Just some thoughts about modes -
This of course may be way too early, especially since we have no idea of exactly how the game play works. But these are some thoughts i had and are really just points of interest regarding the game, rather than any criticism.
Anyway, i was thinking of traditional 4x's and i thought well, those give us different criteria for winning depending on the preferences or the strengths of the particular player. But then i also thought, well, we've been there and done that, why recreate a game play form that is as established as that? It may be familiar to players, but perhaps a bit too blase and brings nothing new to the approach of the game.
So, then i thought, well, what if you had a simplistic game win condition (did i say simplistic? Well, haha, not quite... conceptually simple perhaps, or even simplistically straight forward, not necessarily simple to achieve.) That concept is 'form the federation and overcome all other planets'. (Which i believe is what Chris said, although there may be more or less to that than i know right now)
If we sprinkle about a hundred or so, or perhaps several hundred different 'quests, missions, diplomatic assignments, military missions, trade exchanges, technology exchanges, battlefield bluffs, or sneaky passenger escorts and asteroid mining camp setups... and battles, or political backstabbing, insincere smiling lies of loyalty and thieving runs, or peacekeeper patrolling ... then we have a condition that can be met, in any of all the ways it takes to win along the way and are not locked into using only one type, or one tactic, or one approach.
What if the Burlusts we are able to convince with very accommodating diplomacy, the Acutions we have to threaten, and the Skylaxians we trade with in order to get each + the Borines (which the Skylaxians are friends with) into the Federation?
If we do this approach, then perhaps the game is as complex as a 4x, but not tied to its limits or only one single approach at a time. (Isn't this how Chris said it works?)
If there were a 'casual-easy-normal-difficult-hard-veryhard-cruel-vengful' difficulty to the game, then perhaps it is 'not' based on difficulty as much as it is time. Meaning the game actually imposes a time limit on the game, meaning perhaps the sun goes nova at the end of the time limit? So either i make it in time or i don't? Meaning, if i choose the casual level of play, then i don't give the races a lot of time (say only an hour or less) for a game, it is easier for me to meet the conditions of getting them into the Federation, because i am dealing with a simpler, less established solar system and also less powerful set of races. And conversely, if i choose the normal difficulty level, then i give them too much time, like say (two to six hours of play) then I'm going to have my hands full with a much more mature solar system, much more entrenched and established races and more planets (the races colonies) to deal with. And lastly, if i give the game say (eight plus hours, on the vengeful difficulty level, Then the game universe is extremely complex and varied, with not only race complications, but also non-race solar system anomalies and events, in such a universe then the game is so complex it is going to take me weeks to overcome it. If at all, maybe i play through to the end and have the Burlusts stab me in the back because i betrayed them earlier in the game? Oh my, what an outcome of several weeks of play, but then again, isn't it cool?)
Anyway, as noted at the beginning, these are really just thoughts, not any criticisms, or even requests, i am just really thinking out loud, how i think it might work, and what might be the drawbacks of using the standard 4x approach that i thought at first the game might be using. When if Chris and company do something different - don't they always?
- then we might expect something quite different when we actually sit down to play the game.
thoughts or comments anyone? Oh, Merry Christmas!
Question? Does this all inclusive approach accommodate the 'modes' approaches? Or bypass them? In the case of the later, then perhaps 'modes' where each type of game play is broken out separately is better, in that it would allow players to play or approach the game in any number of ways, according to how they feel, or what kind of game they are looking for. Anyway, just some thoughts.
-Teal