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Old 28-Mar-2006, 07:07   #1
K.I.L.E.R
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Default Lack of optional decisions in games

Games are supposed to be interactive and fun.
My main issue is with interactivity.

The one thing that reals me off is the fact that I cannot really interact usefully with games.
When was the last time a cool interactive feature was added that was used for more than 5 minutes?

Could you imagine if Starcraft added a little tech page where the player could define formulas or play with the mathematics involving the relationship models and so forth into different game areas such as medi healing, weapons, armor and stuff like that?

The game would not only be more interesting but us maths freaks would kick ass and have fun due to us feeling empowered over those who know little or nothing about maths.

Anyway my point is why don't games go to the next level of interactivity?
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Old 28-Mar-2006, 07:53   #2
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If you give me money I'll make a game like that, lol. Problem is, no one gives money for ideas like that anymore.
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Old 28-Mar-2006, 08:04   #3
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Default

If done right and the way I picture it then it would do really well.
The idea is that there is a default configuration but through experimentation and math knowledge a semi-ignorant could give themselves an edge but a knowledgable user will have a bigger edge.

Make no mistake, the system I imagine is noob friendly and no one is penalised directly.
In fact it's easy enough to tinker with but you will only be able to utilise it 100% with knowledge of math.
This maths involved will involve in game variables specialy designed for that purpose but also effect the game in various ways.


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Originally Posted by DudeMiester
If you give me money I'll make a game like that, lol. Problem is, no one gives money for ideas like that anymore.
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Old 28-Mar-2006, 10:06   #4
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I'm all for new ideas in games, but I gotta say: tweaking matematical formulas to enhance the combat effectivness of troops doesn't sound like my idea of fun, nor does it really make sense IMO. Why should my soldier fight better or my medic heal faster because I know my math?

No ofense, but this idea sounds more like somebody with good math and programming skills who'd like to have an edge over other gamers. If such a feature were really approachable and had a meaningfull context in the game, it might actually end up not hurting sales. I have a hard time believing such a thing could acctually attract new customers though, nor do I believe it would do much to enhance the overall gameplay experience. Which makes it one of those "might be fun" features that get cut because there's other, more important things that require the devs attention.

Granted, I do think it might make sense and be worth the development effort in a game like Darwinia. In a digital world, populated by pieces of code and AI fragments, a possibility to go in and tweak your squad or engineering programs would be pretty neat! Or a new Tron game maybe. But other than that?
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Old 28-Mar-2006, 11:08   #5
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well what are 'mods' for?
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Old 28-Mar-2006, 15:23   #6
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KILER... maybe you should email those Edutainment developers. The game you're proposing probably isn't going to sit well with the majority of people who want to have fun while they escape from their life.
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Old 29-Mar-2006, 02:48   #7
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Perhaps you could use your "elite" knowledge of mathematics, write the engine for this proposed game, find a team of people willing to make art and write game code for it, and you'll be set!
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Old 29-Mar-2006, 05:02   #8
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I already have an engine which is semi-finished.
All I need to write is a map loader and a few shaders to replace some simple fixed-function stuff and I'm all set.


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Originally Posted by Intel17
Perhaps you could use your "elite" knowledge of mathematics, write the engine for this proposed game, find a team of people willing to make art and write game code for it, and you'll be set!
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Old 29-Mar-2006, 05:34   #9
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I dont really get you.

You can change the rates of things, their damage, healing rates, etc. Its called making a mod. What it sounds like you're proposing is simply a spreadsheet in game to make it easier for you to win. Sounds like balance would go out the door very quick, and the only thing that would matter is who can think up of the larger number.
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Old 29-Mar-2006, 05:43   #10
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I just like games that look good......and I'm serious
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Old 29-Mar-2006, 05:52   #11
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Default

No, that's not it.
I'm finding it difficult to explain because I don't have a proper plan.

The numbers are concrete and dependent on the dynamic state of the world.
The numbers are never touched.
The functions are.



Quote:
Originally Posted by Skrying
I dont really get you.

You can change the rates of things, their damage, healing rates, etc. Its called making a mod. What it sounds like you're proposing is simply a spreadsheet in game to make it easier for you to win. Sounds like balance would go out the door very quick, and the only thing that would matter is who can think up of the larger number.
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Old 29-Mar-2006, 06:13   #12
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What do you mean by functions? Functions of what? In what terms?

If the numbers are concrete and dont change, then I dont see how this could give you any advantage, whatever effects you should effect your opponent.
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Old 29-Mar-2006, 10:39   #13
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Quote:
Originally Posted by K.I.L.E.R
No, that's not it.
I'm finding it difficult to explain because I don't have a proper plan.

The numbers are concrete and dependent on the dynamic state of the world.
The numbers are never touched.
The functions are.
perhaps i misunderstand you, but i tend to think you've got it backwards. The trick isn't getting people to make amthematical solutions to games, but artistic ones. Mods are good for this, however eventually I think the game with the best built-in construction set will win (when graphics engines come to a point of diminishing returns, the most open-ended and accessible mod kit will retain the most longevity). Almost every game that comes out is mathematically "solved" within weeks; ever been to gamefaqs.com? Although the process of solving might appeal to math majors, most games that are quickly "minmaxed" (to borrow from tabletop RPGs) in this way are pretty dead-ended. This is where, for me, most RTSs quickly break down in versus play. Games like 4X games, sim sandbox games, and RPGs are more interesting to me, longer, for their planet/ship/locale/character design facilities are like built-in mod engines that many many people can contribute to, and not just math nerds. Just my 2 mao!
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