Sandalpocalypse wrote:I'm not sure why you are getting all sarcastic. Lowering travel speed does make the galaxy bigger as a gameplay space. Neither bigger nor smaller is necessarily better; Travel speed/ability VS map size is an extremely low level and highly important game design decision. ...
"Neither bigger nor small er is necessarily better."
That's absolutely true.
"The jump-drive makes the galaxy seem smaller"
THAT's the argument being put forward by many, including the developers.
Do you see the problem?
"Bigness" is not a game asset. It is not "content." By itself, it's no better for any game than walking into someone's game-room and removing the movement keys from their keyboard.
Are there "low level" things that various "size" or "time" related game elements dictate? Absofrigginlutely. "Pace" is probably the largest one, whether it's a player's progression through the game's content, in the case of a "walking simulator" or their ability to accomplish things that rely on proximity in time or space.
But biggerness isn't
content. Biggerness isn't anything at all.
How "big" are the sectors going to be? "Bigger" than the ones in X3TC?
The sectors in X3TC were yuuuuge. There was a large amount of space in those sectors. (I forget the max size atm) And, if you started at one point and just kept flying, eventually you'd encounter a "wrap around effect."
But the "content" was generally right there in the "middle" - The "size" of the sector didn't necessarily do anything at all and it certainly did not have a great deal of game influence. (Aside from SETA abusers, most people probably never flew far from a standard elevation from the ecliptic.)
So, what does one do when deciding "what's important" in a game? What's the decision tree, here? Does the jump-drive cause scaling or pace issues? OK, let''s say it does, for the sake of argument.
When you break something in order to fix it, you have left the path of wisdom.
So, after a cup of coffee over a boardroom table, people decide to remove the jump-drive because a game asset, which does stuffs, which is a "tool" the player can use to affect gameplay, threatens a game's... bigness.
Bigness that does not, itself, do anything.
I would say that the feeling of "size", itself, is certainly important. It's part of the thematic flavor of a game. "It's a big, scary, universe out there and strange things may be lurking in the dark." OK, fine, that's a very good undercurrent of mystery and danger one can draw on to spice up some pretty cool game elements, right?
"BIGNESS - The Game"
Day 1 - Wow, this is a huge galaxy. There's probably a bunch of stuff hidden outside of my sensor range. I can't see anything but this tiny bit of the map, but I'm sure the Shadow of War holds hidden dangers. I successfully traded some e-cells and finally got enough to finish outfitting my starting ship. I can go a little bit faster, now, so it takes me less parsecs to make the Kessel Run...
Day 589 - Friggin dreadnaught in Kessel sector is broke, again. I'm all the way over in Freedomland sector, trading beer and firearms to the natives and there's three darn Xenon migrations going on that I have to deal with. The Paranids aren't happy with the foot-cream I sold them and are threatening war. Who the heck knew they didn't have feet? Then, I've got five complexes I've got to finish, but all my assets are tied up in rebuilding my assault fleet from the last fiasco with the Xenon. Screw it, I am not going to fly all the way over there to babysit that dreadnaught - It'll just have to die.
Between Day 1 in Bigness Game and Day 589, I progressed from being amazed at how far apart stations were and how big the sector was to, at Day 589, where my gameplay concerns and experiences grew to be entirely different. And, since someone thought uninstalling my jumpdrive was "A Good Idea", now the whole idea of "yuuugeness for its own sake" is a frustrating liability that I can not overcome, no matter how uber-awesome my asset list is.
Was X3TC too "small?" Did the jumpdrive ruin its bigness? No. My gameplay experience grew. I
progressed through the game and my gameplay
evolved. When I was a noob, I thought like a noob, I acted like a noob, I posted like a noob, but when I
progressed into veteranhood, noobness things no longer concerned me. Yes, the galaxy was still "large", but I had managed, through hard work, to progress to the point where I could cover the galaxy, from one side to the other, in three or four jumps.
I accomplished evolving my game to the point where the Bigness didn't have as much of an impact anymore. That is as it should be. If "Bigness" was always continued in all aspects of play an X3TC sort of game, it would go from being a positive thematic asset to one that only serves to frustrate the player.