|
Author
|
|
Topic: Complex underlying principles or obvious arithmetic ones? |  |
|
Snapcase on Snapcase Prince Where the falling angel meets the rising ape Nov 2000
|
 |
posted January 18, 2001 20:23
  |
 |
 |  |
What do you perfer? The Maxis approach to game design, in which all of the underlying principles are horribly complex and modelled after real-life theories on things like property value and living space, or the normal civ approach of giving you relatively simple rules that anyone with a certain amount of effort can figure out? Would Civ benefit from having the rules of The Art of War/The Prince/The Social Contract hardwired into it? |
Bell Warlord East Corinth, ME, US May 99
|
 |
posted January 18, 2001 20:25
 |
 |
 |  |
quote:
 Originally posted by Snapcase on Snapcase on 01-18-2001 08:23 PM Would Civ benefit from having the rules of The Art of War/The Prince/The Social Contract hardwired into it?
 |
No. This is not Simhistory. Cause and effect should be fairly obvious in a game with the scope of Civ. |
DarkCloud King of Clouds Jul 2000
|
 |
posted January 19, 2001 11:36
 |
 |
 |  |
I believe that they should merely take ideas such as unit facing and cut throat trade, and implement them as design features in the game.The AI should be able to access the mathematical ideas behind the books so as to deploy their forces more logically. |
wittlich Settler Fayetteville, NC, USA Dec 2000
|
 |
posted January 19, 2001 11:47
 |
 |
 |  |
I have to agree with Dark Cloud on this one.
|