Our Scripts Vault contains many game scripts that you can use to create your own game!
You said "Leaving too much power to social forces will eventually make someone get a total domination which is not necessarily good for the game.". I disagree with this. Some of the greatest stories of all time from from Alexander the Great and Hitler. Allow someone to gain a force and try for hegemonic domination. Then allow uprisings that allow players to take down the ruler by force. Eventually, people will tire of serving the same lord, especially as they become powerful and neglect the people they've stepped on to get to where they are.
Anyway, I definitely want non social parts too. Things for lone wolfs.How they can progress in an everlasting strategy? How to make it so the system does not break up completely due to constant increase of assets?(especially the: you build a farm for 100 gold, it brings you 10 gold a day, then you build a new farm using the gold from existing farm which let you build further farms faster and faster)
I find it really hard to think about that because it is so "general". It's easier to picture a game and try to find solutions to it's flaws than to not picture a game and find solutions to it's flaws. If that makes any sense...
what if there is no increase in assets?
and players battle for control over these assets in a chess-like way
Set up a framework of assets and ways of people to interact with those assets
I find it the hardest to come up with something that would please the lone wolf here... Maybe you should be thinking about what a lone wolf desires (eg building a stronger char, exploring, ... ) and let that be the required features or something. So that there is something more concrete to work with for starters.
What about some form of deck-building games?
Quote from: jannesiera on July 15, 2011, 06:36:44 AMI find it really hard to think about that because it is so "general". It's easier to picture a game and try to find solutions to it's flaws than to not picture a game and find solutions to it's flaws. If that makes any sense...I first wanted to get an overview of this issue. Like how they did it in various strategy games. So I can see all theorethically possible options before going to details.BTW, I will need it for this http://community.bbgamezone.net/projects/europe-1300/ you are very welcome to post your comment there, I'm starving for feedback
Quotewhat if there is no increase in assets?You know, I think people play these everlasting games because they have a constant progress and never lose it (no resets). So, the whole purpose and the sweet spot of such games is to get these assets and keep it forewer and ever (I might be wrong through, I don't play such games).
Quoteand players battle for control over these assets in a chess-like wayYes... but this limits the genre to wargames only. What if it was a strategy without war element? Or with some minimalistic war only?
QuoteSet up a framework of assets and ways of people to interact with those assets Sounds interesting, expand it please.
QuoteI find it the hardest to come up with something that would please the lone wolf here... Maybe you should be thinking about what a lone wolf desires (eg building a stronger char, exploring, ... ) and let that be the required features or something. So that there is something more concrete to work with for starters. Lone wolf (and any starting player who has not made friends in the game and hasn't made social connections yet) would need some sort of solitare improvement. Like improve his small personal farm with vegetables
Haven't browsed through that section of the forum yet.
QuoteQuotewhat if there is no increase in assets?You know, I think people play these everlasting games because they have a constant progress and never lose it (no resets). So, the whole purpose and the sweet spot of such games is to get these assets and keep it forewer and ever (I might be wrong through, I don't play such games).If that's really the case, it might be an issue . My guess is that you'll either end up with massive numbers of everything (what you don't seem to desire) or you'll need to constantly produce content (which you hate so much).Can anyone name a game where there is increase in assets without ending up in one of these two scenarios?
Who said chess is a war game?
Farmville? :S
My game doesn't have resets. To keep things fresh, there is a monthly clan competition for which progress is reset on the first of each month. I try to maintain a balance between making it possible for new players to do well in this monthly competition while also giving some benefits to players that have been around awhile and performed well in it.
Quote from: edmazur on July 24, 2011, 06:36:19 AMMy game doesn't have resets. To keep things fresh, there is a monthly clan competition for which progress is reset on the first of each month. I try to maintain a balance between making it possible for new players to do well in this monthly competition while also giving some benefits to players that have been around awhile and performed well in it.Does the outcome from previous competition increase chance of doing well in the next competition? Does clans hoard permanent assets that let them do well next time too or these assets are consumed/reset?