tag:blogger.com,1999:blog-11758224.post2919325949074250145..comments2023-09-28T07:23:51.376-07:00Comments on ProjectPerko: The Idea of Rule ShiftingCraig Perkohttp://www.blogger.com/profile/13173752470581218239noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-11758224.post-74293861801086488422007-08-30T08:54:00.000-07:002007-08-30T08:54:00.000-07:00And, uh, always keep balance in mind. An advanced ...And, uh, always keep balance in mind. An advanced unit is not simply "better" - it needs to have drawbacks (cost is a common one) to go with its context-breaking capabilities.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-30852505692583255362007-08-30T08:53:00.000-07:002007-08-30T08:53:00.000-07:00Well, this essay was about one-player games (or, a...Well, this essay was about one-player games (or, at least, games with a series of set levels). If you're letting the players define the levels, then it's just as I said about complex RPGs: you start with a simple context, and then the players build the context using the rules.<BR/><BR/>For this to mean anything, you'll need to have "breakthrough" techs that change the nature of the context they have built.<BR/><BR/>In Starcraft, some units are invisible, some units can fly, some units can ambush, some units can lockdown, there's even a nuke. These units change the meaning of the context - a wall wouldn't be any use against flying creatures, as a simple example.<BR/><BR/>Which rule shifting units/techs/whatevers the players can aquire, and how quickly, is a big part of what makes these games interesting.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-44395771722117455182007-08-30T08:34:00.000-07:002007-08-30T08:34:00.000-07:00What about a multi-player game like Defcon or (hop...What about a multi-player game like Defcon or (hopefully) Loot, my next project, where all the rules are pretty much laid out, but the mastery of manipulating the basic elements allows a veteran to play practically a different game than a newb? "What about X" is kind of a vague form of question, but I think thats a sort of question you handle well, so I look foward to your comments. <BR/><BR/>Probably worth noting though, that Defcon has a highly configurable gameplay system, so playing with one city versus playing with a bunch of cities, for example, changes the game dramatically, and likewise a different map in Loot is practically playing a new game as well.Patrickhttps://www.blogger.com/profile/13614962832390315553noreply@blogger.com