|
|
|
|
|
by khalilravanna
2868 days ago
|
|
It's called Ripple but it's basically tabled for the time being at this point. I've re-prioritized long term goals in my life and I'm more in career-mode than independent-projects mode. If you're interested in it anyway you can check out the blog here: http://ripplega.me/. Little bit of technical and a little bit of design. If you're in the mood for one you're probably already aware of my favorite which is Rimworld. If not, hurray for you that will be a fun time sink. Other than that, I haven't been following anything other than Stonehearth, which depending on who you ask was a failure but recently did come out as a 1.0. Of course none of them could possibly approach the complexity of DF but the spirit has definitely spurred on some cool projects. |
|
If you get raided, you should be able to scout the caravan before it arrives. If bugs tunnel under your base, your ground penetrating scanner should detect them in time to get in position to defend. The list goes on, and the solutions to the UX challenges are there, if developers didn't simply throw their hands up and say "Welp, that's just too much UX for me!"
The game that got randomness right was Diplomacy. There's no dice rolling at all, but the randomness is there because you don't know what 6 other people are going to do when you put in your orders, but you rely on them holding to their agreements for the success of your own moves. It's a very satisfying mechanic because randomness is still causal. Randomness truly represents your lack of information, and can be mitigated by your ability to extract reliable information from the other players. When you get screwed by randomness, it doesn't feel like arbitrary bullshit. Knowing that effects have causes is crucial for people's ability to form a narrative about their experience.
What isn't necessary is to simulate reality down to the smallest detail, which is what I feel like most people try to do when they end up complaining that it's too complex to present to the user and has minimal effect on gameplay. One needs to be smart about simulating the things that do have an effect on gameplay by focussing on narrative mechanics, and not just trying to recreate physics.
In short, the solution to complexity is not getting rid of it and replacing it with unsatisfying random chance, but instead to create a renormalized model that eliminates the extraneous degrees of freedom.