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RTS philosophy

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Date Editor Before After
11/10/2012 10:56:26 AMAUrankAdminSaktoth before revert after revert
Before After
1 DF is a good example of simulationisms obsession with detail and complexity while ignoring the big picture. 1 DF is a good example of simulationisms obsession with detail and complexity while ignoring the big picture.
2 \n 2 \n
3 You have complex ( and emergent = fun!) water simulation but you it's almost non-essential other than medicine. For early civilizations, water was vital for drinking, irrigation, sewerage, cleaning: The 'hydraulic empire'. 3 You have complex ( and emergent = fun!) water simulation but it's almost non-essential other than medicine. For early civilizations, water was vital for drinking, irrigation, sewerage, cleaning: The 'hydraulic empire'.
4 \n 4 \n
5 You have simulation of temperature, but this is used almost exclusively for lava. One of the major challenges of early civilization is keeping warm, cooking and preventing fires- the hearth was a massively big deal and buildings were often built around it (also dealing with smoke etc and ensuring a steady supply of burning material). 5 You have simulation of temperature, but this is used almost exclusively for lava. One of the major challenges of early civilization is keeping warm, cooking and preventing fires- the hearth was a massively big deal and buildings were often built around it (also dealing with smoke etc and ensuring a steady supply of burning material).
6 \n 6 \n
7 You have a simulation of skin, bone, teeth, hair, but the effects are basically random because hit location is random: This adds nothing but fluff and flavour. These are important but mechanics can and should effect gameplay too. 7 You have a simulation of skin, bone, teeth, hair, but the effects are basically random because hit location is random: This adds nothing but fluff and flavour. These are important but mechanics can and should effect gameplay too.
8 \n 8 \n
9 You have simulation of materials down to edge and sheer strength, but most of these factors never come into play aside from weapons, where steel is always the best other than adamantium. This is where simulationism of mostly real-world materials is actively obstructionist: if these material properties actually had real uses in a variety of applications, you might want and require a range of materials from a range of sources rather than materials rendering lower levels redundant. 9 You have simulation of materials down to edge and sheer strength, but most of these factors never come into play aside from weapons, where steel is always the best other than adamantium. This is where simulationism of mostly real-world materials is actively obstructionist: if these material properties actually had real uses in a variety of applications, you might want and require a range of materials from a range of sources rather than materials rendering lower levels redundant.
10 \n 10 \n
11 All of these things would increase the complexity, emergence and enjoyment of the game and actually use the mechanics Notch has spent so long putting into the game as a part of gameplay. DF is a stellar game and I've gotten a lot of enjoyment out of it, but a lot of the systems put into the game never improve actual gameplay. 11 All of these things would increase the complexity, emergence and enjoyment of the game and actually use the mechanics Notch has spent so long putting into the game as a part of gameplay. DF is a stellar game and I've gotten a lot of enjoyment out of it, but a lot of the systems put into the game never improve actual gameplay.