- Joined
- Mar 26, 2007
- Messages
- 7,920
Yes. It used to be three months. Then it drifted to four. Let's try to keep the focus.
Someone, please explain how reducing the time limit and strongly discouraging time extensions will make SGTOM more fun to play and/or increase participation. In my opinion, it is likely to do the opposite (make it less fun and decrease participation).
Many teams already have trouble finding enough free time to meet the four month schedule. Many of these teams may have disband, because of the aggessive schedule. Often, the issue is scheduling the player up when that player has enough free time to play. Also, when too many people on a team don't have enough time to play, it places too much pressure on the remaining players to keep up the pace, because the rotation becomes too small.
What was a reasonable schedule at the very beginning of the SGOTM series may not necessarily be reasonable now. Civilization IV and Warlords were far simpler games then. We now have the complication of Beyond the Sword plus a much greater body of knowledge about game mechanics and strategy that vastly exceeds what was available for Vanilla and Warlords. The added complexity requires a longer schedule.
Each new SGOTM adds to our expanding knowledge of the game; the shorter three month schedule will have a negative impact on new understandings of the game mechanics and strategies.
Furthermore, assuming that SGOTM-19 will require teams to play differently (require goals be met beyond what the game requires) to win, which the initial game rules suggest, that may require additional time as well.
It should be evident to everyone that reducing the schedule from four to three months is quite drastic. The question that remains is what do we lose and what (if anything) do we gain from a shirter schedule? I just don't buy the argument that we must reduce the schedule from four months to three months just because three months "worked" a long time ago.
Sun Tzu Wu