counterpoint
King
noice. Trying very much to continue this rapidity! Couldn't get a post in last night, but I'm trying to knock all these out today. This time I'll do them as they come, though, instead of lumping them all at once.The speed is picking up already, given that you've replied to the whole thing in an evening! (Even if you did write some posts earlier, as you mention below).
Also, what did you write this post with? Some super weird formatting seems to have taken over and everything in your post has newlines mid-sentence (it seems to be constrained to staying within a certain line length).
I wrote these all in the reply window on the board, but pasted them to a txt file when I was between posts. Obviously that created some weird issues. When I was posting it, I could tell that *something* was iffy, but couldn't put my finger on what it was...
Yeah, we should probably follow the Blizzard model, and just never specify a release date. That way nobody can complain when it's 2023. Or, follow the Valve model (as in HL 3), and just hide the existence of the mod for a decade...Woah, 2021!? Let's not get ahead of ourselves!![]()
Nope, not autocorrect (also, doing this on a phone... ugh...). I defined my terms earlier in the post. MCMaMC - Minor Character Masquerading as Major Character, which is the pseudonym Alliandre writes under (and her stage name when she performs), because it's hard for a defamed queen to get published in the tough literary world of Randland.Is MCMaMC some kind of autocorrected Masema? Anywho, we'll be coming back to this later!
yeah. would be fun to do later though.It looks like we've come down on the side of DQing the Isle of Madmen in the rankings stuff later.
Also doing a lot of trivializing above and below, btw!
Agreed.Yeah, these were deliberately omitted since their relationships to being side-specific were less clear cut. They're all definitely things to consider when making this decision though. I would say that finding Seals isn't side-specific, since both sides need to do that.
OK, point noted.I've combined these two separate quote blocks because it feels to me like they conflict with each other. I don't think we can offset the decision to the stage of designing specific civs if we want to have these ground rules established before we get to that stage.
I think you may have picked up on this a bit later in the post, but it seems I may have not been totally clear before, or else you misinterpreted the extent of my suggestion. Let me clarifyI understand what you mean about having both of us to pass the "smell test" for any unique later on, but I worry that if we don't decide now, up front, that we want to allow side-specific uniques or not in the general case (as in, we'll consider them on equal footing with other proposed uniques) then no one individual unique will, by itself, be enough motivation for us to swing that decision towards side-specific. (We risk always refusing the first side-specific unique because at that point it would be the only one, and the same would continue to be true, even if we'd actually proposed 5 separate ones by that stage.) And then across all of the civs, we risk eroding some options from several of them, which may have ended up being some of our most engaging ones.
Yes, in general, I'm not much of a fan of side-specific LB uniques. I'd venture to guess that even you, who very much want to keep our options open for their inclusion, get why that is and don't dispute my logic. That said, I'm not willing to rule out the possibility that in some cases a side-specific unique might be cool, and might be worth seriously considering (in previous posts, I've outlined some examples, like the TW).
So, what I was suggesting was not "let's go with #4 and maybe you'll come up with a side-specific unique that'll make me change my mind," but instead, "come up with #5's as you see fit, but I think we should tend towards #4's, and be very, very picky with our #5's."
Put simply, "passing" a #5 ability past the Counterpoint Audit is going to be rather challenging, but that's something to tackle on a case-by-case basis. I'm not suggesting that you have to come up with enough #5 abilities such that we can then flip some switch and "enable" side-specific LB uniques. What I'm saying is, propose them as you see fit, but I (and I'd suggest, both of us) am going to have a stronger gravitational pull towards #4-ness. But that doesn't create any prohibitive policy as you seem to have been assuming - if at the end of the day, there are no civs that end up with a #5 ability, that's simply because, on a case-by-case basis, the side-specific uniques proposed didn't win out against the non-side-specific uniques. Similarly, if, say, one civ ends up with side-specific uniques, that's likely fine - it won't feel super inconsistent (though it would probably best to at least have one Light one and one Shadow one), I think, because, as you've stated, we're only likely to have a few LB civs anyways, and, of course, an "LB civ" isn't an actual thing that the end user will perceive and understand, since most (all, hopefully) civs will have viable VCs associated with them.
Make sense? I'm still very much leaning towards #4, and I suspect I will continue to - and I suspect in many cases, perhaps most cases, you'll agree - but I'm not trying to create some structure or process that inherently biases us against creating #5s. I'm fine with proposing anything as an option, at least at this stage.
I should clarify, though, that I don't feel comfortably committing to include #5s in the final result, though. A specific unique needs to prove its worth. (conversely, I am willing to commit to, say, a Path-related unique, or an Alignment-related [i.e., LB side-neutral] unique. I hope you view this as acceptable.
I understand this logic. I'm still not convinced that this doesn't go a little too far though - we've created the side-surprise element, which is a new part of the game. We couldn't say convincingly that being directed about *that* would go over well with players. We can't know, of course - which is why I'm suggesting we conservatively evaluate any such uniques.As we mentioned before, the more "directed" civs we see in BNW are often player favorites, even though their specialization effectively reduces player choice during a given game. I feel like side-specific uniques can capture that feeling very well.
Controversial aside, I think it cannot be denied that side-specific uniques are somewhat "heavier" and kind of a "bigger deal" than other uniques. It's perhaps on a similar level to some of the kinds of things we might do with the Tinkers (though not as extreme), in the sense that it is more unpredictable and messes with some established norms. So, while they may not be controversial, I think we do need to smell such abilities extra deeply, and be somewhat cautious. There are legitimate arguments against their inclusion at all - disagree, though you may - but the fact is that those arguments exist, where they typically don't with other "genres" of uniques. This needs to be respected, and I think that's very, very reasonable to expect. Just make sure you're not losing sight of the fact that side-specific uniques are... just kinda weird.I see your point about having enough flavor that we don't need to consider controversial uniques, and my main point here is that if we're going to consider them going forward, then side-specific uniques shouldn't be controversial.
yes.And reiterating from last time, even if we do decide now that we will allow side-specific uniques in general, that doesn't guarantee that we'll come up with ones we want to use for any of our specific civs.
I've tried to address this above. It's truly a difference of minute details, so I understand its touchy. I would like to fully embrace #5s in the brainstorming process, but it does seem fair to admit that those abilities are, in many cases, at least, going to be looked at with greater suspicion than others. That seems highly logical, given the complexity and "what's at stake." Please don't take that to mean other abilities won't be scrutinized to a great degree, but in many cases, other proposed abilities will deal with mechanics that are more familiar to us. You know what I mean, I think.And even though making this decision now is potentially complicated, yet may yield no actual change in the resulting civs, we have no way of knowing whether it will or not until we've already made it, because not making that decision will bias the design process in favor of non-side-specific. Not that I think we will intentionally bias the design process, but that uncertainty will create an inherent bias from both of us - it will be easier to not address it.
I am very much in favor of making any side-specific unique - indeed, many LB uniques - have some other functionality, or at least affect some other facet of the game. This is both because of the possible challenges they present (that we've been discussing), as well as the very small portion of the game they occupy, as you mention. Not a blanket requirement, of course, but a statement of preference - such abilities are likely to be better, as they might lessen some of the potential "damage" caused by a side-specific-ness (telegraphing, etc.).Also, you mention above that there will be side-specific and non-side-specific variants on interactions between uniques and quite a few mechanics. I completely agree on that and I think making this decision now will let us consider those options in the space of which is the most fun, flavorful, and balanced, rather than needing to also consider whether side-specific is something we want to do. I think a lot of concerns about side-specific uniques may fall under the umbrella of balance - since the utility of some variants would be significantly reduced by them only being applicable/usable in very narrow circumstances (like a combat bonus to a unit when controlling the Dragon, this is only active a very small portion of the game, would be my main issue with such a unique), we would need to consider how that makes a given unique too weak. That feels to me like a separate issue to the general case we're discussing here.
Similarly, I'm also much, much more interested in seeing some "side specific" abilities that have "opposite side" affects as well (which comes up later), so while a civ might have a pro-Dragon ability, it also has an anti-Dragon ability (perhaps the same ability), such that the civ is sort of side-specific towards *both* sides.
Again, not a requirement, but an honest statement on what I think is more likely to survive.
Gosh, no. No more elaboration or digging back into it, lol.You mention above that there are points you still stand by from your first post that would discourage us from using side-specific uniques. Would we be able to go through those specifically? Is there more detail from my last post that you feel doesn't address some of those points adequately?
It's not that you haven't addressed all of my points. It's that your addressing of those points doesn't completely negate those points, and there are still a healthy amount of reasons why its reasonable to be suspicious of side-specificness. If you find that hard to swallow, I honestly suggest rereading some of the passages from last month's posts, and ask yourself "is that truly such an invalid viewpoint?" I think between then, and now, I've stated all the "reasons" why we should be cautious.
I completely agree with this. And I agreed with this last time, as well - apparently I didn't articulate it very clearly, though.There are pros and cons to both sides, but I feel that overall deciding to allow side-specific uniques is a good call. (You picked up that this was my opinion, but I've realized here that I never actually stated it clearly!)
interesting, so a more organic end to it all. Impossible waves of shadowspawn, etc.... But, as you say, the shadow players.... I don't know. What if the Shadow players were one-by-one "fired" from the shadow, and forced into neutrality or something? tough question.I can see this being a good approach.
I was also thinking that we could make it so that there isn't a hard limit on how long the game is, but that the LB continues to ramp up to such an extent that it becomes impossible for any civs to hang on. (This would require the Shadowspawn civ to somehow end up killing Shadow players though.) So that may be too complicated.
Hmmm... that last idea would be interesting. Probably safest to leave it alone, though.I think we'll want to keep score anyway, since it lets players estimate their relative placement in the world. Though it might have interesting effects on the game if it's removed - causing human players to fall back on much more in-universe opinions of other players (and make them much more focused on reconnaissance).
I think I hit this above. For sure - I think this is a compelling reason for us to give many LB-oriented abilities (not just side-specific ones) other aspects as well (i.e., they don't JUST generate alignment points).As I've touched on above, I feel like this is a subtly different issue to the general case that we want to decide here. The issue with such uniques is that they need to be appropriately powerful even though they're available for only a short time, and the player can't be left feeling like they're playing a generics-only-civ until they reach a certain late game target - their other uniques should help them along the way to making the most specific one (if they have one unique that is useful only in quite specific circumstances, like when fighting/controlling the Dragon, or finding a Seal) useful as often as possible.
I think actually I was understanding your era/game phase comparison, and I think my comments still make sense within that context. Your point on Byzantium is valid, though - synergy is desired, and all that. But, I'm figuring that any "LB civ" is *also* a "Culture" civ or a "Science" civ or something like that - or more organic piece that can fit into a larger game.My comparison to an era and the LB being a game phase doesn't really capture what I'd intended. I didn't mean to compare an era as a portion of the game to the LB as a portion of the game. It's more about a specific civ reaching a certain era is a certain amount of progression within the game that that civ must achieve in order to leverage its uniques. For LB-specific uniques, it's the same kind of thing: the player must progress to a certain extent in order to be able to leverage them, and can be denied the opportunity to apply that leverage by another player progressing significantly faster than them (in the era analogy, that's another civ teching up faster and being able to kill them first; in the LB analogy that's someone else winning the game before the LB-specific civ is able to trigger the LB, meaning the other player was way ahead of them).
The considerations to keep in mind with that, is that if a civ has LB-specific uniques and its other uniques don't help it in getting to a position where those specific uniques are useful, then we've created another Byzantium. A mechanic-specific unique that the actions of other players can deprive the civ from leveraging, even though that civ has no given advantage in being able to reach the leverage-able situation. This is a problem with that civ, rather than LB-specific uniques in general.
The Brazillian UA is an exception that proves the rule, though - so this should be possible, but it'll only be on a specific case-by-case that it'll pop up, I'd say. I'd rather not go out of our way to create it. If good uniques that are LB-only are created and appear to be the most compelling options, we should choose them, of course!In terms of LB specific uniques not being useful in pursuing other VCs, that can be true. However, I don't think that's a problem. Of course, it's more flexible for a civ to have uniques that can apply to multiple VCs, but that seems like something we should design intentionally as a part of that civ. We can make some civs be much more directed than others. BNW establishes that some unique components can contribute directly to only one VC, like Brazil's UA, which is almost useless if you're not going for the Culture victory (particularly the Tourism part, otherwise the extra GPs help with some CS quests and a couple of Golden Ages). (And then they go and put an achievement in for winning a Diplo victory with them!)
Sure. I don't think this conflicts with anything I've said above.I definitely see what you mean about the TW, and given how early it is, players aren't particularly invested in one Alignment or the other at that point. Most bonuses that are TW-related are likely to be much more broad than ones that come later in the tree, just because of the foundational stage of the game that we're at.
I've pulled this particular block about Aridhol down in my post so that it's after the bigger LB stuff above, because I think it's a good example of how not deciding on whether we allow side-specific uniques will affect our thinking when we try to design individual civs. We know that avoiding the side-specific options means it will be less complex to design, which inherently pushes us in this direction. I think we should be considering, in this case, potential Aridhol uniques against each other in terms of fun, flavor, and balance rather than whether or not they're side-specific. (Not suggesting we do Aridhol now, that would throw the process out of whack, just using them as an example.)
Ah! Interesting. This is very tough...I think I've covered the multiple VC applicability above.
"locking out other victories" for Light players is a very good point. But it seems to me like that's complexity at a different level of the game from the structural placement of the LB as something a given player tries to achieve as "their intended victory", rather than something that happens along the way of their attempting to win one of the BNW VCs.
Potential can of worms suggestion. I will make this brief, so we should feel it is distinctly appropriate, if we don't want to pursue it further, to just decide "no, let's not go into this" now.
What if the Light side of the LB wasn't a team victory, and didn't lock out the other VCs? The Light players compete in some non-military way to be the person who controls the Dragon unit, and the player who captures Thakan'dar with the Dragon is the Light winner.
There are difficulties with "why would they work together to take Thakan'dar", but that's something we could work out, if we go any further with this. It would also mean players could pivot back to other victories if things went sour, not being able to do so could potentially be very frustrating. It may also lead to modifying the Shadow victory as well (potentially no longer requiring another "normal" victory, and having some other requirement instead), which I do sort of worry is almost always more difficult than the Neutral path of "just win that victory".
Anyway, can of worms tipped just to the edge of being open, but still very closeable. If you don't think we should go through this all again, then please do say so and we can hold off. This has been sitting in the back of my mind for the last back and forths, so I figured it best to say!
I'm tempted to not change the big picture of how the Light victory works. I think you'd never really work together, because why would you (see previous discussions). Also it makes the choice of Light-versus-Shadow much different. Currently, the Light victory is cool because numbers can win - a bunch of small civs could beat a dominant shadow civ. It's a kind of chess game, choosing which side to join. I feel like this is lost if we do what you're hinting at.
That said, what if there was a way to dissolve the light alliance? Like, a majority vote that breaks it up and makes everybody neutral? Or, potentially, a vote that enables other VCs (while still providing the alliance)? Maybe both only are available after X turns of LB. Of course, the tricky thing here is that gives a lot of power into the hands of a diplo-oriented civ (is there another way), and, obviously, what would this mean when there was, say, only one Light civ? Can they fight for good until its convenient, and then snap off the "alliance" and win an immediate diplo victory or something?
yeah, that makes sense. See above for more details!Sounds good. In relation to "secondary functionality", this refers to LB-related uniques' applicability to other VCs? In the context of what I've said above about a lack of cross-applicability to other VCs not being a problem, I'm referring to the "possibility of such uniques" not being a problem. It becomes a problem if all of our civs can only effectively do one VC (regardless of what those VCs are). But having one or two civs that are much more focused than the rest is fine.
OK, back in a few hours for more!