Post 27 Feb 2017, 17:09 by Wordsmith
So I recently discovered this game, and am in love because I feel it already improves on the old Knights and Merchants I used to play. That's what I wanted to fell first of all.
Now I was lurking here first, and when I saw this thread I thought it was about systems theory, so I was very excited as it is something I have interest in and am learning about - even tho so far I have a poor understanding of systems theory. So it isn’t about systems theory, but I feel it is a nice topic to talk about the game.
For me personally the only game that survived being interesting has been Seven Kingdoms: Ancient Adversaries. If I ever had taken hold of Total Annihilation, I think that game might’ve been another that survived. In the past I’ve played Age of Empires, Empire Earth and Lords of the Realm and a few demos. Total War sort of replaced Lords of the Realm. Other games like Age of Empires, Empire Earth but also for example Red Alert (1&2) ceased being interesting to me because I find neither the building stage nor the battle stages satisfying. Newer games like Company of Heroes (the original) and the Men of War series, but also Medieval Total War II do tactics much better. I feel dynamics appeal to me as to rigid games bore me.
I’ve tried to give the Age of Empires remake 0 A.D. a chance, besides it being neither satisfying in combat or building, the linear economy makes it boring to me (is it actually linear? Don't think it is exactly what I mean.). It makes the game predictable, which I find boring. I am not sure if it is actually linear but what I mean is that it lacks additional costs. With Knights and Merchants, an army has maintenance costs. Seven Kingdoms has this with armies too, but in terms of gold instead of food. What Knights and Merchants did good was the building and economy stage. I think Knights Province improves by adding additional storage buildings it makes it slightly more fluid and it adds another layer to the economy.
I am not sure about my own vision what the strange attractor for Knight's Province should be. As discussed here I think rpg elements could be fun. My own idea would be to add additional maintenance costs. In Seven Kingdoms buildings have maintenance costs, perhaps roads and buildings in Knight's Province could have this - but I cannot predict how this would work out, perhaps it would add nothing interesting to the game and only be annoying. Another idea is diminishing returns though I am unsure where to add this, maybe with mining of iron and gold. So that once a resource gets depleted it requires longer work to get the same amount of resource.
Everyone has their own visions about the game, including me, so my advice would be to experiment with small elements in the game, see if the players like it. I think there should be a highly experimental approach: small changes get introduced and see if people like it. The foundation of the game has already been tested tied-and-true, though I do think it is necessary to add additional mechanics. There should be a good balance between replayability and competitiveness, I personally think the latter can get in the way of replayability as I've come across players who want highly predictable, almost repetitive, games.
I would recommend to check out Seven Kingdoms: Ancient Adversaries as I feel certain features - but not all - might be interesting for Knight's Province. For example: something as simple as shield block for arrows. Or maybe experience for troops, but I would change it to experience 1 gained in a building, and experience 2 only gained in combat. The other strategy games I know of, I don't feel their features could suit to Knight's Province. But that may be my own bias towards Seven Kingdoms.
Lastly I would say that the atmosphere of Knights and Merchants was great, and that Knight's Province should do its best to recreate a medieval town atmosphere. The animations that KaM has really were charming. If Knight's Province needs some inspiration about the Medieval age I could perhaps help. One thing I feel the Knights and Merchants was missing were monks, but I have no idea how to implement those in the economy.
That's what I think as of now. Remember I have my own vision but I don't want to suggest, just bring up ideas for inspiration, it is up to the developers who do all the hard work to decide. I have no skin in the game.