• Reasearch and Stuff: Historical Strategy Players and Their Expectations.
    7 replies, posted
I'm working on a project, and I'd like to know what folks expect out of a historical strategy (Age of Empires, Empire Earth, Civilization, that sort of thing) game. There's been a bit of deliberation but it's largely been inconclusive, so I'm looking to gather opinion via polling. I find that GGD tends to have a decent feel for what works with games -- at least I tend to agree with the general opinions -- so I've come here with it. By the way, I've read the rules and am unsure if the scope of this particular question is outside of the things mentioned in the rule about "Post Your." I come away with the conclusion that it is, but If I'm wrong, I do apologize. Just remember I'm still a little sore from that last ban. That said: I'd be delighted if you, a Historical Strategy player, would fill out [URL="https://docs.google.com/forms/d/1SkgDwlHaSRjIYi37-X8lnfjlILw8uwJAzmaehaIEFMs/viewform"]this form.[/URL] It would help us out tons. Before anyone asks: About the project, I don't like to talk much about things until I have a good bit to show. Sorry!
Make sure you can build walls/gates and towers, they give a small sense of security but I always made them.
[QUOTE=lech;42804254]Make sure you can build walls/gates and towers, they give a small sense of security but I always made them.[/QUOTE] That works well in an RTS, but doesn't really translate that well to turn based strategy. Like I could see it in Age of Empires. But in Panzerbush: Burners of Trucks? Nah.
I've seen a few turn based games with walls do really well actually. Walls are fucking awesome.
Walls usually provide either a good bonus/barrier system, forcing the players into two different mindsets - do they destroy the walls, therefore removing the bonus/barrier in the way - or do they ignore them, and attack at the expected chokepoints, hoping to overcome them. Strategy, man.
Thanks for the input, guys! It's been pretty informative, and I was sort of on the right track with things, but this confirms what I was right on and has introduced new opinions to me. That said, how bout [URL="https://docs.google.com/forms/d/107OCjH1zBagkDIpG5GbAaOwFKtvBakuqp1jra7UnZec/viewform"]another poll[/URL]? [QUOTE=gufu;42805421]Walls usually provide either a good bonus/barrier system, forcing the players into two different mindsets - do they destroy the walls, therefore removing the bonus/barrier in the way - or do they ignore them, and attack at the expected chokepoints, hoping to overcome them. Strategy, man.[/QUOTE] I've been trying to think about how walls and gates would work and I think I've got a rough idea of it. I'll flesh it out a bit. Problem is, it's hard to incorporate into a game that takes place on the platoon->company level.
Defense lines can be relevant, then - which is even better, since instead of the usual small/tall wall, you will have division between defenses that keep infantry out, anti-tank defenses, and laike
It's a little hard to answer those questions because the nations in question are across hundreds if not thousands of years and the scope of the game would completely change my answer.
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