Philosophy

From FreeOrionWiki

Revision as of 20:29, 15 November 2010 by Geoff the Medio (Talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Contents

Design Philosophy

There are a lot of cool features that could be included in a 4X space strategy game. However they can't all exist in the same game, and an attempt to cram everything into one game would end up producing something unplayable. The FreeOrion Project is an attempt to create one particular 4X game out of the myriad possible 4X games. One of the tools we use to guide development in the right general direction is the design philosophy. That doesn't mean we think all good 4X games can only be built with this philosophy, but simply that this philosophy can lead to a good game.

You don't necessarily need to fully agree with this philosophy to contribute to the FreeOrion design. However, you will need to understand it and make proposals which are consistent with the philosophy, as otherwise your time with will be frustrating and unproductive. Every few months someone new will come to the forums and write long, elaborate posts in support of some new feature. Sometimes the ideas are good in theory or could work in isolation, but they simply don't work as part of this game. The waste of time and frustration could be avoided if newcomers made themselves familiar with our design philosophy. That's what this page is for.

Realism

Often new contributors will make the argument that FreeOrion should work a certain way because that's the way things really work. That would be a valid point if we were trying to make a simulation, but we're not. We're trying to make a relatively simple, yet deep strategy game. Whether something violates the laws of the universe or not doesn't matter.

We do want to make things easy to figure out i.e. "intuitive", which means avoiding unnecessarily shattering the player's expectations. But the decades of sci-fi games and media have left a significant divide between what is probably possible, and the way the average player expects things to work in a game like this.

K.I.S.S.

Is an acronym meaning "Keep It Simple, Stupid"

Avoiding Micromanagment

Relation to Master of Orion

This project is not an attempt to clone any of the Master of Orion games. Many of the features of MoO2 and MoO3 are not compatible with our design philosophy. MoO2 had a lot of uninteresting micromanagement, and MoO3 had extreme hidden complexity, often leading to a sense of or focus on managing the interface rather than playing a game. While there is a lot we admire in the MoO series, it should not be assumed that because a feature was in a MoO game that it fits in FreeOrion. Consider FreeOrion rather an attempt to make a good game in the spirit of MoO.

Personal tools
Namespaces
Variants
Actions
Navigation
Toolbox