StormingKiwi -> RE: Conflict and Resolutions (5/2/2021 4:19:11 AM)
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ORIGINAL: zgrssd quote:
ORIGINAL: StormingKiwi I'm wondering about conflict and resolution in DW2. One major limitation of many strategy games I've played, and unfortunately Distant Worlds falls into this as well, is how militaristic everything is. Often, conflict is resolved through violence or disregard; rather than through different means that allow escalation of the conflict to occur. e.g. someone settles a colony you had your eye on. You should be able to maneuver on different playing fields (diplomatic, political, social, economic) to bring it under your control. In a lot of strategy games, the two options you have are to forget you ever wanted to colonise that planet or warfare. If the only way to exert your political influence and will is by building a fleet of ships that murder the other guy and take their stuff, then that's the way everyone will act. I think there should be more cooperative and competitive ways of interacting with other factions. While that sounds wonderfull, there is one fundamental flaw with it: The AI can not play that game. Game AI all have a fundamental weakness: They can not plan ahead. Not even a little. We are pretty good at faking it via Budgets, Economic Plans and similar tricks, but that is still no planning. A surprising amount of things requires trivial amounts of planning skills: - Not a issue for humans. We propably do it without realizing it. - Totally impossible for the AI. I am pretty convinced we could make serioues Progress in AGI if we managed to pull planning off. This is a strawman argument in this thread. Waging war also takes planning, and a lot of games in the strategy genre assigns war waging as a task which the AI can perform and that the player can participate in with the AI. It in no way addresses the fundamental critique - that there are more ways to compete than military warfare, and ways to cooperate are often ignored completely.
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