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View Full Version : Game Design Theory (Too Much Money?)



Birthright-L
09-22-2006, 01:47 AM
Well as pointed out if the landed regent is "giving" away access to
the roads for trade routes then of course the guilder is "making out".

In games I`ve played in (or run) there is usually a "price" to pay for
this "free access", maybe in future "loans" or some other benefit.
----

This is kind of free-trade-economics of game design, isn`t it?
Assuming that players will act on their own, in their own
self-interest, and the whole system will somehow balance out in the
end. I think it`s a bad idea to hope this kind of player behavior for
inbalance issues in a game.

Why not have some mechanics to help facilitate this process?

As is, it`s kind of like assuming we don`t need combat mechanics
because both participants will role-play in such a way that their
character doesn`t die and so things will balance out and stay
interesting.

irdeggman
09-22-2006, 01:26 PM
Well as pointed out if the landed regent is "giving" away access to
the roads for trade routes then of course the guilder is "making out".

In games I`ve played in (or run) there is usually a "price" to pay for
this "free access", maybe in future "loans" or some other benefit.
----

This is kind of free-trade-economics of game design, isn`t it?
Assuming that players will act on their own, in their own
self-interest, and the whole system will somehow balance out in the
end. I think it`s a bad idea to hope this kind of player behavior for
inbalance issues in a game.

Why not have some mechanics to help facilitate this process?

As is, it`s kind of like assuming we don`t need combat mechanics
because both participants will role-play in such a way that their
character doesn`t die and so things will balance out and stay
interesting.

There are.

The actions are called Diplomacy, Vassalage and decree.

Placing specific "rules" to cover every specific usage of these actions is just asking for trouble, IMO.