|The tech ladder. My one quibble: FISHING is more advanced than FARMING?!? That is very, very backwards, particularly for island natives.|
I can see how these sorts of games are intended to be played: You’re supposed to check in on them periodically, and spend maybe five minutes playing every hour or so. I don’t usually care for this sort of thing myself, but it’s a popular game type and I can understand why some people find it appealing. It’s more nurturing than managerial, and more casual than in-depth. My problem is that after five minutes I want to keep playing but there really isn’t anything left to do.
There is a simple tech system, where you can research better ways of living to make larger populations possible. The first group of villagers start off in their early 20’s with little job knowledge. The more a person does a particular job the better they get, so it makes sense to specialize. Eventually they get old and die.
There are also a number of goals, or landmark events that you can reach, but you don’t know what they are ahead of time. This sounds annoying, but it’s actually pretty engaging. There are bits of the environment you don’t know what to do with, and goals which you know are there but don’t know what they are or how to reach them. I found myself experimenting with the environment, trying to get the villagers to examine different things and see how they might be used.
It’s an amusing game.
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?
The Strange Evolution of OpenGL
Sometimes software is engineered. Sometimes it grows organically. And sometimes it's thrown together seemingly at random over two decades.
Secret of Good Secrets
Sometimes in-game secrets are fun and sometimes they're lame. Here's why.
C++ is a wonderful language for making horrible code.
Another PC Golden Age?
Is it real? Is PC gaming returning to its former glory? Sort of. It's complicated.