still, there should be more interaction with the player and 'his society'. Creating hitler-youth, and choosing money to be allocated for it, should be based on the decision of the Germany player, and must have some outcomes for instance. Or one playing with france in 30s, while trying to get the country ready for the coming war, should struggle to win the next elections, raise campaings, must be able to prepare propaganda films (either based on patriotism, or the superiority of his party). May be, with playing soviets, you may even choose to send lots of many to communist party of USA to help them against trockists, or empower them enough to quarante a social pressure in USA society toward interfering in case of an attack to USSR :) To summarise, in my opinion, without these two key areas sufficiently improved, it is really hard to make a game like this, which will be significantly different and better than HoI series. Not that I don't like your approach, I read whole your developers diary, and will probably be one of your customers. Platoon based approach, and to desing your plattons are nice ideas. But I would really like to see some substantial improvements in Bitter Glory. I hate to “buy factories, select ministers, produce a DD in 237 days for 1.2$ per day”. And I believe computers have long been developed enough to simulate more.
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