The First Faction: The Civilisation of Humanity
We get on right to it, just as announced by the title, to the first Faction: The Civilisation of Humanity. I shall approach first with a description of the themes that went behind the design of the Human Faction. One main distinction to be made is that The Civilisation of Humanity, as it is canonically named, has a certain tangent away from usual representations of them, the "them" which is "us", in popular science-fiction. Rather, The Civilisation of Humanity is known and called for as a technological utopia, in which the best and height of what civilisation means, in its every protection and declaration of the rights of the individual person regardless of standing or worth, are made equal, and defended by highly humane laws, that are evolved only from the integral "humanness" realised in "Enlightenment", and the cooperation of mutual benefit that comes out of consequence, within the species. In other words, The Civilisation of Humanity is by its default, the most advanced form of civilisation in our gaming universe, by its egalitarian culture, and not just that, but the necessary development of technology that becomes by extension a product of it too, as an ideal utopia will naturally benefit and advance the state of what progress can be accomplished, by the lack of counterproductive and harmful competition, added onto the great efficiency that comes with the workings in common of the best minds of the human populace.
We get on right to it, just as announced by the title, to the first Faction: The Civilisation of Humanity. I shall approach first with a description of the themes that went behind the design of the Human Faction. One main distinction to be made is that The Civilisation of Humanity, as it is canonically named, has a certain tangent away from usual representations of them, the "them" which is "us", in popular science-fiction. Rather, The Civilisation of Humanity is known and called for as a technological utopia, in which the best and height of what civilisation means, in its every protection and declaration of the rights of the individual person regardless of standing or worth, are made equal, and defended by highly humane laws, that are evolved only from the integral "humanness" realised in "Enlightenment", and the cooperation of mutual benefit that comes out of consequence, within the species. In other words, The Civilisation of Humanity is by its default, the most advanced form of civilisation in our gaming universe, by its egalitarian culture, and not just that, but the necessary development of technology that becomes by extension a product of it too, as an ideal utopia will naturally benefit and advance the state of what progress can be accomplished, by the lack of counterproductive and harmful competition, added onto the great efficiency that comes with the workings in common of the best minds of the human populace.
Besides
this theme from the background, there are several others upon which
the mechanics of how this Faction functions in-game, being Defensive,
Ranged, the Promotion of Ranks to Elite Level, and Technologically
Advanced. These are the core themes, but as can you see, they are a
natural evolution and implementation from the background of the
Faction, so the form and shape of how the Faction works and plays,
organically reflects them. First, the theme of them being
technologically advanced is understood as being highly integral to
how us as humans work, live and function. Among all animals, we are
the only ones to adapt our surroundings to us, instead of the
reverse. And we are physically rather frail, relying as has been
always, in order to survive in the wilderness of our prehistoric
past, on the action of our intelligence, which has led to our
symbiotic relationship with technology, one that we are highly
dependent on, as a great augment of the means of our convenience in
living.
There
is also a theme on the fragility and preciousness of human lives, and
how we attempt to resolve that by the act of gaining experience to
become stronger and more skilled. Technology aids in this way by
getting us more equipped with means to handle and overcome our own
innate weaknesses, that are largely physical, and as such, a
defensive philosophy evolves and is applied by the technological
utopia that refers to itself as The Civilisation of Humanity. The
title in the name itself suggests so. This is where the mechanic of
promoting Human Units into a more elite level, with each successful
completion of a Mission, comes in. And this is also where I have
taken, and not completely forsaken, the original mechanic of winning
in Nexus Ops, which was to fulfill the criteria written on Secret
Mission Objective Cards, in order to gain Victory Points and get
enough before the opponent reaches the winning amount as well. Rather
than removing that totally, which I realised of course if I was to
alter Nexus Ops and resolve its main fundamental issue, being the
lack of asymmetry between the four fighting Factions, and have it
ported over to become part of the mechanics of just one of them, the
objectives of the Secret Missions had to be entirely reworked, as
they played out and worked on the premise that the four Factions were
essentially the same. This might be one of the design reasons that
the designers had to consider in the process, due to the mechanical
issues in how the elements had to come together and work, resulting
in the four identical Factions.
In
other words, a large emphasis of the design is the same as my
preference of working, or my design philosophy of gaining function,
coming from theme. And I understand well too the shortcomings of such
an approach, and it is wisdom that has me being flexible, even if my
design philosophy gravitates from working from the basis of theme,
and having the function of the mechanics and features to be defined
and follow after the appearance as close to the theme, taking
resemblance from the suggestion of how it is best represented and
taken form. For me, there are two prime reasons, the first being
there is a certain irresistable satisfaction for both designer and
player, in knowing that the operations of the game are almost
perfectly thematically represented and resembled, and close as ideal
if the game was a reality. The second is that working from such an
approach, of adapting function to theme, allows naturally a seamless
balance, as the conspiration of the mechanics follow along the ideal
feel and theme, that the design attempts to emulate. Essentially,
what happens is the intuitive development of how the mechanics of the
game work, on the fundamental structural basis as laid by the
background of theme. I would even call it elegance. To understand
this, we must note certain important design issues, that is in the
end related to balance, of the determinants of what is arguably the
hardest part of the game design process, being the determination of
the values and numbers, the mathematical calculations of the
statistical elements of the game.
Why
should one feature have a certain number for a value? That in the end
must be considered in relation to each other element, and then the
whole, the crux upon which the balance is maintained. And there is a
rather elegant and easy way around this, and that is to naturally
work from theme to function, since you are acting on the premise of
its plausibility as realism, and that when considering the features
and factors to each other, theme provides a vague and broad outline
for the fixing of those values that constitute the game, and we must
realise one important yet subtle point that most are not aware of, or
fail to consider. And that is something of relation to the
functioning of Reality itself. It is like explaining why is it that
our planet Earth and life itself, or those who live in it by
extension, have such considerate and perfectly fitting and ideal
settings, such as the amount of time we have within a single day,
that determines and regulates the conditions of our experience of
life, the duration, the amount of work possibly achieved within that
timespan, which in the end moderates the speed of the international
economic progression, to be so conveniently and ideally fixed, that
the momentum of such operations that determines our pace of life,
somehow works itself out.
This
is the observance of an important concept in regards to how things
work. And you wonder that quote from the economist Hayek, "The
curious task of economics is to demonstrate to men how little they
really know about what they imagine they can design.", and what
it means. And the answer to that of course is that the regulation of
the pace of economic progress, is of course in direct and
comprehensive proportion to the unit of the individual, the capita on
which forms its own measurement. Thus Hayek's questioning quote
answered and explained. It is a question asked on the mystery of how
and why economics seem to function, seemingly noticed by the
sufficiently clever minds of those in the field of economics, and I
suppose one of the critical observances is on how the pace of life in
regards to the pace of economic progress somehow synchronises.
And
you realise now the sum of such actions are so optimally figured, we
come to an understanding of how it is the same as it is with game
design, in how the fixing of values can be aptly figured out when
knowing that of the graduation of the difference of values from each
other and the tenuous balance from their interwoven relationship, and
you realise once again that same quote on economics, and the
realisation where it applies here that it is entirely intergrated
structurally because of what can be called a "nature of Math".
If the "natural attributes" of Mathematics had not this
"logical progression" intrinsic to its rational function,
certain ideal computations, such as how a D6 die has a very agreeable
numerical relationship to the limits of the to-Hit and to-Wound
charts' value of 10, in the game of Warhammer and so on, would cease
and disallow its function. It works because the sequence of set
values of Mathematics allows us this possibility. Naturally, it is my
belief that the function will flow with the theme, and because it is
working on the premise of the rationale that the game is analogous to
some probable reality, where the events and phenomena have a logical
progression, thus so too will the function naturally enter coherence,
and both balance and utility emerge in union.
I
suppose there's something satisfying when playing a game, and having
it emulate as close as possible, in devices and mechanics, the feel
of the game when possibly ported over to a "realistic"
simulation. And it itself is an indicator of true design skill, since
having the design follow so closely after its semblance in Reality,
requires some creative measure and ability too.
Moving
on, you will realise the themes for the Human Faction has strong
correlation to each other, with each encouraging the idea or notion
of the other, such as how being a Faction that emphasises the
protection of human lives, they have adopted a defensive philosophy,
of which the reliance of technology produces powerful weapons that
are meant to be used at ranged, thus further serving their doctrine
in regards to warfare and military execution, the priority being the
precious lives of a faction that holds "enlightened"
utopian views, the only fault being its focus on only those from the
same genetic stock. So they come together and is summed up quite
appropriately.
A
part of me hesitates at this point, on the level of detail and
scrutiny I go into an exploration of this Faction, but the features
as has been said in the emphasis of the themes, are shown in the
details and characteristics of the Units, with all without exception
being Ranged Units, with some even helpless when caught in Assault or
Close Combat, being without the capability to attack in such a
situation. On the issue of their tech, which as has been revealed,
possess the characteristics of being highly advanced, as well as
geared towards defence, suggests all that in emphasis with they do,
and can do.
And
this is where we get into something interesting. In fact, all the
Factions have a mechanic to them that works almost like a mini-game
within the Factions' mode of operation. For the Humans, as I have
already mentioned, they are the only ones to inherit the mechanic
from the original game, but in this purpose, do not rely on it for
the gathering of "Victory Points", to win the game, but for
the accomplishing of Special Operations Mission Objectives in order
to gain Promotion Points, to promote the ranks of individual Human
Units into elite ranks, boosting their utility and power. Those that
are promoted gain new abilities, apart from the one they begin with,
and every Unit can be promoted twice, in other words there are three
"ranks", with the first being the default or "0 Rank",
manifest as more a condition than an ability, that describes the
character of the Unit, and the limits of what it can do. For instance
the default Special Ability of the Sniper, or SA0, states that the
Sniper may not attack in Close Combat. In a sense, the default "Rank
0" Special Ability is meant to define the character of the Unit,
more than anything utilitarian. They are not always beneficial as an
Ability, but might act as a limit or margin to what the Unit can do.
In this way, a synergy between different fighting Units is
encouraged, in the way you use each individual element to support the
shortcomings of others, in order to create a powerful fighting force.
This is a feature present in the original game that was taken
inspiration from, in how the player was at some level, in order to
create a powerful yet balanced force, forced to diversify his army
into groups that contain both expensive, strong units, and cheap and
weak ones, having the weak ones act as fodder in place of the more
strategically-important elements and suffer damage, in order to
protect the more expensive investments that are the stronger units.
This is carried across too in Chaos Stone, but of course, it is on an
entirely different level of complexity.
It
is at this point that I feel I have revealed enough of the Human
Faction, with perhaps the one lack of mention being the aspect of
Buildings, and its importance on both a thematic level of background,
as well as of use by the Humans. Among all the Factions, Humans have
the greatest reliance on Buildings, which by themselves assert the
technologically advanced nature of the Humans. They have the most
different types of Buildings, with the characteristics of being
slightly more expensive than their equivalents in other Factions, as
well as being the hardest to destroy, in virtue of their high Defence
Levels. Buildings are in fact a very important facet to the Humans,
and their requirement in the Humans' deployment, is of high usage and
significance, that might have great contribution to the final outcome
and contention of the war, between the powers that are the Factions.
It
is at this point that I feel I have to say all that there is
sufficient, whatever I can at least, the minimal amount of discussion
without revealing details that are best left known when playing the
game, after acquiring it. I hope however that I have informed enough
to tantalise and lure you into temptation, for a game that is as
interesting as it sounds. Having we settled that already though?
Peace. Out.
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