so now you're complaining because the game has a feature which is too good?
I am complaining because the game is too good at playing without player doing anything. How is that a good design?
so now you're complaining because the game has a feature which is too good?
so now you're complaining because the game has a feature which is too good?
Should've been "MEOW meow meow MEOW meeeeow " and the subtitles say "GIEF 100000 CAT FOODS NAO"That cat diplomats speech lines ..
That Psilon looks so happyShitload of screenshots:
seeing those screenshots I wanted to gouge my eyes outThat Psilon looks so happy
i still see nothing about the game quality. all you can shout is "the game can play! i hate it! let me play! but i don't want to play because the game can play!".
The MOO1/MOO2 debate has to do with the acceptable level of micromanagement that works within a game. People have different tolerances for that, and "sliders vs. build queues" is a big part of that discussion.
you can travel outside starlanes. yes, it's much slower but when technology progresses and shit hits the fan you can be attacked from everywhere.The corridor-connected stars are completely fucking stupid, and the other AI empires and insanely timid to the point where its not only possible but probable to win without war unless you go looking for it. And does anyone for a second think that having 10 different ways to say the same thing diplomatically was a good idea?
You are a dumbfuckAny game that provides a system for automating part of the game has already failed at some level of design.
You are a dumbfuck
been there, done that.go play Moo3 without any mods. You'll see the problem in an hour.
been there, done that.
so what? it's a game with a grand scope but not so good execution, i've seen worse, i liked worse, and anyway no game ever made me feel i was the head of a true star empire.
but this is not the point of this discussion. here we're hearing people saying "i wish this game had less automations because they are too good, i wish they weren't there so i could play, but even if you can turn them off i don't want to play anyway".
A couple quick thoughts:The point is that creating features that are then automated almost invariably lead to a problem in play. Many players believe, as do I, that if there is a compelling reason to automate some feature in the game then that is most likely a feature that should not be in the game. Of course, no one is starting a crusade in the video game industry to "remove all automation from strategy games". It's just an opinion on what is a philosophical point on the ideas of proper game design.
A couple quick thoughts:
(1) You seem to be presuming turn-based games with infinite decisional/micromanagement time. Obviously this is a (small) subset of games. For every other kind of game, inferior automation is a totally legitimate way to say, "Where you don't pay attention, things won't go entirely to hell, but they won't go as well as you would like." A very basic example of this automation would be units in an RTS attacking when an enemy enters range.
(2) Even in a 4X, it seems to me that you could have non-consenual automation (akin to what is talked about the MOO3 link above), which would also work reasonably well with inferior automation. For example, you might limit the player to direct control over a single planet, while other planets are automated. In my opinion, this can be used effectively as the scope of the game scales up: in essence, when the game is about controlling a single planet, the unit of manipulation is small, but when the game is about controlling 100 planets, the unit of manipulation gets large. This would nicely represent the way real management works, as well as avoiding fiddliness. I think this could also be non-frustrating if the benefits of micromanagement began to diminish as things scaled up -- for example, if the extra 30 units of production you could get by obsessively max-minning were swamped by bonuses and so forth.
I think you're mistaken in thinking it is a problem. I think it can actually be a very rewarding feature of a game to have the player shift his focus to broader and broader scale as the game progress -- in fact, I think this is a pretty clever feat of game design, that kinds of choices the player is making shifts as the game goes on, rather than simply increasing the quantity of choices or the tokens he's employing in making those choices. I'm not a big fan of so-called "incremental" games (which are quite the rage in Flash portals at the moment), but if you look at some of the classics, like a dark room or Candy Box, they pull this off in a pretty fantastic way.Yes, but we are back to the notion of game design. If the game designer knows that the game could reasonably scale up to 100 planets and suddenly shifting colonists is unbearable, then his role is to design the game in such a way that this kind of progression is workable. He could certainly choose to solve this problem by allowing the player to automate (i.e. stop participating in) certain parts of the game that do not scale well. But that is what mean when I say that the game design has failed at some level. Is there a way to design the game so that these actions scale without taking the player out of the decision-making process? That's ultimately the goal.
You're being obnoxious and obtuse, either because you're an autistic sperglord or you get a kick out of playing devil's advocate - I don't know which is worse. The problem is pretty clear to anyone who has actually played the game. It plays itself competently enough that the player doesn't have to do anything but even if you turn off all the automation, it doesn't really help - you're left moving groups of ships and fiddling with sliders, none of which seems to have an effect on anything. Eagerly awaiting your nonsensical reply where you still refuse to accept facts.been there, done that.
so what? it's a game with a grand scope but not so good execution, i've seen worse, i liked worse, and anyway no game ever made me feel i was the head of a true star empire.
but this is not the point of this discussion. here we're hearing people saying "i wish this game had less automations because they are too good, i wish they weren't there so i could play, but even if you can turn them off i don't want to play anyway".
I think you're mistaken in thinking it is a problem. I think it can actually be a very rewarding feature of a game to have the player shift his focus to broader and broader scale as the game progress -- in fact, I think this is a pretty clever feat of game design, that kinds of choices the player is making shifts as the game goes on, rather than simply increasing the quantity of choices or the tokens he's employing in making those choices. I'm not a big fan of so-called "incremental" games (which are quite the rage in Flash portals at the moment), but if you look at some of the classics, like a dark room or Candy Box, they pull this off in a pretty fantastic way.
listen, my dear faggotlord, i've always managed my regions manually, as the build orders on the most productive planets, and the outcome it's always been exactly what i expected. actually it's extremely important in the beginning to have some extremely focused planets which could provide most of the food/minerals/industry, and at the same time they have to be actively defended otherwise a single ship blockade could cripple an entire empire. of course when you have a hundred planets a new one, whatever it does, doesn't add much, and they can/have to be automated.You're being obnoxious and obtuse, either because you're an autistic sperglord or you get a kick out of playing devil's advocate - I don't know which is worse. The problem is pretty clear to anyone who has actually played the game. It plays itself competently enough that the player doesn't have to do anything but even if you turn off all the automation, it doesn't really help - you're left moving groups of ships and fiddling with sliders, none of which seems to have an effect on anything. Eagerly awaiting your nonsensical reply where you still refuse to accept facts.