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Often
it is the developer who provides the tools for something unexpected
to happened.
This
project has the goal to become a freeware RTS engine. A basis for
a computer game, a skeleton where anyone with a bit of technical
skills can read something about how to edit the game play data and
then, with some effort and the use of a scripting system, extend
or even alter the original concept. The proverbial community.
That's
what I call "bang for the buck", only in this case the buck is non-existent,
and the bang is limited by your imagination.
If
enough momentum can be made, then expansion packs can be provided.
These would allow any form of weird and wonderful modifications
to the original game rules, even creating derivative games, or any
form of other non-game related activities, like chat rooms, virtual
museums, even virtual pet units, if done right.
We
can see that a good modifiable game play system is key to a project
of this nature. But replay value is not limited to full scope modifications.
These do represent a large part of can be done, after all the "infinite
diversity in infinite combinations" motto is the one who promises
the most impressive and innovative feature set possible.
Even
so, in a closed game system, where all the base rules and infrastructures
are already plotted out, it's the small modifications and the fine
tuning that can make the big difference. So does this mean these
two concepts are mutually exclusive? Technically they only differ
on the degree of modifications, but that's more than enough in practice
to change how the game is perceived by the player.
But
there is a way. If we think about it, given a large enough world,
these two apparently opposite concepts can coexist together. All
the diverse mods instead of being defined on a script file ready
to be loaded as the module of choice, could be very well part of
the grand picture, coexisting together as locations or zones of
the world, all at the same time, all globally available at user
discretion.
With
world zones in place, one problem would be having different enough
game rules to create the absolute chaos on game play. One can imagine
the situation of having say, world war I type foot soldiers against
the HellMk III Super Tank from the space age mod running into each
other... someone would not be happy! To avoid this, access control
on zones can be enforced. So that two distinct set of rules would
not be allowed to coexist in behalf of a balanced game.
On
the other hand, zones could be optional, and distinct servers could
handle the diverse mods possible or better yet share the load of
a larger scheme.
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