game or bored game? by
27, 2005 - Based
on one of the most popular strategic board games of
all time, the PC version of Diplomacy results in one
very bored game.
as a computer game suffers from the same main issue
that has plagued all of the computer versions - the
lack of human interaction. The game is based on human
behavior. It's a game of power, trust, greed, betrayal,
coercion and revenge. These are human characteristics
that a computer just can't replicate. Diplomacy is
best left in the physical realm with real humans at
the helm. Even the multi-player mode isn't the same
as the real board game.
take place in Europe prior to WWI involving the countries
of England, France, Germany, Italy, Russia, Turkey,
and Austria-Hungary. Each country will make deals
with other countries. What those deals are is up to
you. You can form alliances and gang up on other countries
and then ultimately betray those which you have formed
an alliance with. It's a game where you look out for
number one because you never know if a country will
keep its promise with your or turn around and stab
you in the back.
a turn-based strategy game each player gets one turn
to make their moves and work their deals. Your decisions
will be based on your objectives. Do you want peace
in Europe, or do you want a big piece of Europe? Are
you friend or foe, or are you both? The roles aren't
always clear and that's the appeal of the game. It's
always changing, forcing you to adopt new situations
and adapt new strategies.
basic premise of the game is to convince other countries
to join your cause, whatever it may be. You will enter
into a phase of negotiations where you will do your
best selling job offering all kinds of incentives
to other countries to form an alliance with you. Or
maybe another country will persuade you to change
your plans and form a different alliance. At the end
of this process countries produce orders that are
signed and documented. But they can be broken. Unlike
Risk, there are no random elements such as dice, cards
or spinning wheels. Everything is strategy based.
county has a naval fleet and an army. They are all
equally powered so you can't invade a country unless
you have the support of at least one other country.
That way your combined forces can overpower the weaker
country. The fact that there are seven countries assures
that there won't be a draw between three countries
that want war and three that want peace.
is a tutorial mode. It's lengthy but it's comprehensive.
Beginners may not get it all at first but that's not
important. Some of the explanations are quite involved
and are aimed at more advanced players. You can get
up and running in about an hour. The tutorial will
make more sense after you've spent a few intense days
or weeks playing the game.
AI is too predictable. It almost always breaks its
promise and will attack you if you leave a certain
area exposed. Deals always seem to end up in ruins.
Of course you can't communicate to the AI the same
way that you would to a computer so in order to maintain
that human mystique the AI always seems agreeable
to your suggestions then trashes you when you let
your guard down. This isn't always the case when you
play with real people although backstabbing is a huge
part of the gameplay. And speaking of communications,
the AI only responds in grunts of acceptance or disapproval.
There are no voiceovers or text. Only huffing and
puffing. This saves the developers from having to
redo the audio when producing this game for other
online play is bogged down with the diplomacy format
and the order writing protocols not to mention some
lengthy load times. It's not that the game is a real
looker, it's basically a board game with limited animations
and sound so one has to wonder what it's loading.
Certainly not the grunts and groans.
the only way you'll get something out of this game
is if you use it as a tutorial to learn how to play
the real thing. Then get a copy of the real board
game or download a free version from the internet
and play via email with your friends or coworkers.
this title will differ from the latest titles developed
and published by the company, players will still recognise
the Paradox touch and passion for game development.
The title will be less of a historical simulation
than Paradox traditionally creates; instead, most
of the focus will lie on negotiation.
single player experience. Diplomacy will feature
single player capabilities, which will remove the
need for real-world opponents and will allow the
player to encounter life-like computer opponents
at any time.
negotiation language, which will allow the player
to communicate efficiently with humans and AI players
experience. By capturing the essence of the player
interaction in the original board game, the computer
version will offer both the classic versions of
Diplomacy as well as more optimised versions that
will decrease the amount of time required of players.
diplomacy includes the ability to communicate and
agree on anything that makes sense in the game world.
It allows the player to form agreements and to break
them without artificial constructs. The player will
decide who to trust, and building that trust will
be part of the gameplay, rather than a formal element
of the rules.