What is the game?
Posted: Sat Aug 19, 2006 5:52 am
Shamelessy lifted from another thread:
I agree with the sentiments behind abolishing item rot, improving or changing the combat system (to make battles easier), resisting changes to roads, resisiting various types of amnesia - and I am not alone if you look at the posts of various forum dwellers.
However the overarching direction this game takes, and it would seem that the resources department is a serious contender for the source in part, is the over importance of tools, resources and processes, which I think comes from the time and effort it takes to conceive and implement them, combined with a vague but ever present and almost contradictory desire to combine the concept of free role play with a society simulator where organisation, trade, government, industrial structures are desired, encouraged, and when they don't happen the game is further manipulated to try and make it difficult for players that won't adopt such structures.
It would seem to me that this dichotomy must be resolved before serious decisions about item rot, roads, combat can be made.
For all the calls against making the game a strategy game the complications and difficulties placed in the way of players by various systems, and proposed changes direct the player towards taking a more and more calculated and strategic approach.
At the same time immense efforts go into refining or introducing new clothing items and instruments and arguments occur about poor Role Playing and what should or should not be role played and how it should be done.
The wiki exists to support the planner/strategist but what resource exists to support the role player.
I am aware that this posts attempts to polarise things and it is entirely possible to play strategically and role play as well bu I do think this remains a significant issue where is the balance.
Why do things like trade, organisation and cooperation have to be promoted in such heavy handed and clumsy ways?
Songthrush wrote:Don't settle for kludgy compromises.
Let us lobby and encourage the complete abolishment of item decay!
There is no real item over-proliferation problem. It is only imagined by the same theorists who think "creating jobs" by adding meaningless time-sinks to the game is a good idea. If a crisis of item-oversaturation ever appears, trashcan machines can be created for every town to manually dispose of garbage in exchange for small amounts of raw goods (recycling) to be had by the player out of trashing an item.
I agree with the sentiments behind abolishing item rot, improving or changing the combat system (to make battles easier), resisting changes to roads, resisiting various types of amnesia - and I am not alone if you look at the posts of various forum dwellers.
However the overarching direction this game takes, and it would seem that the resources department is a serious contender for the source in part, is the over importance of tools, resources and processes, which I think comes from the time and effort it takes to conceive and implement them, combined with a vague but ever present and almost contradictory desire to combine the concept of free role play with a society simulator where organisation, trade, government, industrial structures are desired, encouraged, and when they don't happen the game is further manipulated to try and make it difficult for players that won't adopt such structures.
It would seem to me that this dichotomy must be resolved before serious decisions about item rot, roads, combat can be made.
For all the calls against making the game a strategy game the complications and difficulties placed in the way of players by various systems, and proposed changes direct the player towards taking a more and more calculated and strategic approach.
At the same time immense efforts go into refining or introducing new clothing items and instruments and arguments occur about poor Role Playing and what should or should not be role played and how it should be done.
The wiki exists to support the planner/strategist but what resource exists to support the role player.
I am aware that this posts attempts to polarise things and it is entirely possible to play strategically and role play as well bu I do think this remains a significant issue where is the balance.
Why do things like trade, organisation and cooperation have to be promoted in such heavy handed and clumsy ways?