Thinking about Sub-games...

riadsala

Chieftain
Joined
Sep 23, 2004
Messages
84
Not a serious suggestion, more idle conversation.

But sub games in civ would be pretty cool. I used to love Pirates! back in the day (might have to get a new graphics card so I can play the updated version) and that was essentially lots of subgames slotted together.

Think about the possibilities in Civ (only for fun though, as I agree, I'd rather see the main game and AI as good as possible).

But, you could have a spy subgame where you have to infiltrate a city and sabotage something, or steal planes. A sort of stealth subgame.

A real time game of course for resolving battles (completely impraticle of course, as in a bit game later on, it would take far to long to resolve everything each turn). But it could take place over a 5x5 square section of the game, so multiple military units are involved.

Oh, and a flight sim for bombing runs over enemy cities. You fly the plane in on the approach, you have to find a target and hit it before you run out of fuel, crash or get shot down. Dodging search lights in the nightsky and anti aircraft fire. Ordering wingmen to try and take out scrambled enemy fighters.

Any more?
 
I thought an "anarchy" mini-game would improve the whole 7 turns of anarchy system and make those turns actually useful.

When you go to switch governments, you play some kind of minigame that involves spreading your government of choice and competing against rival factions. It lasts 7 turns. And at the end, you either win (get your government in), lose (go to another government you didn't choose), or somewhere in between (revolutionize all but 10% of your cities, which you need to re-conquer with troops).

I think this would be a lot more fun and emersive than the "wait 7 turns" model -- if it was done properly, in a way that it was, you know, fun.
 
Time spent on sub-games would not be spent on the core game. Games are made on fixed budgets within fixed amounts of time. Thus I would prefer not to see sub-games at all. Make the core game better! I can buy other titles if I want to play other kinds of games.

- Sirian
 
Sirian said:
Time spent on sub-games would not be spent on the core game. Games are made on fixed budgets within fixed amounts of time. Thus I would prefer not to see sub-games at all. Make the core game better! I can buy other titles if I want to play other kinds of games.

- Sirian


Hey. Did you not read my post?!?

I said, just for fun. As I was bored this afternoon. And I also said that I would rather see the money spent on the sub game.

Fun to talk about though.
 
dh_epic said:
I thought an "anarchy" mini-game would improve the whole 7 turns of anarchy system and make those turns actually useful.

When you go to switch governments, you play some kind of minigame that involves spreading your government of choice and competing against rival factions. It lasts 7 turns. And at the end, you either win (get your government in), lose (go to another government you didn't choose), or somewhere in between (revolutionize all but 10% of your cities, which you need to re-conquer with troops).

I think this would be a lot more fun and emersive than the "wait 7 turns" model -- if it was done properly, in a way that it was, you know, fun.


Hey hey. I like that idea. Not quite sure how it would work, but a revolution game could be fun. rather than killing time for a fe turns. Especially having the possibility of your cities break away during the revoution and setting up seperate city states.
 
I think that's the key, identifying a part of the game that is idle, boring, or tedious and turning it into a quickie game. The spy system is too binary: either you spend money or you don't, either you succeed or you don't. If it were turned into a bit of a game, even just a few dice rolls and text messages, there could be more variety -- you put the player in control and offer a greater variety of outcomes. They succeed famously and get propaganda to 7 cities, or they only manage to get propaganda to one city, they get caught, or they don't.

The anarchy game is key, though. The player really is just sitting there for 7 turns, and it wouldn't have to be a totally seperate game. Something that happens on the actual map with real units that last for the 7 turn time-span.
 
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