Wow. brice sure was diligent. I guess it pays off.
It's only been there max a couple days.
wwarnick
Notes from the Slippery Slope, part 3
martin wrote:I always go to the forums directly, but I just got a laptop (woo yay!) so I don't have all my favourites set up yet.
Try del.icio.us, and then, if you use Firefox, del.icio.us extension. Perfect for keeping bookmarks sync'd between multiple machines.
Montyphy wrote:martin wrote:I always go to the forums directly, but I just got a laptop (woo yay!) so I don't have all my favourites set up yet.
Try del.icio.us, and then, if you use Firefox, del.icio.us extension. Perfect for keeping bookmarks sync'd between multiple machines.
ah cool, I might download that later - thanks
GENERATION 22:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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Puzzlemaker
- level2

- Posts: 115
- Joined: Sun Jan 29, 2006 10:37 pm
I would like to say I have thought about the usability/complexity problem a lot. My two cents:
Depth.
A good game is about depth. You can play the game without knowing much, but you can improve drastically. A good example is Starcraft. The basic idea is pretty simple. Build a base, build units, attack.
However, most units have special abilities that you have to trigger at the right times. Also, how you build the base really makes a big difference; its hard to really screw up building a base, but its also hard to do it correctly.
So my suggestion is thus:
All actions should have different levels. Example: Telling Darwinians to move. You have your basic move, which makes them go from point A to point B. Then you can have assault-move, Ignore-move (Where they ignore enemies and just move as fast as they can), Guard, ect. But all this extra depth doesn't change the fact that a new user can still just use Move and do well.
Team Fortress 2 had a lot of depth. Each class has very simple goals, strengths and weaknesses, but there are a lot of combinations and ways you can do things.
Depth.
A good game is about depth. You can play the game without knowing much, but you can improve drastically. A good example is Starcraft. The basic idea is pretty simple. Build a base, build units, attack.
However, most units have special abilities that you have to trigger at the right times. Also, how you build the base really makes a big difference; its hard to really screw up building a base, but its also hard to do it correctly.
So my suggestion is thus:
All actions should have different levels. Example: Telling Darwinians to move. You have your basic move, which makes them go from point A to point B. Then you can have assault-move, Ignore-move (Where they ignore enemies and just move as fast as they can), Guard, ect. But all this extra depth doesn't change the fact that a new user can still just use Move and do well.
Team Fortress 2 had a lot of depth. Each class has very simple goals, strengths and weaknesses, but there are a lot of combinations and ways you can do things.
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microchip08
- level5

- Posts: 1187
- Joined: Fri Aug 31, 2007 4:37 pm
- Contact:
Puzzlemaker wrote:I would like to say I have thought about the usability/complexity problem a lot. My two cents:
Depth.
A good game is about depth. You can play the game without knowing much, but you can improve drastically. A good example is Starcraft. The basic idea is pretty simple. Build a base, build units, attack.
However, most units have special abilities that you have to trigger at the right times. Also, how you build the base really makes a big difference; its hard to really screw up building a base, but its also hard to do it correctly.
So my suggestion is thus:
All actions should have different levels. Example: Telling Darwinians to move. You have your basic move, which makes them go from point A to point B. Then you can have assault-move, Ignore-move (Where they ignore enemies and just move as fast as they can), Guard, ect. But all this extra depth doesn't change the fact that a new user can still just use Move and do well.
Team Fortress 2 had a lot of depth. Each class has very simple goals, strengths and weaknesses, but there are a lot of combinations and ways you can do things.
Like AoEII*, with advanced control toggles?
*Age Of Empires.
Puzzlemaker wrote:I would like to say I have thought about the usability/complexity problem a lot. My two cents:
Depth.
A good game is about depth. You can play the game without knowing much, but you can improve drastically. A good example is Starcraft. The basic idea is pretty simple. Build a base, build units, attack.
However, most units have special abilities that you have to trigger at the right times. Also, how you build the base really makes a big difference; its hard to really screw up building a base, but its also hard to do it correctly.
So my suggestion is thus:
All actions should have different levels. Example: Telling Darwinians to move. You have your basic move, which makes them go from point A to point B. Then you can have assault-move, Ignore-move (Where they ignore enemies and just move as fast as they can), Guard, ect. But all this extra depth doesn't change the fact that a new user can still just use Move and do well.
Team Fortress 2 had a lot of depth. Each class has very simple goals, strengths and weaknesses, but there are a lot of combinations and ways you can do things.
Very true... and yay for TF2, valve are teh win.
Heavy+Medic combos are great.
- Grandstone
- level2

- Posts: 97
- Joined: Tue Nov 20, 2007 4:13 am
- Location: New England
- Contact:
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RabidZombie
- level5

- Posts: 2414
- Joined: Fri Nov 18, 2005 10:09 pm
The logo on the front page hasn't been there for long. (I always go via the front page.) It turned up maybe 2 weeks ago?
Semi-related, anyone else find the below:
www.multiwinia.com
www.multiwinia.co.uk
www.multiwinia.net
www.multiwinia.org
It is odd. The last two seem to redirect to http://www.introversion.co.uk/multiwinia, whereas the first two don't. Can anyone think of a logical reason why?
As for the Valve discussion, I agree. I don't know any bad Valve products (don't say Steam
). The only downside is that the amount of effort they put in delays their games. But still, if it means a better end result...
Semi-related, anyone else find the below:
www.multiwinia.com
www.multiwinia.co.uk
www.multiwinia.net
www.multiwinia.org
It is odd. The last two seem to redirect to http://www.introversion.co.uk/multiwinia, whereas the first two don't. Can anyone think of a logical reason why?
As for the Valve discussion, I agree. I don't know any bad Valve products (don't say Steam
Registered to: Vicky Arundel (of IV fame)
RabidZombie wrote:www.multiwinia.net
www.multiwinia.org
Registered to: James Titmuss (I have seen the name before, but can't remember who it is -- one of the forum regulars)
xander
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RabidZombie
- level5

- Posts: 2414
- Joined: Fri Nov 18, 2005 10:09 pm
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