Deflagratio wrote...
"Very easy" and game development are mutually exclusive states of existence.
This is about wwriting.
Anyway, I feel like a certain someon else, you're not fully grasping the idea that games are a separate medium from novels and film.
And yet novels and films both manage to convey catastrophic war and both do it without any kind of interaction from the viewer or reader, generally through getting in the characters head and create a sense of powerlessness, etc.
Sure it's easy to say "Bad guys comin, bad guys killin, now you win" but to involve the player, to engage the player... Entirely different and infinitely more difficult task. And I really feel you can't accomplish that feeling without a severe investment into the atrician aspect of campaigning, especially in the "Fantasy" setting. The current model is little more than Mideival James Bond. Show up, talk to Q, Race around the world in less than a week and bang the chick.
It's almost like... I said a game that to be completely different from whatever this thing you described to portray a catrastrophic war? But that would be silly, because then it would mean this part of your post isn't responding to anything I've said.
It comes down to how much you'll rely on suspension of disbelief. Call me particular, but when I've solved the world's greatest catastrophe in less than a week (Game time) it feels dishonest.
How do you handle when it's solved in less than two hours running time? In fact, how do you handle anything that isn't directly teleporting you into a warzone?
Persistent world means the game environment exists independent of player interaction. This is something you're going to be hearing a lot more about when Destiny (And in about 3 weeks) GTA:Online hit. I'll point out that "Single Player Persistant World" is exactly as you described it. A world that plays itself. I suppose you've never heard of Skyrim have you? Or Oblivion? Those are single-player and persistant worlds. They just have a low level of dynamic (Volatile) content, which brings me into my second point.
No Bestheda game exists independently of the player. They have worker acts that sometimes die but the quests and actual "world changing" elements are entirely scripted and only run via script. Calling it a persistent world is just an empty buzzworld.
Volatile is another word for Dynamic, but I prefer volatile because it properly illistrates the unstable nature of true dynamic worlds. So when I refer to "Volatile Content" it means the result can A) Result in a kind of Failure state and
Doesn't have to involve the player.
Having the game actually play itself in any kind of non-scripted way without looking like you've designed a worker ant colony like in Skyrim requires a kind of AI that is impossible to use or recreate unless you've up and designed the Matrix.