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Post by alohameanshello on Sept 5, 2016 15:37:38 GMT
I was playing Spore earlier today and I realized the building editors were the only editors that had no perks or impact. The Creature and Vehicle Editors effect gameplay,so why not building style? I've been reading about the branches of architecture and artictectural style on Wikipedia and I found it quite interesting. Here are some examples: Civic Architecture: Public Squares, Marketplaces, Sports Stadiums, things which are universally enjoyed and increase happiness, plurality and immigration. Sacred Architecture: Places of Worship and other divine practices. All buildings would be dull of color except for cathedrals which would be adorned with stained windows and splendid designs. Imperial Architecture: Totalitarian nations would want government buildings to be imposing while making public or recreational activities obsolete. Surveillance would be crazy, with security cameras and walled-off cities to keep the citizens captive. Reduces crime rate and increases industry. Brutalist Architecture: Not designed for its looks or appeal but by its versatility. Look at the overcrowded, claustrophobic housing of Mumbai for example. In addition to architecture I think clothing should represent a nation's culture as well. For example religious societies such as the Puritans wear very little color to represent their insignificance in the cosmos, and all focus goes to the beautiful churches and cathedrals. In contrast a capitalist or liberal society would have much more color and variety.
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Post by ATP Kraken on Sept 5, 2016 15:45:18 GMT
I think the perks of architecture should be building stability. A Minecrafty dirt hut would not last as long as something built like a Greco-Roman, and the "Perched" series of Maxis buildings would just topple over.
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Post by serialkiller🌴 on Sept 5, 2016 16:24:35 GMT
I think a cool system would be that you get architecture points for researching new technologies and then create buildings with them . More complex buildings would cost more points and it would take longer to build them but they could provide more tourism and culture points .
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Post by alohameanshello on Sept 5, 2016 16:42:14 GMT
I think a cool system would be that you get architecture points for researching new technologies and then create buildings with them . More complex buildings would cost more points and it would take longer to build them but they could provide more tourism and culture points . Expanding on your idea I think the editors should be limited to what they offer the player. Your play style and research should determine what parts you unlock, so that way styles do not become too absurd (ex. A totalitarian government with rainbow-colored ice cream trucks.)
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Post by Aquos on Sept 5, 2016 16:44:14 GMT
I think a cool system would be that you get architecture points for researching new technologies and then create buildings with them . More complex buildings would cost more points and it would take longer to build them but they could provide more tourism and culture points . Expanding on your idea I think the editors should be limited to what they offer the player. Your play style and research should determine what parts you unlock, so that way styles do not become too absurd (ex. A totalitarian government with rainbow-colored ice cream trucks.) Actually, i think a totalitarian goverment using such "nice" things to keep it's citizens busy, makes perfect sense ! I mean it keeps people from rebelling, and could also make for very good spy vehicle's.
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Post by alohameanshello on Sept 5, 2016 16:48:45 GMT
Another thing in Spore's 2005 GDC demo Will Wright mentions cataloging buildings based on their parts style, and when searching for buildings on Sporepdia they are ranked by their similarity to your present buildings. This would be a fantastic feature to implement, assuming Thrive is an online game. Link to video: youtu.be/T8dvMDFOFnAWill Wright mentions what I'm talking about at 14:50 in the video above.
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Post by mitobox on Sept 5, 2016 17:11:23 GMT
Another thing in Spore's 2005 GDC demo Will Wright mentions cataloging buildings based on their parts style, and when searching for buildings on Sporepdia they are ranked by their similarity to your present buildings. This would be a fantastic feature to implement, assuming Thrive is an online game. Link to video: youtu.be/T8dvMDFOFnAWill Wright mentions what I'm talking about at 14:50 in the video above. Probably couldn't afford to host a whole database server thingy, but it'd probably work for pollinated content via manual downloads placed in whatever folder doles entities out. (I think it'd be cool if the game saved a folder containing the player's home system, species, culture, and tech objects, so that they could appear as a package if pollination is turned on.)
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The_Wayward_Admiral
Spacefaring
The_Real_Slim_Shady
Atrox drew this awesome image of the Keldori!
Posts: 1,011
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Post by The_Wayward_Admiral on Sept 5, 2016 17:42:23 GMT
I quite enjoy architecture here on Earth. When it comes to Thrive, I actually haven't given it that much thought...
I think it'd be neat if technologies opened up hidden options for architectural styles and technologies, but the player didn't do the editing. Instead the culture of the nation would determine what styles of building appear in cities. And perhaps the styles could be somewhat modular and mix with each other based on combinations of cultural traits.
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Post by alohameanshello on Sept 5, 2016 18:41:58 GMT
Another thing in Spore's 2005 GDC demo Will Wright mentions cataloging buildings based on their parts style, and when searching for buildings on Sporepdia they are ranked by their similarity to your present buildings. This would be a fantastic feature to implement, assuming Thrive is an online game. Link to video: youtu.be/T8dvMDFOFnAWill Wright mentions what I'm talking about at 14:50 in the video above. Probably couldn't afford to host a whole database server thingy, but it'd probably work for pollinated content via manual downloads placed in whatever folder doles entities out. (I think it'd be cool if the game saved a folder containing the player's home system, species, culture, and tech objects, so that they could appear as a package if pollination is turned on.) You mean procedural generation?
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Post by alohameanshello on Sept 5, 2016 18:43:30 GMT
Expanding on your idea I think the editors should be limited to what they offer the player. Your play style and research should determine what parts you unlock, so that way styles do not become too absurd (ex. A totalitarian government with rainbow-colored ice cream trucks.) Actually, i think a totalitarian government using such "nice" things to keep it's citizens busy, makes perfect sense ! I mean it keeps people from rebelling, and could also make for very good spy vehicle's. True I could of thought of a better example.
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Post by mitobox on Sept 5, 2016 19:15:10 GMT
You mean procedural generation? In a way. Pollination is the term for the type of procedural generation that Spore used to distribute premade creations across the galaxy. In a similar sense, the game could contain a special folder for each saved file detailing the player's home system, culture, etc., which could be uploaded through Mediafire or something for other players to use. It could then be placed in a "pollination" folder, where the premade system could show up instead of generating a new system. Heck, this could be how making a "Sol" easter egg system could work. (That, and the player could just copy and paste a "pollination" system into a Sandbox galaxy.)
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