Author Topic: Damage mechanisms: damage and multipliers, is that all?  (Read 2741 times)

Offline dumpsterKEEPER

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Re: Damage mechanisms: damage and multipliers, is that all?
« Reply #15 on: January 22, 2010, 01:21:46 pm »
I think that might also make for a good blog post in terms of your philosophy in general. I have a few friends who seem to struggle to "get" AI War because they find it too complex or too different from what they're used to playing before. It would be nice to have a link to send them that explains the game's philosophy more completely. I think it's interesting how the variety in the game is not just a bullet-point on the box, it's a core part of what makes the game "feel" like AI War, while also not becoming complexity for the sake of complexity. Of course, the other side of that is that you update the game so frequently, there's always something new to try out or see :)

As you stated, I think that's the reason that AI War continues to entertain me. There are only three or four games that I can think of that have held my interest this long, so that's a pretty rare thing for me.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Re: Damage mechanisms: damage and multipliers, is that all?
« Reply #16 on: January 22, 2010, 02:26:51 pm »
Good point, I will try to also make a blog post about that.  I think that the way I do things is counter to "good business" for a lot of developers, too -- publishers want you to be done with a game in a few months, so you'll buy something else.  In our case, it's more about word of mouth.  And, of course, it's nice if people go for the expansions, but that fits in with extending longevity rather than causing  players to move on.
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