Games. Some (American) Politics might slip in from time to time, but definitely games.
Analysis of the Current System and Suggestions for Changes
Published on June 8, 2010 By Sareln In WOM Ideas

This was originally going to be a series of forum posts, but when I started writing, the thing took on a life of its own.  It has made a wonderful procrastination tool, though I guess it should see the light of day before Beta2 starts.  With that said, this is not a comprehensive analysis, and is mostly focused on the underlying system and the philosophy behind the technology system.

There are definitely ideas that I have not addressed, technology replication over categories, technology which exists in multiple tech categories, and ideas on just how many inventions should be attached to each category definitely come to mind.  Maybe they'll get their own threads.

I used the MSOffice suite to do most of my diagrams, if you want a base to do your own diagramming ask!

This is long.  18 pages and 4,700 words, though there are pretty pictures.  I tried to keep it easy to follow and accessible, but for some of our non-native English speakers it may be a touch heavy.  Apologies in advance.

Link to PDF

Edit: I am proofreading this next version, but here's a prelim.  Made stronger connection between problems and goals, fleshed out more examples in Appendix A, defined Pulses and Cores, added what I learned from the XML.  I will continue my naming convention of picking random numbers over 1.0 now.

Some people were having trouble getting the link to work, but it seems to be working for me.

Link to PDF v1.75

Here is the final proofread version.  I think I'm done with this now, and am looking forward to giving Beta2 a similar treatment!  Let's keep brainstorming/thinking about how we want the tech system to look.

Link to PDF vFinal

 


 

Executive Summary

This analysis argues that the current technology system used in Elemental fails to achieve or adequately support certain gameplay goals. These goals derived from developer interviews, press releases, and forum posts, are: to enable a variety of starting strategies, create space for players to generalize or specialize their factions, and to nurture a pervasive sense of exploration and discovery. These goals are hindered by certain traits of the current system, namely: the heavy use of unexposed inter-technology prerequisites, the fast growth of available technologies, and the current implementation of random technology access.  I offer a tweaked technology system which makes several changes: a dramatic reduction in the number of inter-technology prerequisites, the introduction of cross-category prerequisites, a method for clearly indicating prerequisites when they exist, a more gradual introduction of available technologies, a pseudo-soft tier system for tech categories, and a promise to never deny the player something he has seen.  Additional solutions were considered in Appendix A, and an interesting discussion of MoO2's technology system is presented in the linked 3 Moves Ahead episode in Appendix B.

Addendum: For some strange reason my laptop did not have the CoreTech and CoreTechTree XML files on it, and I didn't think to realize that they might be on my desktop (since I have beta 1Z installed on two computers). Therefore, this analysis was performed without exact knowledge of the Tech situation. Having looked briefly over the tech XML files, I am still convinced that most of this analysis is still useful.

Link to PDF 

Link to PDF v1.75

 Link to PDF vFinal


Comments (Page 2)
2 Pages1 2 
on Jun 09, 2010

Haven't looked into it too hard since the AI in Beta 1Z is a sack of rocks, so why trade?  I imagine it is currently very similar to the GalCiv2 system - you can trade any technology you have for any one of theirs, including ones they don't have prerequisites for.

on Jun 09, 2010

Well if it's like GalCiv2, and as easy to "game the system", then I say prereqs should be kept in the game, but can be ignored.  I forget which game it is, heck it may actually be GalCiv2, but every once in a while you'd research something that would give you the next two levels of a technology.  I'd treat prereqs kinda like that, with each level having a significantly smaller chance of being discovered if the prereqs haven't been discovered yet.  In the above graphic, if I have Sieges I'd have maybe a 50% change of discovering Catapults but only a 1% chance of discovering Trebucets.  It's highly unlikely you'd discover Trebucets but it's still possible.

I like the idea of cross-tree prerequisites.

As far as how far you can see in the tech tree, lets be honest here.  Anyone who wants to know the entire tech tree is going to be able to do so.  Be it reading the xml or looking at a web page from someone who's already parsed the xml.  Unless the game is actually randomly removing technologies from each session, you might as well just display the complete tech tree in game.

Later,
LAR

on Jun 09, 2010

Also, you've mentioned MoO and Civ... SotS (Sword of the stars)

I've seen briefly the SotS system, but haven't had a real opportunity to explore in-depth.  It sits on my impulse account looking lonely.  I gifted my housemate a copy so we'll probably get in a couple games this summer.  Hopefully it will provide some insight about pseudo-random tech trees.

I guess the main thing I want to focus on is to see if we can move away from tree based systems like CIV and be more category based, like MoO.  Trees are straightforward, and it sounds like SotS has put forward a "random" tree which works fairly well, so we should take this opportunity to explore the random-category style.

From your post, these are the things that you say work for SotS

  1. Few Key Techs
  2. Known Tech Tree, but chance for stuff to be missing
  3. Many branches
  4. Ability to Clearly Compare Advantages/Disadvantages of Techs

 

 

on Jun 09, 2010

As far as how far you can see in the tech tree, lets be honest here. Anyone who wants to know the entire tech tree is going to be able to do so. Be it reading the xml or looking at a web page from someone who's already parsed the xml. Unless the game is actually randomly removing technologies from each session, you might as well just display the complete tech tree in game.

Later,
LAR

There's an XML tag called "occurrence" which is doing exactly that.  Each technology has a rarity and an occurrence.  Rarity informs what color it is once you've researched its prerequisites.  Occurrence determines whether or not it's in the game.

on Jun 09, 2010

Sareln
There's an XML tag called "occurrence" which is doing exactly that.  Each technology has a rarity and an occurrence.  Rarity informs what color it is once you've researched its prerequisites.  Occurrence determines whether or not it's in the game.

That's sweet.  Btw, did you mean "AppearanceChange"?  I don't see an occurrence tag.  

Man I really want to mess around with this xml file now.  Something that might be useful is to add the ability to have either or prereqs.  I only see 1 prereq tag in each tech so I'm assuming that you can either only have one or if there are multiple they're both prerequisites.

It's also nice to see that the Fallen may have a different tech tree.

Later,
LAR 

on Jun 09, 2010

larrypeters

Quoting Sareln, reply 19There's an XML tag called "occurrence" which is doing exactly that.  Each technology has a rarity and an occurrence.  Rarity informs what color it is once you've researched its prerequisites.  Occurrence determines whether or not it's in the game.
That's sweet.  Btw, did you mean "AppearanceChange"?  I don't see an occurrence tag.  

Man I really want to mess around with this xml file now.  Something that might be useful is to add the ability to have either or prereqs.  I only see 1 prereq tag in each tech so I'm assuming that you can either only have one or if there are multiple they're both prerequisites.

It's also nice to see that the Fallen may have a different tech tree.

Later,
LAR 

Yes.

Yeah, Brad has mentioned wanting to expand on the tech tree ideas he worked with in Twilight of the Arnor, where the races started getting unique techs in their trees.

Can't find the proof for the italicized statement, so maybe, maybe not, only Brad can say.

I think the prereq tag would be handled as an AND operation yes.

on Jun 12, 2010

Took an opportunity to play some (couple of hours... maybe more ) Beta2 today.  The tech system seems to be more or less what it was in Beta1Z.  However there is at least one important change which should be applauded, namely:

  1. You can breakthrough more than 6 technologies! Maybe this has always been the case and there just weren't enough techs to make it happen, but that has neatly removed the problem of stealing green techs away from the player

This definitely makes wandering through the tech trees more accessible.

2 Pages1 2