Discuss the massively-multiplayer home defense game.
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Schminitz, you are confusing hidden information with pure randomness.
There are different tiers of players. I assume you are new and not able to afford major heists on the rich folk.
You need to design simple houses that save money and kill people of similar skill to build up some starting funds, then you need to learn effective arrays of tools for certain house designs. I've stolen modest sums from electric grate-based houses with just 400$ worth of water. On the other hand, that would be absolutely useless against cat-activated-trap houses that need four bricks to earn you the vault. Knowledge of fundamental trap design is the biggest understated component of this game.
A game doesn't need to fill one specific function. It could be interesting and make you think, it could be enjoyable and relaxing to play, or it could teach you new things and train skills.
If this was a game with a beginning and an end, and maybe also a story, you could defend that point, but it is not. If the objective of the game is to make a point and not to be played and enjoyed, once that point is made, end of the game. I died in may own house, point taken. The game fulfilled its objective, now it's over.
But that's not the case. This game is meant to be played after the point is made, and beyond that, dying in your own house is just a frustrating waste of time that adds nothing of value to your game experience.
5ro4, I see some problems with your understanding of games. You have trouble with the divide between games as a consumable, single experience and a system that can be explored to a masterful degree. Furthermore, you seem to think that only games with a single narrative experience are deserving of "a point" while all other games with "replay-ability" should be "fun".
Castle doctrine has a theme, home burglary and defense. Without that theme, it would be abstract grid of symbols and non-intuitive. Within the theme, new players can understand how elements of the game function (an electric grate will not chase a player like a pitbull will). This theme does relate to Mr. Rohrer's desire to make a comment on white suburban home defense and masculinity. However, the system itself is also contains a complex of interrelated mechanics that can be mastered such as trap design, vault versus family defense, understanding of electric systems. Along with the meta game of player psychology the server provides a wealth of exciting possibilities and room for exploration.
Dying in your house is just a form of laziness that mastery of this game does not permit. A chess grandmaster could loose against an amateur if they are too lazy to apply their knowledge and understanding of the game. However, if they follow all the heuristics they've developed the amateur will never win.
For further interest on the matter, consider this profound book: http://www.amazon.com/Characteristics-G … s+of+games
I like the archive idea, definitely a side feature but commemorating the genius houses would have a nice metagame/community feel. But I would understand if Mr. Rohrer wants to keep the seriousness and reality of the context grounded in life-and-death and not high scores.
Hello, just bought the game yesterday. Been playing a tremendous amount. I've noticed waves of different play styles I've taken part in and they don't seem to help me in the end:
Make a decent dungeon with all funds:
---stuck waiting for people to enter and die.
---with no wealth, I am a undesirable target
Make no dungeon, spend all on tools, suicidally attack houses until I break through
--- break through a houses' defense.
----------If they have more than 2k, go to top option
----------If not, then I lost money on tools and might as well suicide.
Without salaries, there is a massive hump between living off the entry level 2k
and having a realistic give-and-take personal economy of boosting defenses
and saving up for multi-tool burglary as one normally wants several tools.
Perhaps salaries could cap?
Perhaps the upkeep payment that Mr. Rohrer
dislikes could only begin after reaching a certain tier of wealth?
- therefore the super rich and defended need to maintain their income of
money while new players get a slow gain of funds to fund burglary in addition to home defense.
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