[GD-Design] Technology in 4X games
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From: Jasper M. <ja...@st...> - 2001-09-16 17:25:48
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Okay. Jan, wanted some talk of strategy games, and I agree that there's plenty of good discussion to be had surrounding them. My personal interests mostly lie in strategy and role playing games, though 1st person games have a lot going on behind them too--at least potentially. At any rate, I'd like to talk about the technology mechanics used in 4X strategy titles. I know this is often a "hot topic" on message boards for such games, but that doesn't mean there's nothing left to say. Some of the older ideas are, I agree, pretty tired, but I'd like to see ideas for entirely new technology systems--just as a matter of interest, even if they're not totally practical. Now, I tend to be more interested in designing 4X space "empire" games myself, but there are many incarnations of the 4X, including more historical games. There are many differences here. Take Moo2 and Civ2 for instance. In Civilization 2, each technology was its own discrete entity, and you empire either had it or it didn't. Each technology allowed the research of new technologies and itself relied on other, earlier techs. This is the first part of a technology system I find important: the relationships between techs. Moo2 had a slightly different system, where techs were grouped into major branches of science. Instead of moving up through the techs, one by one, as in Civ, the Moo2 player had to select which of six or so techs he wanted most within a given field, and there was no way to get the rest aside from trade. The second important aspect of a technology system, I'd say, is how technology affects the game. I.E. in Civ2, each discrete tech gave you new units, new buildings, etc. Meaning that in general, you got access to specific new options. In Moo2, many of the techs instead gave you some kind of benefit which couldn't directly be observed as a new unit, like better radar tracking. Lastly, there's how research is accomplished. Can the player choose what it is he wants or is it random? Can he theoretically research everything or are his selections limited? Is the rate of research fixed or can he built institutions and/or enact decrees that affect it? This post is getting pretty long as it is, so maybe I'll go into my own new system in another post, but what does everyone think? What games have had significantly different tech systems? What about some ideas for new ones? -- Jasper "Asmaul" McChesney ja...@st... / ja...@ja... "You told me, Regin, that this dragon was no larger than a serpent, but his tracks seem excessively large to me." - Sigurd, Saga of the Volsungs |