cow_trix
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« Reply #1 on: September 22, 2016, 10:30:52 PM » |
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I don't really know what type of game you're making, and there isn't a "right" choice or anything, this is a design decision. Consider the role of time as a gameplay element. There's a bazillion options for how to structure time. As you say, a lot of 4x games have the ability to control time absolutely - they can pause for as long as they like, speed the game up, slow the game down. Really, in terms of real gameplay design, I don't see a significant difference between this and turn-based designs. Time is a perfectly controllable, no-pressure variable in both, the only real change is in the size of the turns. There isn't really a difference.
So really, I think the decision is this - do you give the player perfect control of time? It has some pros and cons IMO. Perhaps it is just a foundational part of 4x games that they will have slow and busy times, that it is good to skip. On the other hand, I can't help but feel that it is a bandaid for bad design. "Oh, there's a significant period of time where the game is boring? Let's just give the player a fast-forward button, instead of fixing the root causes of that." Another thing I think is that it takes away what could be a really fun pressure-force, time management.
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