Well, this will be my last post responding to RPB in this thread because yes, I do believe your sense of reality is warped. I'm getting fairly exasperated (and it shows in this post) at the arguements you use and judging drom the other posts, you appear to be a lone minority on your position that late game nobles should not come with any advantages.
So, here we go~
quote:
My sense of reality is warped?You can, if you're really bent on it, get right to work on heading for the magma and have a magma smelter up and running around the end of summer. That's about 2 hours, at 1 hour per season (which seems to be about normal).
No matter how much effort you put into it, I don't believe you can get the governor before the 5th spring. That's over 16 hours, 1 hour per season.
How can you say that 14 hours of play time is a difference of "nothing, really"? There are plenty of games, especially freeware games, that you can play start to finish in 14 hours.
This is a hugely fallacious arguement- I can't believe you even tried to argue like this.
Here's ONE counterpoint:
"You can, if you're really bent on it, get right to work on getting lots of farms and for lots of food and beds to house your dwarves. That should really bring the immigrants in! You'll probably have a nice stable fortress by the end of the 4th or so year to get the governor! You'll only have to deal with the occasional siege (maybe not even that) if you don't build past the river and a few snakemen shouldn't be a bother. Best of all, no bridges that break pathfinding!
But, no matter how much effort you put into it, I don't believe you can get to the lava without hitting the chasm and having to build bridges there. How can you say that the time spent building bridges, and the risk involved with them AND having to build defenses against antmen invasions is 'nothing'? Getting the governor is easy if you just build some farms and houses."
I can apply the same arguement you make against the governor and use it with the lava example. I just use the lava example because its advantages and disadvantages are well known and implemented unlike the governor, who I believe, is probably incomplete. Presenting the governor as an example when his supposed functions aren't even known is a quick way to turn the arguement into fruitless speculation.
Which leads to a second counterpoint:
quote:
"You can, if you're really bent on it, get right to work on heading for the magma and have a magma smelter up and running around the end of summer. That's about 2 hours, at 1 hour per season (which seems to be about normal).No matter how much effort you put into it, I don't believe you can get the governor before the 5th spring. That's over 16 hours, 1 hour per season. "
But you're forgetting that players often build before the river first and then relocate (which seems to the normal way of doing things). Building to the lava means you have to spend so much time removing furniture and crafting new rooms since once you have the lava you probably want your dwarves near there to get the ore/gems. All that managing and extra planning takes a lot of time- I'd say 3 hours extra per season, maybe more! That's 10 hours! I'm sure there are a lot of games, especially freeware games, that you can play from start to finish in 10 hours.
Wait... where did I get these facts and numbers from? Well... the same place you did of course- speculation and oversimplification land! 16 hours vs 2? It MIGHT BE 2 hours IF you are an experienced player and IF you really want to get a smelter down really fast. But what IF we add in the time it takes to plan a fortress where you get to the lava so quickly instead of making rooms as you need them? Then the time difference begins to shorten.. when is it not a 'large' difference to you? 16 vs 10 hours? 16 vs 12? I can make a million little arguements relating the time/effort taken about the governor and lava- BUT I can't argue (without seeming like I have a warped sense of reality) that getting the lava or the governor doesn't take time and effort and that I start off with them.
Which is why it's a valid example for arguing that, yes, players don't need to have certain things given at the beginning like lava or noble functions and still enjoy the game. That giving them these functions automatically WOULD trivialize certain important aspects.
Ah, and here's another counterpoint for good measure:
"How can you say that 14 hours of play time is a difference of "nothing, really"? There are plenty of games, especially freeware games, that you can play start to finish in 14 hours."
Actually, I think there might be some games out there you can complete in the time you use to build a normal smelter! But the magma smelter requires steel and will take so much longer and it also provides benefits! Obviously we should make it so that getting the normal smelter/lava/whatever should be equal to the time taken to get the magma smelter/governor/whatever...
If only we had a large amount of posts in this thread that related the ADVANTAGE GAINED vs. THE EFFORT REQUIRED! That would be the perfect foil... oh wait.. there they are!
which leads to....
quote:
So does that mean that EVERY time someone plays, they should have to wait 3-4 years and get 100+ dwarves before they're allowed to go to the lava? That's the difference. If someone plays for 20 hours before they reach the magma, then if they decide to start over they can go get to the magma again in 2-5 hours, depending on how fast they are--that saves a lot of time. If someone plays for 20 hours before they reach the governor, then if they decide to start over they still MUST wait for 16 hours. 10+ hours might be a couple of weeks' playing time for a lot of players, and that's a lot of time to ask them to invest in the game EVERY TIME they want to see any of the later features.
Why yes, I am saying that you should put effort into receiving rewards! That you SHOULD invest time and effort into this type of game to get the full experience!
And I'm also going to say that two can play at this little game:
"Are you saying that player's should just get continually punished when their fortress is good enough to attract important nobles? That investing any time or effort into a game to reap rewards is false because it makes the game harder than it should be? That the game should be a non-interactive slideshow showing all the cool features and big fortress layouts?"
Wow, that sure was easy to do. I didn't even have to defend my position- just attack my opponent,
Oh AND:
quote:
I guess we'll never find out, because SimCity ALREADY LETS YOU DO THIS. At least every SimCity game I've seen featured a scenario mode, anyhow. Sure, most of those featured DISASTERS hitting those huge sprawling cities, but you still got to play with them without having to build them yourself...Incidentally, adding a mode where you could jump in and play a pregenerated fortress that's already progressed quite far would be a very good feature for Dwarf Fortress too and would eliminate most of the concerns I've brought up, whether it was a "problem scenario" mode like what SimCity had or if it was just "here's a fortress, go nuts." But I'm guessing you're probably going to explain why this is such a BAD BAD HORRIBLE THING.
I was HOPING you'd mention the scenario's in SimCity, because it's one of the most solid proofs that: YES, players WILL play a game where you DON'T get everything in the beginning!
The most popular part of simcity wasn't the scenarios (just look at 99% of the fansites out there), it was the build your city from scratch part. Will Wright wasn't even going to add scenarios into the original game, it was the execs who were wary of just putting out a [then revolutionary] game design concept.
But players didn't get addicted to simcity for the scenario's- they were drawn to the open-ended gameplay where you built your city from scratch and watched it GROW and EVOLVE. Your little residential zones grew from little houses to huge hotels- AND here's the kicker- you got benefits AND disadvantages from progress! Your problems went from not enough money/not enough industrial/commercial buildings to pollution/traffic/crime. And this was the original simcity- just follow the sim-trail and you have Will Wright's newest project: Spore.
If you don't know what Spore is well.. you should google it. It's apparently your worst nightmare, a game where -gasp- you start of with a little spore and you don't see the full scope of the game until you spend enough time and effort to grow your spore to an entire planetary civilization. If we go by your logic though, people won't play it because they'll have to work too hard to get that point. You'll probably say it will tank and its a HORRIBLE BAD GAME ( <-- LOOK I can make BASELESS accusations too! It's fun for the whole family!)
I was tempted to end it here, but I really should give the main reason for my continued exasperation. I'll try to reign the sarcasm in on this part.
A good portion of mine and other's past posts have focused on JUST the advantages the position that nobles should have both disadvantages and advantages.
The main points that were made were ( I might have missed some) that isn't an attack were
a) Nobles become something a player wants, a 'short' term goal
b) Giving them disadvantages/advantages provides more variety in the way you play the game by positively encouraging an evolving strategy (key word is positive)
c) Nobles can be a great mechanism for moderating difficulty levels
d) Nobles can be a nice way of introducing new functions into an already complex and cluttered interface (related to point c, but I feel that they're different enough)
These points can stand alone as advantages.
But, taking a quick scroll through RPB's arguements reveal that nearly EVERY one of them is some kind of attack on these points.
But where are the standalone arguements for nobles that don't have advantages? WHAT DOES KEEPING THEM USELESS ADD TO THE GAME?
I don't know if I can stress those 2 questions enough, especially the last one. Because they are the crux of my irritation. Rather than listing any of its positive effects on the game, RPB insists on pointing out what is 'negative' with the other side.
Now, judging by the post count, there are negatives to either side of the debate- but I've only seen a positive rational on the position that nobles should give advantages and disadvantages.
It's easy to attack an opponent's arguement- I did have some fun writing a large section of the above post- but in this case, I'm finding that my attacks are essentially counterattacks.
What's the point in arguing with someone who's defense doesn't include a good reason why, and just reasons for 'why not'?