quote:
Originally posted by Toady One:
<STRONG>Yeah, Bloat 144 should get the disease ball rolling. The disease ball.Dryn, a greater variety. But I'm not sure what I'll do now for this release that it has been so long. Maybe nothing beyond what's already there at this point.</STRONG>
I was waiting for release before expressing some doubts or suggestions...
Anyway... Is the game still playable after the new features? Before this release the game was really dependent on finding the river as soon as possible. No river = winter death for me. So how do you plan to handle the flow of the game when the environment isn't anymore predictable? How you hand out to players basic resources so that there isn't the risk to start a "flawed" game where you have little hopes to survive due to the random layout?
This is an important concern for me because I had the idea that all these latest changes were made in the attempt to enhance the replayability. The main issue of the previous setup is that it was mostly repetitive, so once you got the right pattern you would just repeat it for every new fortress and this lead to kind of boring/redundant gameplay where not much was going on. The new layouts would be an effective way to instead make each fortress unique, present varying problems and situations to solve and also keep the fortress building always fresh.
But at the same time there's the need to have "aids" in the game so that you can tackle the variety and novelty of the new environments. Proper tools so that you have solutions to use.
So my hope is that these new environments don't go in the way of the playability. Realism and detail are ok, but they should never have the priority on the playability. The game should be fun, and "dead ends" due to a "random" bad environment should be avoided.
[ July 06, 2007: Message edited by: Abalieno ]