[Discuss] unit responsibility
Timothy Collett
danaris at mac.com
Wed Oct 18 22:38:19 CEST 2006
On Oct 18, 2006, at 4:28 PM, Tom Vogt wrote:
> On the matter of _realism_ alone, this right should be added and
> much extended.
>
> Why do you think of the Sun King when we talk middle ages?
> Throughout most of the middle ages, the kings were weak and the
> nobles held lots of power. Often, kings had to _beg_ the nobles to
> even _appear_ for a battle, much less tell them what to do.
> Throughout many centuries, if a king had dared to tell a noble
> where to put his men and how to fight, said noble would've simply
> walked away with his men in protest.
I think this is a central problem: the constant back-and-forth
between *realism*, which was really boring most of the time, and
*fun* gameplay for us, the players.
In general, I think realism is fantastic, and the more we can get in
BattleMaster, the better.
But this is one of those points where I just don't think it will
work, because it would require changing the entire culture of the
game. It's not just code and rules that are at work in this case:
it's how people want to play your game. And while I would be
perfectly happy with the changes you're proposing if everyone in the
game were as dedicated to playing and roleplaying as me, and Gloria,
and Anthony, and Marc (just to pick a few random names from recent
discussions), they're not. They want to log in, read the latest
orders (or the first ones they see, and ignore the more recent
ones...), follow them, and log out.
If you want to change the whole culture of the game, you'll have to
start a new game.
Timothy Collett
Anaris Family
--
Never attribute to malice that which can be adequately explained by
stupidity.
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