Todd D. has responded to my post on the mathematics of vampire games and request for ideas on how to handle the inherent problems by suggesting:
Let's take a look at each of these in turn.
1) The vampires are more wrapped up in internal politics and infighting once their numbers increase
This idea has several things going for it. Firstly, it solves the problem. It represents an inefficiency that appears once a certain population size has been reached. Secondly, it represents a "rubber-band" mechanic that automatically helps game balance. If one player pulled too far ahead early, the rubber-band would slow him or her down and help the other players catch up. (Google "Mario Kart blue shell" for the best example of this kind of design.) Lastly, it is thematic. Vampires are often depicted as directly fighting each other as the clan grows stronger.
2) Bloodline dilution - the newer vampires are less awesome than the master vampires and more vulnerable
This idea does solve the problem. Having new vampires be "weaker" should prevent the exponential growth curve normally seen. One could also claim it is thematic. However, my problem with this suggestion is that it makes for a boring endgame. If you look at most games, the power curve is upward-sloping. Players like the idea that they're building something greater than that with which they started. Games should build to an exciting crescendo. The last couple turns of a game with a downward-sloping power curve would be anticlimactic.
3) The human population begins responding more effectively as the threat is known. Perhaps vampire hunters arise spontaneously and make certain areas more difficult to hunt? This would be more interactive as each vampire player now has choices of where to hunt, and whether to eat the easy humans or fight vampire hunters.
This idea is my favorite one of the bunch, for several reasons.
First, it definitely solves the problem. The humans becoming more resilient as the vampire population grows would turn the exponential growth curve into a much flatter one that only asymptotically approached 100%.
Secondly, it is dripping in flavor. Humans taking notice of the fact that half of their neighbors suddenly don't reflect in mirrors makes sense. Humans have always had a singular love of responding to threats with violence.
Thirdly, it increases interaction. This would incentivize staying away from certain risky areas, leading to more conflict between players vying for the few safe harbors.
Finally, it does the opposite of the previous idea when it comes to the game's power curve. As the game progresses, things get harder for the vampires and players need stronger units and more complex maneuvering to achieve dominance over the other players amid the growing human menace. The game can sit on a razor's edge as bigger risks are taken for the few remaining resources. Now that sounds like an exciting endgame.
What do you think? Which of Todd's ideas is the best? Do you have a better method? Let me know in the comments.
Todd D. said...
Ideas:
-The vampires are more wrapped up in internal politics and infighting once their numbers increase?
-Bloodline dilution - the newer vampires are less awesome than the master vampires and more vulnerable...
-The human population begins responding more effectively as the threat is known. Perhaps vampire hunters arise spontaneously and make certain areas more difficult to hunt? This would be more interactive as each vampire player now has choices of where to hunt, and whether to eat the easy humans or fight vampire hunters.

1) The vampires are more wrapped up in internal politics and infighting once their numbers increase
This idea has several things going for it. Firstly, it solves the problem. It represents an inefficiency that appears once a certain population size has been reached. Secondly, it represents a "rubber-band" mechanic that automatically helps game balance. If one player pulled too far ahead early, the rubber-band would slow him or her down and help the other players catch up. (Google "Mario Kart blue shell" for the best example of this kind of design.) Lastly, it is thematic. Vampires are often depicted as directly fighting each other as the clan grows stronger.
2) Bloodline dilution - the newer vampires are less awesome than the master vampires and more vulnerable
This idea does solve the problem. Having new vampires be "weaker" should prevent the exponential growth curve normally seen. One could also claim it is thematic. However, my problem with this suggestion is that it makes for a boring endgame. If you look at most games, the power curve is upward-sloping. Players like the idea that they're building something greater than that with which they started. Games should build to an exciting crescendo. The last couple turns of a game with a downward-sloping power curve would be anticlimactic.
3) The human population begins responding more effectively as the threat is known. Perhaps vampire hunters arise spontaneously and make certain areas more difficult to hunt? This would be more interactive as each vampire player now has choices of where to hunt, and whether to eat the easy humans or fight vampire hunters.
This idea is my favorite one of the bunch, for several reasons.
First, it definitely solves the problem. The humans becoming more resilient as the vampire population grows would turn the exponential growth curve into a much flatter one that only asymptotically approached 100%.
Secondly, it is dripping in flavor. Humans taking notice of the fact that half of their neighbors suddenly don't reflect in mirrors makes sense. Humans have always had a singular love of responding to threats with violence.
Thirdly, it increases interaction. This would incentivize staying away from certain risky areas, leading to more conflict between players vying for the few safe harbors.
Finally, it does the opposite of the previous idea when it comes to the game's power curve. As the game progresses, things get harder for the vampires and players need stronger units and more complex maneuvering to achieve dominance over the other players amid the growing human menace. The game can sit on a razor's edge as bigger risks are taken for the few remaining resources. Now that sounds like an exciting endgame.
What do you think? Which of Todd's ideas is the best? Do you have a better method? Let me know in the comments.
Thanks for sharing with me your design! :-)
ReplyDelete2) Bloodline dilution
You add a newborn vampire creature to your family, this creature is less strong, but if you look at the power amount of the entire vampire family you have a grown of the total power.
Maybe this is an interesting field.
You try to reach a family total power while adding decreasing power new creatures