Re: [gamedesign-l] player mismatch
- On Wed, 31 Oct 2001, James Margaris wrote:
> This is actually in response to something earlier, when Brandon was sayingI faintly recall an article on Gamasutra long time ago where complexity of
> how hard it was to get back into a game you left halfway through.
> Didn't that point come up when we were talking about ways to do multi-player
> SMAC-type games a few months ago? Except there the idea was that someone
> else, *not* the original player, could step in and take over! Even harder.
> So my question is does that still seem feasible? The proposed solution was
> to present some graphs and basic summary info to the new player when they
> came on-board.
games was discussed. Regarding Civ-like games, I think the point was that
because complexity builds up little by little the player can handle it,
but if you save and come back later it's all there on your face without
any preparation (the preparation having been hours of play). I don't think
graphs/summary will help. Some of the game state depends on what the
player was about to do and reflects the plan. If the plan is not known,
understanding it may be difficult (until you figure it out by trial and
error). If I'm loading my own saved game then at least I can remember what
I was doing, but that's not an option for someone else's game. The future
intentions and why things are done this way now would have to be written
down/recorded, but who wants to do that for entertainment?
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