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Subject: [Freeciv-Dev] Re: Project goals
From: Per Inge Mathisen <per@xxxxxxxxxxx>
Date: Sun, 2 Jul 2006 15:18:02 +0000 (GMT)

What features define Freeciv?
 A) It is a turn-based game (TBS)
 B) It is inspired by the history of mankind (since we made cities)
 C) It emphasises the role of technology, cities and warfare
 D) The goal of the game is to become the greatest civilization
 E) The game is played on a tiled map
 F) The most important game unit is the city, lose them and lose the game
 G) Players start out on an empty world (except huts)
 H) Gameplay is simultaneous
 I) Up to 30 players can play in multiplayer

I think the most important features are A to E while G is a bit silly and rather boring, and H is inherently broken. I do not think H can be fixed without losing I.

Concerns from multiplayer often stand in opposition to making a better single player game. I think this opposition is our biggest problem. We can make a very good single player game, with the option of playing (turn-based) with 1-2 close friends. Or we can create a game that is fun in multiplayer. Because once we need to take into account the needs of higher amounts of players and a competitive and possibly hostile environment, the needs of single player must suffer.

So if we are to make project goals, we must decide which is more important, single player or multiplayer.

I have no problem saying single player is more important. This for the reason that multiplayer is inherently broken and unfixable without a redesign making multiplayer the priority.

A multiplayer civilization game needs to be real-time (RTS) instead of turn-based (TBS), and it needs to be redesigned to fit. We see continually patches and fixes to make Freeciv faster for multiplayer usage, like warclient features, and these make the user interface more adapted to multiplayer concerns but more cumbersome for single player, so they have a problem getting adopted. Statistically, in multiplayer most game time takes place in the early game, since game are restarted often and many end rather quickly. Freeciv is IMHO quite boring in the early game, with few important decisions, few ways to surprise your opponents, and many repetitive actions.

Fixing multiplayer Freeciv would either involve a change to "turn-less" playing, similar to what Civ4 offers (http://www.civ3.com/devupdate_multi.cfm), which would not work very well for long-turn games, giving priority to shorter games, or a more radical redesign towards a Moo2 model where players queue up actions that are executed in the turn end, which is what will work best for long-turn games. (If at this point you ask "why not offer both as options?", you have simply not understood the depth of the problem and the amount of redesign required for either to work well.)

The single player game suffers heavily under the restrictions imposed by multiplayer. The ban on modal dialogs has improved multiplayer significantly, but along with timeout and the undeclared ban on pausing the game to display information, it rules out many ways of displaying information to the player that can be highly beneficial for single player. Opening up a tab for tech selection and throwing it beneath the map tab is very nice for multiplayer, where it is imperative that you do not hide what happens in the early seconds of the new turn, and do not pause other players, but not optimal for single player, where it would not matter if the game waited for player confirmation of tech selection. Extending the rules of diplomacy for more interactivity with AI turned out to be extremely painful, and made me give up (see past threads).

To sum up this long post, I think our unstated goals of making Freeciv fun both for single player and multiplayer are incompatible, and that we have to make a difficult choice which is more important. I also think we have largely failed to make Freeciv a really fun single player game, and that some of the moves that we (in particular me, I suspect) have done towards this end may have negatively impacted multiplayer.

So perhaps what we need is a split of Freeciv into two projects, one for a multiplayer game and one as a single player game?

  - Per



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