Lexicus
Deity
Watched the gameplay part of that video, it definitely doesn't look like a bad game.
Have they discussed how much it'll cost yet?
Have they discussed how much it'll cost yet?
Have they discussed how much it'll cost yet?
What leads you to those conclusions? (simple game, just can't get that experience)*shrug* The bugs and support or lack thereof don't particularly bother me. It seems likely that the game will be simple, on the level of Civ Rev in the worst-case scenario.
I understand that tablet gaming is the "wave of the future" or whatever, but my preference is for games like Civ III-IV-V, Total War, Rise of Nations, etc. You just can't get an experience like that on a tablet.
Yes, that one. The game looks like it will be a lot of fun. Sure, some elements are simple but I don't think it is super dumbed down. It definitely does not look or feel like an "iphone game". I think it has that "just one more turn" feeling, as you will always be wanting to see what the next mission might be and what next combat situation you will face. The tactical combat seems like a lot of fun. The maps look gorgeous and fun. I like that the maps are dynamic. I like that the game gives you a cinematic view when your ship fires on the enemy shot. I like that the affinities are so clearly shown in many screens. Very cool to see your crew all decked out super supremacy. I also noticed that the BE leaders look much more pronounced in their affinities. They look level 20 or something. And while the diplomacy is very basic, I think the diplo text and affinity visuals seem to paint a more vivid picture than BE does.
In fact, I'd argue that turn-based strategy games are the one type of game that could find its way to a tablet with the least difficulties.What leads you to those conclusions? (simple game, just can't get that experience)
Strategy games on tablets have the same inherent problem as consoles: the lack of a mouse and keyboard limits the things you can do with the UI, which in turn puts pressure on the game design to limit the complexity of the game systems. Take XCOM:EU as an example: the gameplay is greatly streamlined from the original, and that's not necessarily a bad thing, but if you tried to include all of the complex resource management and multi-base, multi-vehicle control from the original game into XCOM:EU's obtuse console-friendly menu system, it would probably become unplayable very quickly. Tablet UI design is even more restrictive, as you don't even have different controller buttons, but only two touch actions (click and drag). Imagine trying to code Civ V's UI for a tablet. No mouse hover tooltips (which contain a huge amount of information), no difference between left clicks to select and right clicks to move, no hotkeys. Everything must be giant buttons and an endless series of menus and dialogs, like a Japanese CRPG from hell; no single screens with multiple sources of information.In fact, I'd argue that turn-based strategy games are the one type of game that could find its way to a tablet with the least difficulties.
The usual problem with tablet games is that they are underpowered, too simplified and have bad controls.
Turn-based strategy, however, doesn't need that much horse power (some of the most revered classics like MoO2, SMAC, Civ or even the Paradox games) run on decade-old hardware. You only have to be willing to compromise on the graphics side compared to games like Civ5 or Endless Legend (and not even that much, I'd argue, with good art design).
If not real-time, then there is no need for hotkeys per se (since speed doesn't matter, making hotkeys merely a "nice to have" feature), meaning with some decent context-sensitive UI design it should play the same.
As for the simplified... that isn't a problem inherent with tablets, it's a problem with what people imagine the "typical tablet gamer" is: they approached the tablet gaming (due to its ties to the mobile market) the same as mobile gaming, i.e. games that can be played while waiting for the bus or while on the train.
Firaxis, however, targets the tablet market from "the other side", i.e. as smaller, more convenient PC that becomes the main computing device for more and more people, i.e. something you use at home with longer sittings, much like a PC game.
Don't mistake problems with the culture for problems with the technology.
Sure they do. XCOM was a streamlined game with a UI that was originally designed so that it would run on both PC's and consoles. That made the tablet port relatively straightforward. A complex, information-dense PC-only game that made full use of mouse and keyboard support would have been very difficult to port to a tablet without dumbing it down.Except that XCOM was designed for PCs first and ported to tablets later, so your complaints about the UI have nothing to do with the mobile paradigm.
Absolutely true, but hardly relevant to the point.Also, the original XCOM had an interface that ranks amongst the worst out there, even amongst traditional classic games which have dated UIs.
Wodan said:What leads you to those conclusions? (simple game, just can't get that experience)
I agree with all this. And, I would add, I think people are imagining CIV or CiV ported as is to the tablet.In fact, I'd argue that turn-based strategy games are the one type of game that could find its way to a tablet with the least difficulties. Turn-based strategy, however, doesn't need that much horse power. As for the simplified... that isn't a problem inherent with tablets, it's a problem with what people imagine the "typical tablet game". Don't mistake problems with the culture for problems with the technology.
We should point out here, that tablets have keyboards. You just have to hide part of the screen while using them. Most tablet apps don't bother, but that doesn't mean there couldn't be an easy to use function to pop it up, do what you need, and auto close the keyboard. Furthermore, a game that really needed/wanted it, could easily program in onscreen Ctrl, Alt, or Fn toggle buttons which would change the click/drag into multiple permutations giving as much functionality as a keyboard/mouse provides.Strategy games on tablets have the same inherent problem as consoles: the lack of a mouse and keyboard limits the things you can do with the UI
I'll repeat what I said the other day, what leads to this conclusion?Starships is clearly a "streamlined" game in the model of XCOM
We're on the same page. I agree with your evaluation of the "typical" tablet game. I guess I'm hoping (beyond hope? fingers crossed) that Starships breaks that mold.It isn't a conclusion, more of a hunch.
Like I said, I watched the gameplay video people were linking in this thread and it looks like I was probably wrong to assume it would be a typical "casual" game.
Kudos to Lord Tirian for articulating this issue better than I could. My problem is not with tablet games per se, it is with the tendency of tablet games to be "casual" games, which I am simply not very interested in.
I agree with AriochIV as well, though I think the problems he outlines are likely not totally insurmountable with good enough design.
Strategy games on tablets have the same inherent problem as consoles: the lack of a mouse and keyboard limits the things you can do with the UI, which in turn puts pressure on the game design to limit the complexity of the game systems. Take XCOM:EU as an example: the gameplay is greatly streamlined from the original, and that's not necessarily a bad thing, but if you tried to include all of the complex resource management and multi-base, multi-vehicle control from the original game into XCOM:EU's obtuse console-friendly menu system, it would probably become unplayable very quickly. Tablet UI design is even more restrictive, as you don't even have different controller buttons, but only two touch actions (click and drag). Imagine trying to code Civ V's UI for a tablet. No mouse hover tooltips (which contain a huge amount of information), no difference between left clicks to select and right clicks to move, no hotkeys. Everything must be giant buttons and an endless series of menus and dialogs, like a Japanese CRPG from hell; no single screens with multiple sources of information.
Starships is clearly a "streamlined" game in the model of XCOM, so it's probably quite playable on a tablet. However, a complex, information-dense strategy game of the kind which I suspect most of the users on this forum prefer would be very hard to present on a tablet without the UI turning into a complete mess. So I disagree very strongly with the assertion that tablets are ideal for turn-based strategy games.
Have you seen the gameplay demonstration? It's essentially across between Pirates! and XCOM:EU... you're limited to a single fleet, and the gameplay is centered around hopping around from system to system performing missions. You appear to have little or no direct control over your planets, and infrastructure doesn't seem to account for much -- you can modify your ships or even purchase new ships at the start of each mission (at which point your fleet is usually not in friendly territory). There are only 9 different ship components; technologies appear to only increase the functionality of these components rather than providing new ones.I'll repeat what I said the other day, what leads to this conclusion?
Of course, that means you need to really make a good user interface, so I think AriochIV's concerns are very valid - CivRev is a good example of how they tried but didn't quite succeed. XCOM, to me, is an example showing how well it can work. I heard the (Windows) touch UI for Civ5 is also decent-ish.Furthermore, a game that really needed/wanted it, could easily program in onscreen Ctrl, Alt, or Fn toggle buttons which would change the click/drag into multiple permutations giving as much functionality as a keyboard/mouse provides.