Posted January 06, 2021
Food into people.
Found in many 4x games. Notably all Civ games, Alpha Centuri (arguably a civ game by another name) Endless Space & Endless Legend. Probably others. But not Galactic Civilizations 2 (food is a max population cap instead) and I think not in Stellaris, (a game I'm still considering whether to buy because of expansion nightmare I've read about)
The mechanism works simply, once you get enough people, it turns into one more population head. Lack of sufficient food causes you to starve till you lose a population head.
Here is my alternative to food into people/reason I am against it.
Population that grows organically, so to speak, would by its nature solve any expansion mania issues without need for random mechanisms that punish you for being bigger. You have X population, and it grows the same whether it be split up among many planets or one. So expanding wouldn't give you more people, just spread you thinner.
At the same time your population growing regardless of available food means you will reach points where you got more people than food, thus you must do something or your people will starve, and not just some convenient top amount, ALL OF THEM. Leading to great unhappiness, loss of production/energy and rapid die off, the unhappiness and loss of production (including producing less food) lasting well beyond the point where the population dies off from starvation to the point of having enough food.
You could even have a food rationing system that allows you your population to get by with less food but at cost of happiness, production and growth. (like you set how much rationing you wish to do at set levels)
This has a great benefit to both the feel and realism of the game. Instead of your empire being about the planets or systems or cities, it's about the people. It's your people trying to find a place to survive and thrive.
Often found in many open world RPGs, I hate it, and it's completely unnecessary. Just have more and less difficult areas and don't let levels and new equipment increase players power too much. What's the point of grinding levels if it just makes foes tougher too? I know there is a middle ground in this, but I feel level scaling should be avoided altogether.
No saves for you!
Two versions of this. One where you can save anytime, but only when you quite. Found in many rogue-likes as a enforced difficulty. If you copy paste the save files to get around this, they judgmentally call it "save scumming". Look, it's my game I am playing by myself, who are you to look down on me because I want to revert to a earlier save and not have hours of work go down the drain. Just implement a Ironman mode that disallows saves or whatever, but FFS, also allow saves when we want through game menu for normal games.
The second version is games with short levels, Also notably found in other rogue-likes but not just those. The game typically remembers certain things you unlock each run but the actual level progression, well just don't start playing if you can't finish it or leave your system on wasting power if you suddenly have to stop and run. I think this is mostly because of programing laziness, they simply feel they can get away with not having a proper save system since the levels are short.
I seem to be mostly alone in my disdain in these game mechanisms, other fans of these genres seem to have accepted or come to appreciate these. The most likely exception seems to be more extreme level scaling. (as it comes in degrees) So anyone else feel as I do about these game mechanisms?
Post edited January 06, 2021 by myconv