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Upon completion, a key summation of goals achieved in "ManGodAi4x":
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The Fun Factor: Compelling, immersive with a sense of marvel & adventure, challenging, delightfully puzzling, comprised of endlessly varied, multi-vectored, combat engagement & nuanced decision-making.
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Originality: From top to bottom, 100% original in every facet
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Aesthetics: The artful craft used to create the map & it's inextricably integrated game play is 100 % non-derivative. It is also mostly achieved through undocumented techniques I discovered & evolved as an inter-locking whole.
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Variety of Game Play: So far in my play-testing, at least a handful of entirely different strategic approaches to triumph. Each with its own set of distinct tactics that don't include one dimensional spamming or turtleing. Each approach amounting to hours of non-linear game play that will be well nigh impossible to create walk-thus for.
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Re-play Value: As close to inexhaustible as possible within current binary constraints.
Some deeper insights into its creation:
The last few years I've had an active fascination with many of the scientific disciplines that comprise the
Neuro-Cognitive Sciences including
"Cognitive Task Analysis", "Flow States" and "Wrongology".
All the experimental work used from these scientific disciplines is on the cutting edge of discovery from just the last decade.
To my mind all this work has application to experiential engagements within the domains of
"Play" & "Command Decision Making".
For an even longer period I've been actively studying military doctrine from B.C. to the 21st Century.
I've also had a long interest in the application of
Game Theory to strategic thinking.
In
ManGodAi4X I have melded all 3 of these deep & long standing interests into big time, WZ gaming fun.
As mentioned earlier, the opening sequence of
ManGodAi4X is partly based on the Akido combat training method called
Taninsu Gake.
It is also constructed taking into account work I've explored from the
Neuro-Cognitive Sciences which comes under the heading of
"Cognitive Traps", is formally called
"Exposure Anxiety" and has a direct linkage to Military Command decision making.
There are a number of experiences constructed in
ManGodAi4X that are explicitly designed around a host of other
"Cognitive Traps", in conjunction with affording opportunities to employ principles from the aforementioned
"33 Strategies of War" - all based on my design technique of
reverse engineering. (Taking that all into account, you can infer I have also been influenced by the defined category that's been dubbed
Serious Games)
These fascinations, and their application to a fresh new WZ 2100 game play construct-experience, are not only fully documented in this thread but also in the following 3-threads in chronological sequence:
~ 2007: "War Games: Trinity 1 & 2 - Maps + MO"
~ 2008: "The Future of RTS...& the 7 Deadly Sins"
~ 2009: "War School"
Release ? : The work is complete but I will not release until specific events take place and I'm doing this for a clear set of reasons. Why ? I'll answer if asked, otherwise, I be mum like a Cheshire Sphinx playing craps with an ace in the hole.
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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