Qu’est-ce que cela signifie de « gagner » dans un jeu de stratégie 4X comme Almanach ? Plus largement, quand est-ce que la partie devrait se terminer, et comment, en tant que concepteur de jeu, peut-on définir ce moment et les conditions qui y mènent ?
Tag: strategy
The Ambition System
What does it mean to win in an empire-builder 4X game such as Almanach? More broadly speaking, when is the game over and, as a game designer, how do you determine when that should happen, and under which conditions? While the early game of 4X games tends to be exciting and brimming with possibility
Simultaneity in 4X games: II. Combat
Our first attempt at building an interesting combat system was a naïve try to emulate the Civilization 5/6 system, also known as the “one unit per tile” system (abbreviated 1UPT), and figure out if we could slap
Simultaneity in 4X games: I. Movement
There are several reasons why 4X strategy games are, more often than not, turn-based. First of all, let’s be honest, it is a lot simpler to code for multiplayer when time isn’t freely flowing: there is mostly no need for live synchronization between local and server environments, and ping is never an issue (that is A LOT of work that can just be skipped). Second, there are many gameplay advantages, the most prominent of which