Re: Rethinking and 'fixing' 4X Space Civ Games
Posted: 2014-09-13 08:16pm
Okay. So the thing you really want your game to have that makes it special is scalability.
You want to be able to start small, but grow to the space-operatic scale that always makes me think of the works of Dr. E. E. Smith... and have the complexity of managing your empire scale logarithmically, not linearly, with size.
Master of Orion (I and II) both suffer from linear or near-linear growth of administrative complexity. Compare managing twenty colonies that produce a ship every turn to managing one colony that produces a ship every five turns. The latter involves 100 times more output... and, in those game engines, roughly 100 times more work
What you want, then, is to come up with a really good game mechanic that allows you to NOT have the administrative burden of running your polity increase linearly with its overall size and economic productivity. You want the amount of work involved to, at most, increase by some fixed amount every time the Empire doubles in size. It's probably okay if a turn takes one minute when you have 1 unit of stuff to oversee, and two minutes when you have 10 units, and so on up to seven minutes for a million units... but obviously the game never goes anywhere if it takes a million minutes to complete one turn!
The 'multilevel' system you describe is a good step in that direction.
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But here's the catch.
4X games tend to sell to people who like managing things, seeing them grow and flourish. One of the biggest obstacles you'll encounter is that you have a player who has laboriously set up their exquisitely balanced little empire of 14 planets in five star systems, choosing the most productive worlds and micromanaging every detail to get things just right. Then he settles one more planet and WHAM it turns into a 'sector.'
Suddenly, those details he spent all that energy setting up are no longer tracked, every individual planet becomes a dull generic "mining world" or "science world" or "food court world" or whatever. So for one, a lot of work is sort of... lost. For another, if the player was managing his planetary economies well, it is very likely that they will actually be less productive immediately after the transition to the Sector Stage than they were before.
"What do you mean the research world of Petrine IV only produces 200 Science Points now? I had it doing 500 points a turn just ten minutes ago? AAAAAGH!" is not something you want to hear a 4X player say.
So we need some means of addressing that. Suggestions?
You want to be able to start small, but grow to the space-operatic scale that always makes me think of the works of Dr. E. E. Smith... and have the complexity of managing your empire scale logarithmically, not linearly, with size.
Master of Orion (I and II) both suffer from linear or near-linear growth of administrative complexity. Compare managing twenty colonies that produce a ship every turn to managing one colony that produces a ship every five turns. The latter involves 100 times more output... and, in those game engines, roughly 100 times more work
What you want, then, is to come up with a really good game mechanic that allows you to NOT have the administrative burden of running your polity increase linearly with its overall size and economic productivity. You want the amount of work involved to, at most, increase by some fixed amount every time the Empire doubles in size. It's probably okay if a turn takes one minute when you have 1 unit of stuff to oversee, and two minutes when you have 10 units, and so on up to seven minutes for a million units... but obviously the game never goes anywhere if it takes a million minutes to complete one turn!
The 'multilevel' system you describe is a good step in that direction.
______________________________
But here's the catch.
4X games tend to sell to people who like managing things, seeing them grow and flourish. One of the biggest obstacles you'll encounter is that you have a player who has laboriously set up their exquisitely balanced little empire of 14 planets in five star systems, choosing the most productive worlds and micromanaging every detail to get things just right. Then he settles one more planet and WHAM it turns into a 'sector.'
Suddenly, those details he spent all that energy setting up are no longer tracked, every individual planet becomes a dull generic "mining world" or "science world" or "food court world" or whatever. So for one, a lot of work is sort of... lost. For another, if the player was managing his planetary economies well, it is very likely that they will actually be less productive immediately after the transition to the Sector Stage than they were before.
"What do you mean the research world of Petrine IV only produces 200 Science Points now? I had it doing 500 points a turn just ten minutes ago? AAAAAGH!" is not something you want to hear a 4X player say.
So we need some means of addressing that. Suggestions?