boholikeu said:
zeroReactivity said:
Not all those were bad ideas. The randomness and Gold giving were great ideas I thought.
The randomness would help break up the monotony of the games and keep you on your toes.
Actually, high impact randomness like that is one of the biggest sins of game design. Like he mentioned in the speech, small level randomness can make a game more interesting if it's used correctly, but if you make it too big a factor in the game it completely ruins the point of interactivity.
True. To say it in other words. For example in Diablo 2 you have a randomness system that works perfect. Since all it does is creating random corridors and random loot in the areas.
Now imagine yourself that the game is completely random along the storyline. So you get to a low level dungeon and since the game is random you end up getting killed by a high level monster who appeared there since he was allowed to. Full randomness while it might be a cool mechanic when you think about it usually ends up just as being annoying and frustrating. Some games (that names I sadly completely cant remember now >_<) had full randomness and for me they ended up completely unplayable.
+ I completely agree with Sid about the "paranoia" factor of such solution. I always start thinking "Hey! My computer did that on purpose!" when something unexpected that completely owns me happens. That includes random game crashes in most important moments xP.
PS. I would absolutely want to see the "rise and fall" mechanic in one of Civ games. I always like it when something like that happens in the game since it creates additional challenge in the phase of the game in which you can basically whale on everything. Your enemies, your economy (you are so rich you don't even care) etc. etc.
Plus it would force you to invest in those little cities you created in the late stage of the game and that basically got forgotten...