Killrob wrote:No dude, I don't let that count, I provided arguments for why it would be the same, now where are your arguments for that it IS any different?
So let me get this straight, you have a concept in your head about how this game will play and now you want me to give you arguments about how that exact concept (wich is in your head) would play differently if it would be turn-based (with possible interruptions) instead of real-time? First of all I think your request is twisted right from the start, and secondly I did not say that this
concept of yours would play any differently if it was turn-based with possible interruptions vs. real-time. What I was saying however, was that that if you design a game which is turn-based with possible interruptions right from ground up (so it would play bit like Motorcity if I remember correctly), then it is going to differ clearly from a real-time game.
Killrob wrote:How is an arbitrary set of rules (turn-based mechanic) easier to comprehend than reality?
Im not saying that for us as physical beings “turns” would be more logical way to pass time vs. real-time. Im not saying anything like that. Im talkin about -GAMES- and how EASY it is to comprehend something that is happening in -GAMES-. When you really start to think of it, isn’t it obvious that it is much easier to -gameplay wise- comprehend a system where you move and after that your “enemy” moves, vs “we all move at the same time”? In turn-based gameplay it is much more obvious what you can do before your “enemy”, whilst in real-time it isn’t all that obvious since there are much more factors defining that than just “whos turn is it”.
Killrob wrote:Well, that might be because multiplayer was a set feature for the game from the start, and it is a significant part from a development and design standpoint, so why should we not talk about it an awful lot?
Well now I must ask you where have I ever said that you should not talk about multiplayer? Or where have I said that it should not be a significant part of development and design? I said I don’t like MP, perhaps because of this you are (consciously?) misinterpreting what I said and turning my sayings into something else? Anyway, I don’t care about MP so im not really interested talking about it.
Killrob wrote:Are you seriously thinking that we didn't go through those considerations before this point in time?
No I havent said anything like that.
Killrob wrote:It is a major source of inspiration for Daffy and Zeussy
Really? The Corporate Machine is a major source of inspiration for Daffy and Zeussy? Oh ok, im not going to lie; im pretty disappointed..
Killrob wrote:Before I even comment on your last post I want to hear some solid arguments giving a foundation to your rant(s).
If you count out the fact that I like turn-based gameplay more than real-time gameplay (it needs to be count out because that is just my personal opinion), then what is left is my argument which goes like this: In turn-based gameplay it is more easy for the player to comprehend what he/she can, or cannot do before his/her enemy does something vs. real-time gameplay.
Daffyflyer wrote:The reason we don't advertise Automation as being turn based or real time in particular is that whilst after a lot of thought, Real Time appears to do what we want better than Turn Based, its entirely possible that we could end up finding some Turn Based system that works well. We'd rather not say that the final game is going to work a paticular way when major parts of it are still in the design phase, but if I had to say now, I'd say I'm 90% sure it will end up real time, with some time manipulation mechanics.
And yes, we are talking about Multiplayer a lot, as Killrob says its a major design goal of this project, as the few Tycoon Games that have implemented Multiplayer well have been very enjoyable to play multiplayer (I'm thinking of OpenTTD again)
I'm sorry if you're not a fan of real time games, but in the end we have to weigh up the options and choose the one that we think will work best, and (particularly given that Multiplayer is a key goal) Real Time is so far that option.
Daffy, im not saying you are wrong in what you are doing, you do what you want to do and such an approach can only rarely be wrong, besides its your game after all. I also deeply respect the fact that you seem to (somewhat) respect my opinion, instead of just trying to twist my sayings into something else and then attacking those twisted comments as I would of said them. As I already said I am going to play the final game and I am going to try and enjoy it. Heck in the mean time I might even go through my stuff and try to find my copy of The Corporate Machine and give it a go

!
Btw, I say this again just to make sure: I havent said that you should not talk about multiplayer, nor have I said that it shouldn't be a major design goal in your project.