tag:blogger.com,1999:blog-2943679732992973776.post1960739592986426264..comments2015-10-05T20:38:04.009-07:00Comments on Ad Astra: The New Science and Time N SpaceKeith Fergusonhttp://www.blogger.com/profile/11448281228327616030noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-2943679732992973776.post-50845054855259950162013-10-31T17:15:24.415-07:002013-10-31T17:15:24.415-07:00Well, the main way to gain prestige is to publish ...Well, the main way to gain prestige is to publish your discoveries, although by publishing them, that opens it up for other players to then "use" that knowledge to research further in that field. The increasing influence is designed to simulate the various faction that these scientists might have to appease in order to gain funding and such - government, the church, etc. But yes, I suspect there are aspects of this game that may not appeal to you.Keith Fergusonhttps://www.blogger.com/profile/11448281228327616030noreply@blogger.comtag:blogger.com,1999:blog-2943679732992973776.post-70224957316817945692013-10-31T08:51:17.852-07:002013-10-31T08:51:17.852-07:00Both of these games sound interesting.
The New S...Both of these games sound interesting. <br /><br />The New Science is a great concept, but sounds as if it might be a bit diluted by unnecessary euroness -- e.g. "re-arranging turn order", "increasing your influence in several tracks". Is the tech tree not dissimilar from Civilization (original game, ~1982) and AoR (basically Civ Part II)? The VC is to gain prestige, rather than to make or publish a discovery?? Ugh. <br /><br />Time N Space: Always good to see supply and demand in a game. The use of sand timers is an intriguing idea! Sorry to hear it didn't work out as well as expected. <br /><br />"Unnecessary Euroness" -- you heard it here first. Sounds like a football penalty. And on the serious side, it's what Paul O talks about Lewis Pulsipher's statement, "a game design isn't done until there is nothing left to remove". And what we've discussed for years: some designers seem to approach a game by designing a mechanic first. "Oh, there's this really cool mechanic I came up with! Now I need to invent a game to use this cool mechanic!" Yuch. <br />Kriegspielerhttps://www.blogger.com/profile/16249933193318725220noreply@blogger.com