Notes from the Slippery Slope, part 3

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wwarnick
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Postby wwarnick » Sat Nov 24, 2007 6:36 am

Wow. brice sure was diligent. I guess it pays off.

It's only been there max a couple days.

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Postby Montyphy » Sat Nov 24, 2007 12:20 pm

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.
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Postby martin » Sat Nov 24, 2007 2:17 pm

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 :)
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Postby Puzzlemaker » Thu Nov 29, 2007 11:06 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.
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Postby microchip08 » Fri Nov 30, 2007 6:53 pm

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.
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Pox
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Postby Pox » Sat Dec 01, 2007 1:15 am

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.
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Postby Grandstone » Sat Dec 01, 2007 4:51 am

Pox wrote:Very true... and yay for TF2, valve are teh win.

Heavy+Medic combos are great.


Yeah, just to derail, Valve has never put out a bad product. And Medics always die first if I can help it.
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Postby RabidZombie » Sat Dec 01, 2007 1:20 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 :D). The only downside is that the amount of effort they put in delays their games. But still, if it means a better end result...
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Postby Lastof » Sat Dec 01, 2007 1:33 pm

Because the last two aren't owned by IV. They seemed to only pick up the first two.

I would guess some loyal fan of IV didn't want anyone else picking them up and using them for nefarious purposes, and so picked them up.
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Postby Mas Tnega » Sat Dec 01, 2007 2:15 pm

*activates the internet stalk machine*

It was you!
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xander
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Postby xander » Sat Dec 01, 2007 4:55 pm


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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KingAl
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Postby KingAl » Sat Dec 01, 2007 5:30 pm

Mas is correct...
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Postby Mas Tnega » Sat Dec 01, 2007 5:53 pm

Defcon Beta Tester lists FTW.
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Postby RabidZombie » Sat Dec 01, 2007 7:44 pm

It's all making sense now!

It's a shame the .com varieties of Darwinia's and Uplink's domains are taken.

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