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Scientific/Wonder victories more lore-related

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11 years ago
Sep 23, 2014, 8:46:53 PM
Having played a large number of playthroughs now, I have come to notice that there is room for improvements regarding the different victory conditions.



Amplitude has made a wonderful work with the diplomatic screens, greatly increasing the immersion provided by all the diplomatic interactions. I'm guessing it would be fairly easy to do something similar with the different types of victories, which are currently limited to a simple picture with "XXX has achieved YYY victory". Not exactly what you would hope from the quality of immersion you had through several hours of game including diplomatic relations, quests, technologies that all are connected to the lore. I'm pretty sure something more immersive would be fairly easy to do, giving some closure on how your victory impact the future of Auriga :



A supremacy victory should let you know that "having conquered and crush all other civilisations, the efforts of your people can now be focused on surviving the dark times to come".



A diplomatic victory should instead inform you that "by forming strong and reliable alliances with your neighbours, your empire has shown everyone on Auriga that if any race is to survive the cataclysm to come, they shall follow your lead through the storm". This can go on for all the kind of victories.



Now, that part being stated, to what really bothers me : the scientific and wonder victories



The wonder victory is avaible once you complete your faction quest, which I found to be a great and novative idea. Yet, all factions (at least the ones with whom I've completed the quest lol ) get in the end the Temple of the Earth Core, which is described as a building of the Endless you barely manage to get working (ok so far), yet have to build (suddenly far less ok in my opinion).



On the other end, the scientific victory is limited to searchig different (powerful, that's agreed) and expensive technologies to ... just win with that. That seems a bit limited.



What I would suggest is a simple twist : The scientific victory should be reach by using your science for a specific goal. That would be, a research costing like 2x the others of era 6, unlocked after 3 are searched (doesnt change anything from a difficulty pow then), which could be to learn how to USE the temple of the Earth Core, which has been discovered somewhere on Auriga. Then, you mastering the use of that structure (which makes sense for a scientific victory) could lead you to save the planet.



On the other end, the faction quests could lead you to build a wonder, with the same cost as there is now, which would be related to their lore and explain how it lead the empire to "win" : the Vaulters could build a missing piece of the Argosia, escaping to space ; the Wild Walkers could finally build their tower to the sky ; the broken lords may find a way to feed on something else than dust, hereby taking their role of knghts of Auriga for real .... you can go on.





Well, those are my two cents. I guess this would improve the appeal of those victory type, and definitely help renforce immersion. These doesn't introduce any changes of gameplay, and should be fairly easy to implement.



Thanks for reading.



PS : Great game, great release ! Keep up the good work Amplitude !
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11 years ago
Sep 29, 2014, 7:06:39 PM
I'm 100% behind you on these ideas. My most recent experience is the diplomatic victory condition playing as the Drakken. Winning by collecting a certain arbitrary amount of "diplomatic" points feels empty and tedious (i.e. not fun). Once it was finished, sure I had "won" the game, but in the lore/roleplaying sense I had really done nothing to further my race or heal the planet.
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11 years ago
Sep 30, 2014, 12:43:19 PM
This should definitely be considered in the next couple of patches. Currently there are only a few "fun" ways to win and I think we can all agree with the fact that diplomatic and scientific victories need improvement. Love this game btw smiley: wink ALL HAIL THE CULT
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11 years ago
Oct 1, 2014, 11:42:11 AM
My first victory was with the Wild Walkers, building the wonder. After the faction quest line, and the story it told, it just felt so... anti-climactic.

In face of the story of Auriga (the planet dying and becoming more hostile to inhabitants), the victory conditions feel very game-y, and not at all connected to the lore. I'm almost convinced the devs decided they needed a variety of victory conditions, to keep multiple playthroughs fresh and interesting, but didn't have time to tie all of that back to the story. Which causes disconnects like 'okay, you're by far the richest guy on the planet. Well done. You're still going to die horribly when the eternal winter starts, though.'



So yeah, just some brief mention as to how your faction plans on surviving post victory would be very welcome.
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11 years ago
Oct 1, 2014, 6:27:27 PM
Yea lore is not enough marked during the game...



Definitivly, we need more lore features :/
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11 years ago
Oct 1, 2014, 6:51:21 PM
they did wrap up each ending fairly well a sentence in Endless Space. Maybe they could write a full paragraph to wrap up the story for EL. However, how would you wrap up the story if you didn't finish it?
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