LORD ORION
Warlord
- Joined
- Jan 14, 2015
- Messages
- 239
As recommended by Minor Annoyance here
We can call it the "Great Mistake 2.0" condition
Basically, is there room / need for a gameplay mechanic that makes everyone lose if everyone only plays "to win".
Some basic guidelines for this suggestions
1) This global condition should be a gameplay trigger to prevent/discourage "bad" gameplay elements among players.
2) Any 1 faction should not be able to trigger this event as a "hah you were going to win, but I foiled your victory" strategy.
So I'll open up with some general comments
A Bad gameplay Element:
Non-interacting with other players: Players build up their territory (develop tiles, build defense units) and then just rush to a victory condition inside their borders. Who has the best development strategy of the given starting places? Bleah.. who cares, because that's not a fun game.
What can we do to solve it?
Maybe some sort of diplomacy interaction that makes people cooperate (with resentment) that eventually leads up to players being required to pillage certain enemy tiles / sabotage certain buildings?
This is a brainstorm thread, so plz post ideas / thoughts:
What do you think are bad gameplay elements in this game?
Any observations on the current human condition? *you know, make games draw attention to real problems in a round about sort of way*
We can call it the "Great Mistake 2.0" condition
Basically, is there room / need for a gameplay mechanic that makes everyone lose if everyone only plays "to win".
Some basic guidelines for this suggestions
1) This global condition should be a gameplay trigger to prevent/discourage "bad" gameplay elements among players.
2) Any 1 faction should not be able to trigger this event as a "hah you were going to win, but I foiled your victory" strategy.
So I'll open up with some general comments
A Bad gameplay Element:
Non-interacting with other players: Players build up their territory (develop tiles, build defense units) and then just rush to a victory condition inside their borders. Who has the best development strategy of the given starting places? Bleah.. who cares, because that's not a fun game.
What can we do to solve it?
Maybe some sort of diplomacy interaction that makes people cooperate (with resentment) that eventually leads up to players being required to pillage certain enemy tiles / sabotage certain buildings?
This is a brainstorm thread, so plz post ideas / thoughts:
What do you think are bad gameplay elements in this game?
Any observations on the current human condition? *you know, make games draw attention to real problems in a round about sort of way*