7 Sep 2005 18:40
Gameplay guidelines
Andrew Sayers <glob2-devel <at> pileofstuff.org>
2005-09-07 16:40:01 GMT
2005-09-07 16:40:01 GMT
What constitutes good and bad gameplay? Obviously this is hugely subjective, but I'd like to try and work out some guidelines for the way we would like a game of Globulation 2 to play out, so we can start to think more about what the game should be like. I'll try and present some general topics for discussion before I give my opinions on them, but there are probably a lot of issues I've not thought about, so please add ones you think of. The two big issues that occur to me are competition vs. co-operation, and thrills vs. skills. There's also an issue of game length. There can be good games anywhere along the competition/co-operation spectrum. For example, first-person shooters can be great, but tend to be entirely competitive, while sim games can be great, but are totally co-operative. Ultimately, Globulation 2 is a competitive game in that each team wins or loses on its own - alliances aren't considered. On the other hand, alliances can exist and make for much more interesting gameplay. It's also competitive in that the aim of the game is always to beat the other team, rather than (say) to reach some part of the map. Glob2's scripting language can handle some non-competitive goals, but this is quite rudimentary and rarely used. Thrills vs. skills is an area of gameplay that gets less attention. Is it better to have a game where the gameplay is more subtle and varied, where every move has a thousand counters, and every counter a thousand weaknesses, or a game where you build up a great army and smash your unsuspecting enemy in one strike? Finally, game length seems at first like a minor side-issue, but I think it's a good way of getting at the way a game should work. Obviously,(Continue reading)
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