Back story vacancy
Posted: Tue Nov 19, 2013 1:59 am
The story feels bolted on to the mechanics of the game. For example
The goody boxes are a tried and true mechanism for helping out players at the start. Yet for all the text about an alien race we learn nothing about them during or after the game. The presence or absence of the the towers and observatories can be measured in so much food, minerals or research. The disappearance of the towers after you send a unit there is disconcerting and intrudes on the immersion. This is a lost opportunity to make the story relevant to the game. The ruins should not disappear but there could also be a cost for locating near them... We don't even understand the effect of our own technology much less someone else's. How about an end game penalty in terms of population unrest or having cities near the ruins or towers transcend early?
The factions are predictable and would not be too out of place in the early Industrial Ages. The scholar, the devout, the industrialist, the dictator. The "green" faction is new but the ideology of the factions does not really change your play style. I think that the choices the player makes should matter. If you want to be green you should not be able to pollute your heart out without your cities deserting to another faction. Given the choice of technologies you would think the green faction would consider integrating with the Pandoran ecology. Why have earthly cities, why not fungus towers? Similar changes could be made for each faction. I agree that a different city icon for each faction is a surface change. The penalties and bonuses for each faction could be much more unique.
More along the line of your choices should count is the happiness/morale of the populace. If a city is very unhappy due to pollution or overcrowding why don't they riot or defect? The only cost for letting your citizens breathe smog is a hit to production.
I notice in the end game you are deploying weapons like black holes and EMP strikes that would a lot more than raise an eyebrow in some societies. Surely the scholars, greens and industrialists should receive some sort of populace unrest penalty for using weapons of this nature?
This is just scratching the surface of the idea of delivering a game that has more rich complexity. Fortunately the developers have a good base product and I can hope for more in the future.
The goody boxes are a tried and true mechanism for helping out players at the start. Yet for all the text about an alien race we learn nothing about them during or after the game. The presence or absence of the the towers and observatories can be measured in so much food, minerals or research. The disappearance of the towers after you send a unit there is disconcerting and intrudes on the immersion. This is a lost opportunity to make the story relevant to the game. The ruins should not disappear but there could also be a cost for locating near them... We don't even understand the effect of our own technology much less someone else's. How about an end game penalty in terms of population unrest or having cities near the ruins or towers transcend early?
The factions are predictable and would not be too out of place in the early Industrial Ages. The scholar, the devout, the industrialist, the dictator. The "green" faction is new but the ideology of the factions does not really change your play style. I think that the choices the player makes should matter. If you want to be green you should not be able to pollute your heart out without your cities deserting to another faction. Given the choice of technologies you would think the green faction would consider integrating with the Pandoran ecology. Why have earthly cities, why not fungus towers? Similar changes could be made for each faction. I agree that a different city icon for each faction is a surface change. The penalties and bonuses for each faction could be much more unique.
More along the line of your choices should count is the happiness/morale of the populace. If a city is very unhappy due to pollution or overcrowding why don't they riot or defect? The only cost for letting your citizens breathe smog is a hit to production.
I notice in the end game you are deploying weapons like black holes and EMP strikes that would a lot more than raise an eyebrow in some societies. Surely the scholars, greens and industrialists should receive some sort of populace unrest penalty for using weapons of this nature?
This is just scratching the surface of the idea of delivering a game that has more rich complexity. Fortunately the developers have a good base product and I can hope for more in the future.