Hogne Håskjold wrote:
Hi all
So, I would like to gauge where the devs stand on some issues:
- Do we want to add several new factions to mainline?
- Do we allow for temporary (large) regressions in unit balance in devel?
- Do we want major restructuring of the damage types, abilities, etc?
Furthermore I think we should discuss what kind of "Fantasy world" we
are aiming for, and in that regard which principles still stand (like
the "No opposites!" with regard to damage types and the like). Internal
consistency is important here.
I guess I should answer my own questions also, I will tie the individual
questions into my take on the setting Wesnoth represents. My take on
Wesnoth is that is follows a rather typical "High fantasy" setting
similar to for example Forgotten Realms with some notable exceptions:
- No Religion/Gods
- Wesnoth only contains a small subset of what DnD offers when it comes
to available races, abilites, weapons, etc.
I think many find that the fact that the subset is rather small to be
odd, since Wesnoth has taken the path of "High Fantasy". I don't believe
that keeping this subset to the minimum is the right way to keep
Wesnoth unique, after all we are opting for a rather traditinal fantasy
setting.
When it comes to complexity I think it's vital to make a seperation
between "Game Logic" and "content". Players can handle a wastly higher
complexity in content than in game logic. Wesnoths main boon in gameplay
is how the game logic is quite easy to get into. However, I'm not quite
sure such a rigid stand should be made on content. What makes a fantasy
world rich is just the content, and if we look at other RPG games they
have an incredible amount of content in the form of races, classes,
weapons, feats, skills, abilities, etc. Still players seem to cope with
this complexity of content rather well, and also enjoys the depth and
diversity it offers.
Therefore I would like to see an increase in content for Wesnoth to make
it as rich and exciting as possible for the players. What is important
in this aspect is to keep the content internally consistent because this
greatly aids players to understand and cope with a diverse and large
amount of content.
This means I don't agree with statements like "no opposites" when it
comes to damage types because imo this doesn't follow the rules of a
"High Fantasy" setting. If we want to go with an established setting,
then we need to either follow it's rules, or more clearly state our own.
--
mvh (o_
Hogne Håskjold //\
V_/_
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