2 Things which have made some games Truly Great

I'd like to expand on some previous ideas (e.g. https://forums.elementalgame.com/374597) and try to briefly pinpoint 2 small elements which really help make games great. They have led me (and others) to drop our jaw in the middle of a gaming session and go "wow!" or "I didn't know you could do that!" or "that really surprised me!" or "nice move, that was a great idea!" or "what a brilliant solution you found!" and let me tip my hat to my opponent (in most cases, human) or to myself in SP. I have not had that experience in some games I have not re-played often, and Elemental is one of those. I think Elemental could profit from more of these two elements.

I will call them

1. Syngergy and 2. Tradeoffs.

SYNERGY

I was recently surprised after playing two short blitz games of Dominions and a couple of Star Chamber. There are a large number of inherent spell-like actions in both games (and of course both of these games have their faults, I am not claiming that either is the "best" game ever) that, by themselves, are fairly unspectacular. In fact, most of the spell-like actions in these games are, by themselves, much like you would expect. But partly due to the sheer quantity of different spell-like actions (many of which appear, by themselves, quite underwhelming), and partly due to the clever mechanics of having conditional status flags which the game engine can read (such as, paraphrasing "_is_storm_present_on_area_PQR" or "is_reptilian" or "is_cursed" or "is_wet" or "is_blessed" or "is_a_lance(only 1 shot per battle)" or "is_summertime" or "is_Xyearsold", etc.), the combination of these vast quantities of abilities can be incredibly surprising. Players (and an AI who knows how to see them) can be incredibly creative. This makes for fun. In Elemental, I often get just what I expect. I am rarely surprised in a positive way (my surprises usually come when something "random" happens or when I fail to scout effectively). In games with a lot of synergy, you can be surprised because combinations you had never expected -- also combinations which result from varying conditions you might not have predicted -- or never seen before can be discovered and seen even years after the games have been out on the market. I'd like to see Elemental have more intercombinations (e.g. https://forums.elementalgame.com/369399,) flags for conditions, and a LOT more spells, even if these are, by themselves, not spectacular.

 

TRADEOFFS

By Tradeoff I mean that investing resources (including logistics, time, placement, etc.) into one aspect will cost you in another aspect, and that there are no really good "plain advantages". (This is, in some way, a derivative of an Axiom of TBS fun I attempted to write about 2 years ago in A Postule on TBS fun.) Example from "real life", martial arts: I can strike you (or otherwise attempt a maneuver, such as a takedown or a submission), but doing so will cost me, at least a quantum of fatigue and a certain quantum in loss of position, or the risk of position loss. I think you know what I mean. This contributes a lot to what makes most martial arts competitions exciting. Example from gaming (concretely, Dominions) : I can wear armor, or heavy or stronger armor, but doing so will cost me fatigue. Increasing Fatigue, in turn, will negatively affect my defense -- but not all situations require that I gain fatigue. When is the tradeoff worth it? You have to think. There is no easy solution, and no no-brainer. There is no "better" choice in all circumstances. Elemental could use less "better", and more tradeoffs, in the form of mechanics which interdepend on one another (I'd like to see Morale back) and more inherent penalties to better boni (e.g. this helmet protects against crits to the head, but obscures sight).

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Reply #1 Top

An interesting post!

Having a lot of options is good - but having a lot of options which are balanced against each other is more difficult, as each new option added has to be compared against existing ones for balance - e.g. if there is a spell that increases Dodge, should there be another spell that does the same thing? If so, how would this be different? If it is highly specific, will anyone ever use it?

Furthermore, adding complicated options means that the AI likely won't be able to understand them. Dominions and Star Chamber are oriented towards the multiplayer side of the game - Elemental intends to provide a solid single-player experience. I'd also argue that it is the AI that should be throwing oddball curves for the player in a TBS game, not the rules of the game.

So to me, having lots of options is not necessary - it's having a sufficient number of options to provide meaningful choices, having the right choices depend on the situation at hand, and having AI opponents who can understand and solve the same problem, meanwhile being different enough so as to provide a different flavor of opposition.

As to the trade-offs - I'd be perfectly happy if some of the technologies unlocked armor\weapons\magic that is plainly better than previous versions; yet at the same time other technologies would allow more powerful abilities, but with drawbacks (e.g. research Superior Bowcrafting to upgrade your archers from longbows to composite bows, or Master Archers, which grants your archers the ability of Rapid Fire, which sacrifices accuracy for damage).

Where the developers are heading in right direction, though:

1) Random set of technologies available at the start of each game - this means that synergies available in each game will be different (I'm hoping that this will allow things such as Mounted Archers available in one game, whilst completely missing the next - and that such units will require different tactics to defeat).

2) The concept of encumbrance requiring trade-offs between armor and weaponry being used. The closest concept here is probably Master of Orion's ship designer, which provides me with a lot of fun to this day.


 


Reply #2 Top

Yes, I totally agree with this.  Trade offs.  yes.  its what sid meyer said, many times, in discussing his design approach.  He called it "interesting choices.'  Same dance, different tune.  The player, being presented with interesting choices, trade offs is what, for me distinguishes an 'OK' game from an awesome game.  The game can have mind blowing graphics, intuitive and easily used interface, great items, story, etc -but if there aren't interesting choices all along the way... well, loses replay value very fast...