More replayability and less puzzle
Posted: Sat Jan 27, 2018 9:21 am
Hi,
since PzC 2 is in development, I thought to share some thoughts on the game design of PzC and turn based strategy games I had now for a long time, ever since I started to play Panzer General II and then the others (PG III, Peoples General, PzC, OOB and so on). The problem I have is the lack of information about the enemy in the first playthrough and the abundance of information in the following playthrough which tends to make the game in parts kind of a puzzle game.
Let´s take the first Poland scenario of PzC as an example. The information you get as a player is vary vague, you have almost no information on enemy strength, position, reinforcements and so on. Then, when replaying it, you know where the enemy positions are, you remember how many tiles you can move forward avoiding an ambush etc. To be sure, there are some variations because the AI does not always purchase the same replacements but still.
What I would suggest are two things:
1. More Information about the general positions of the enemy. Maybe a map with some remarks like (around 2 - 4 units around Poznan etc.) You could even invest some Prestige Points to have more accurate informations in the beginning of the scenario. (So to some extenct, it would be similar to Peoples General)
2. More variations in the enemy position. You could for example have different starting positions (i.e. AI strategies) that are chosen by a random factor.
In my opinion this would greatly improve the replay values of the game and make it even more a strategy game and less of a puzzle game. You would of course have to balance historical accuracy and the amount of variations you offer in a given scenario.
In the same spirit, you could also enhance the campaign experience by making the starting positions more depending on the results of the scenario before. OOB does it a little bit, but I think, this could be implemented and even expanded in PzC also.
What do you think?
since PzC 2 is in development, I thought to share some thoughts on the game design of PzC and turn based strategy games I had now for a long time, ever since I started to play Panzer General II and then the others (PG III, Peoples General, PzC, OOB and so on). The problem I have is the lack of information about the enemy in the first playthrough and the abundance of information in the following playthrough which tends to make the game in parts kind of a puzzle game.
Let´s take the first Poland scenario of PzC as an example. The information you get as a player is vary vague, you have almost no information on enemy strength, position, reinforcements and so on. Then, when replaying it, you know where the enemy positions are, you remember how many tiles you can move forward avoiding an ambush etc. To be sure, there are some variations because the AI does not always purchase the same replacements but still.
What I would suggest are two things:
1. More Information about the general positions of the enemy. Maybe a map with some remarks like (around 2 - 4 units around Poznan etc.) You could even invest some Prestige Points to have more accurate informations in the beginning of the scenario. (So to some extenct, it would be similar to Peoples General)
2. More variations in the enemy position. You could for example have different starting positions (i.e. AI strategies) that are chosen by a random factor.
In my opinion this would greatly improve the replay values of the game and make it even more a strategy game and less of a puzzle game. You would of course have to balance historical accuracy and the amount of variations you offer in a given scenario.
In the same spirit, you could also enhance the campaign experience by making the starting positions more depending on the results of the scenario before. OOB does it a little bit, but I think, this could be implemented and even expanded in PzC also.
What do you think?