[Freeciv-Dev] Re: Project goals
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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
[Freeciv-Dev] Re: Project goals, saywhat, 2006/07/06
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