Post by Druebey on Jan 30, 2016 21:48:26 GMT -5
Hello there,
I must say I was not expecting it to be so soon after moving that I update you all on something new, but here we are today. I am currently reevaluating my stance on length and amount of provinces in the games. Considering IF I was to change any of those, I would also have to change the amount of detail per province and how cities/towns of the modern era are going to be represented. I honestly did not expect this turn of events but must go on working. I have moved over to the new house, just not started unpacking just yet. My hope is to have things sorted out by the first alpha version release. It is going to be interesting as per my research a human being can only walk 3 miles a day, while what I was going to use is over twice that in distance per point. This may be a great thing as it will be able to model suburban growth and like when time comes better...
I am looking at all the sides of the coins here, and I must say that IF I do make the length and amount of provinces different, it will be better all in all. I already am making a niche niche niche game, so making it even more niche isnt a bad thing. Funny part of this, a person recently got into a discussion with me about why I am making these games... Honestly first and formost my own enjoyment, as I cant do something that in the end I will dispise. Secondly others enjoyment, to which I do not expect many to partake. In that regard the more detail I input into the games, the more niche they are. I know this, and the less likely people will enjoy the games due to the sheer about of information in each. BUT let me be clear on this, I am wanting the games to model things that other games refuese or deny ever happened too... Holocaust, Red Scare(US,UK,France,etc), The evolution of mankind, Logistics and the bottlenecks if your not careful, oil to oil products production(gas, natural gas, kerosene, lubricants, ship lubricants, ship oil, heating oil, process of plastic, etc{not giving all the products I have thought about}), How ships were made(live oak, teal, pine, red oak, hickory, tar, ship grout, brass fittings, steel[and various gauges with affects on armor], armor types[timber, cotton, iron, steel plates, rubber), city growth, population growth, birthrate/death rate, pandemics, epidemics, technological innovations and devations, spread of religion, results of religions, religious wars, hordes and their own mechanics, how people congrataged and governed in various timeperiods and types of government now(city, county/province, state, country, international each with its own special aspects), etc
Many things that grand strategists may or may not like due to micromanagement of certain aspects but the over all primise of the games is that a grand strategy starts at the beginning of your "culture" and goes throughout the ages. Can one truly plan for a culture to survive and evolve throughout time? What decisions will need to be made, economic political military etc wise to survive to the modern and beyond? The more I have time to sit here while unpacking and playthrough the first game in my head, the more I see that there needs to be more time and planning for the future. Honestly when this first game gets released, I dont expect people to like it or truthfully buy it. I though am going to state that the games themselves are going to require far more higher thinking, even if you dont think it is, than most games. One may not be able to truthfully understand how each mechanic will work, but I will try to explain it the best possible way I can. I plan on having alot of things that will be tactful but true to form when it comes to the eras and time periods. I wont stay away from MIA/KIA/POW situations or even hostage situations... AS the ruler of your people, may it be a clan of people or a country, you may have to interseed into the situations the lower government officals are part of. AND it may MAY determine how your people feel about you in the end. Magna Carta, Iran Hostage, Bengazi, Capture of Neapolean, Capture of Franco, etc are all good examples. NOT only will it pertain to your own people, but to the various other cultures/nations in the world that can hear about it... Oh instant knowledge or passing of information before information age and satellite communications will be inpossible also Another wrench in most Grand Strategy games is how do you know that exact date what other nations are building for military or if spies have been captured or turned? I am hoping to shall we say, make it more plausible and realistic? It is going to be interesting to see how things pan out, but I will state this... The best games that are bought are those that ignore the littlest details, and the ones that pay attention get thrown in the bin.
I am prepared for negative and people to never refer my games to others just due to the sheer amount of data and mechanics. I am hoping though, by making the games the way I am, others that are like me will play and enjoy the games. I have always saught the more immersive/intense gaming experiences. Victoria Revolutions, Colonization, Imperialism, Master of Orion, EvW(before it was canceled), etc All of those games still left me wanting deeper and more intense gameplay. I am not a oh there are five resources thats too many type of person, I am oh there are five resources that could be made into 100s. So, for those wondering if you will truly like the games when made and released, Think of that... What is your prefered amount of resources/decisions/etc a game can give you? IF not near what I have planned, I dont suggest buying the games. AS you will never find the fun aspect as you will be always overwelmed with the mechanics. Just being friendly and helping you and I prevent future falling out.
Thank you,
Drew
I must say I was not expecting it to be so soon after moving that I update you all on something new, but here we are today. I am currently reevaluating my stance on length and amount of provinces in the games. Considering IF I was to change any of those, I would also have to change the amount of detail per province and how cities/towns of the modern era are going to be represented. I honestly did not expect this turn of events but must go on working. I have moved over to the new house, just not started unpacking just yet. My hope is to have things sorted out by the first alpha version release. It is going to be interesting as per my research a human being can only walk 3 miles a day, while what I was going to use is over twice that in distance per point. This may be a great thing as it will be able to model suburban growth and like when time comes better...
I am looking at all the sides of the coins here, and I must say that IF I do make the length and amount of provinces different, it will be better all in all. I already am making a niche niche niche game, so making it even more niche isnt a bad thing. Funny part of this, a person recently got into a discussion with me about why I am making these games... Honestly first and formost my own enjoyment, as I cant do something that in the end I will dispise. Secondly others enjoyment, to which I do not expect many to partake. In that regard the more detail I input into the games, the more niche they are. I know this, and the less likely people will enjoy the games due to the sheer about of information in each. BUT let me be clear on this, I am wanting the games to model things that other games refuese or deny ever happened too... Holocaust, Red Scare(US,UK,France,etc), The evolution of mankind, Logistics and the bottlenecks if your not careful, oil to oil products production(gas, natural gas, kerosene, lubricants, ship lubricants, ship oil, heating oil, process of plastic, etc{not giving all the products I have thought about}), How ships were made(live oak, teal, pine, red oak, hickory, tar, ship grout, brass fittings, steel[and various gauges with affects on armor], armor types[timber, cotton, iron, steel plates, rubber), city growth, population growth, birthrate/death rate, pandemics, epidemics, technological innovations and devations, spread of religion, results of religions, religious wars, hordes and their own mechanics, how people congrataged and governed in various timeperiods and types of government now(city, county/province, state, country, international each with its own special aspects), etc
Many things that grand strategists may or may not like due to micromanagement of certain aspects but the over all primise of the games is that a grand strategy starts at the beginning of your "culture" and goes throughout the ages. Can one truly plan for a culture to survive and evolve throughout time? What decisions will need to be made, economic political military etc wise to survive to the modern and beyond? The more I have time to sit here while unpacking and playthrough the first game in my head, the more I see that there needs to be more time and planning for the future. Honestly when this first game gets released, I dont expect people to like it or truthfully buy it. I though am going to state that the games themselves are going to require far more higher thinking, even if you dont think it is, than most games. One may not be able to truthfully understand how each mechanic will work, but I will try to explain it the best possible way I can. I plan on having alot of things that will be tactful but true to form when it comes to the eras and time periods. I wont stay away from MIA/KIA/POW situations or even hostage situations... AS the ruler of your people, may it be a clan of people or a country, you may have to interseed into the situations the lower government officals are part of. AND it may MAY determine how your people feel about you in the end. Magna Carta, Iran Hostage, Bengazi, Capture of Neapolean, Capture of Franco, etc are all good examples. NOT only will it pertain to your own people, but to the various other cultures/nations in the world that can hear about it... Oh instant knowledge or passing of information before information age and satellite communications will be inpossible also Another wrench in most Grand Strategy games is how do you know that exact date what other nations are building for military or if spies have been captured or turned? I am hoping to shall we say, make it more plausible and realistic? It is going to be interesting to see how things pan out, but I will state this... The best games that are bought are those that ignore the littlest details, and the ones that pay attention get thrown in the bin.
I am prepared for negative and people to never refer my games to others just due to the sheer amount of data and mechanics. I am hoping though, by making the games the way I am, others that are like me will play and enjoy the games. I have always saught the more immersive/intense gaming experiences. Victoria Revolutions, Colonization, Imperialism, Master of Orion, EvW(before it was canceled), etc All of those games still left me wanting deeper and more intense gameplay. I am not a oh there are five resources thats too many type of person, I am oh there are five resources that could be made into 100s. So, for those wondering if you will truly like the games when made and released, Think of that... What is your prefered amount of resources/decisions/etc a game can give you? IF not near what I have planned, I dont suggest buying the games. AS you will never find the fun aspect as you will be always overwelmed with the mechanics. Just being friendly and helping you and I prevent future falling out.
Thank you,
Drew