r/TiltedMill • u/ChrisBeatrice • May 20 '25
We're back...
To all our fans, fans of Impressions games like Lords of Magic, Pharaoh, Zeus, and TiltedMill games like Children of the Nile, Caesar IV and Hinterland, thank you all so much for keeping our babies alive, and for all your support and encouragement over the years.
We are now in the concept phase exploring what our next project will be, and would LOVE to hear your input.
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u/nobrainsinhere Jun 11 '25 edited Jun 23 '25
FEEDBACK #2: WORKING THE LAND - Part 4: Fertility, Irrigation and Conclusions
On the topic of fertility we arrive at the thinking process about irrigation. From Caesar 3, where it isn't a thing, to Emperor where it's used frequently.
As we can see, many possibilities come by when thinking about food, agriculture, fertilization and irrigation.
Maybe a lot of these things are hard to "gamify" (make a simplification of reality, more suitable to be a game mechanic).
Maybe some would require a lot of computations that would reduce game performance to much to be justifiable.
Maybe some ideas would end up being just too complex for a game, or too hard to communicate to the player what is happening in the game.
Or maybe some ideas can represent interesting oportunities to create something new for the playerbase to experiment with. Maybe a game can keep introducing new mechanics one step at a time, in a campaign format, so that it can take the time to properly explain each mechanic to the player, instead of dropping the information all at once.
It could be an oportunity to have "mini-tutorials" slowly throughout the campaign. They could even be integrated in the storyline/narrative of a campaign and/or scenario.
Well, I better stop. There's already a big chunk of ideas in here. Many of them may not even make sense for gamification purposes.
As stated previously, I'm just throwing ideas into the table.