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Thread: Why make factions and then not use them?

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  1. #1

    Post Re: Why make factions and then not use them?

    Quote Originally Posted by Third spearman from the left
    Some players like super hard conditions to test their steal and what could be harder than a faction with a limited tech, surrounded by bigger factions and very little cash?
    That's one of those nasty issues with R:TW - it was, from what I have seen, designed with a younger audience in mind compared to M:TW. Younger audiences don't often want to test their steal or resolve and prefer to "go steamroller" across the map - the "rebel" faction's easy destruction is clear proof of that problem.
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  2. #2
    Member Member LuckyDog Trojan's Avatar
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    Default Re: Why make factions and then not use them?

    I agree with Caravel and Omanes in that the barbarian factions are tougher and more challenging at the outset and, as a result, are quite fun to play.

    Likewise, I can side with Third Spearman. ALL the factions should be playable - and if you want me to play one of the Roman families first to unlock them, so be it.

  3. #3
    Enforcer of Exonyms Member Barbarossa82's Avatar
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    Default Re: Why make factions and then not use them?

    Quote Originally Posted by Omanes Alexandrapolites the Idiot
    That's one of those nasty issues with R:TW - it was, from what I have seen, designed with a younger audience in mind compared to M:TW. Younger audiences don't often want to test their steal or resolve and prefer to "go steamroller" across the map - the "rebel" faction's easy destruction is clear proof of that problem.
    You've hit the nail right on the head there Omanes. From RTW onwards, CA have re-oriented themselves towards a younger, more thrill-seeking market more interested in graphics and uber-units than in serious stategy and historical veracity.

    One can't really blame them for this; they are a commercial enterprise and their success with their later games shows that, from a business perspective, that was a sound policy.

    Nevertheless we can mourn the death of the high-quality strategy in STW and MTW, and be grateful that the series continues to be relatively highly moddable.
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  4. #4
    the oats that are mighty Member mightilyoats's Avatar
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    Default Re: Why make factions and then not use them?

    I personally feel that it is enough that you can mod the game to make all factions playable... Heck, you can mod in a whole new game.

    If any of you do enjoy modding TW like I do, wasn't making all factions playable also your first mod? It is the hint. "Come on, try to make them all playable..." and then you discover this whole MASSIVE game engine. And this engine makes the rest of it (the factions, the units etc.) almost irrelevant.
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  5. #5

    Default Re: Why make factions and then not use them?

    This is an interesting topic, I too have no interest in "unlocking" factions and as far as Total War Games go one of my first edits is to make all factions playable out of the gate. One of the interesting things about RTW is that two factions at least, Macedon and Pontus were at one point intended to be playable, but were removed at some point. Unlike Armenia or Dacia, Macedon and Pontus both have introductory text ready to go.

    I guess the similarity of units, or a boring unit roster is a valid point if the demographic your going for is younger and more action/arcade oriented. Afterall why make Egypt completely anachronistic unless you were trying to hide the fact that the Ptolemies fielded similar armies to the Seleucids and Macedonians. I for one have never quite understood the idea that complete historical accuracy is boring. Certainly you couldn't enforce historical outcomes but what's the problem with making the basis as sound as possible? Why is it considered boring? I don't think the Diadochi had variety in mind when they were assembling their armies for the long struggle after the Death of their Master. Perhaps it is boring (for some) to see legions of pikemen stabbing each other, but that's how things worked.

    So, I really don't understand CA's strategy, I know they have one, and I'm sure its based on marketing data that they got from somewhere, but the logic behind it eludes me. Cheers!
    Last edited by Julius_Nepos; 03-22-2007 at 08:26.
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  6. #6

    Default Re: Why make factions and then not use them?

    Quote Originally Posted by Julius_Nepos
    So, I really don't understand CA's strategy, I know they have one, and I'm sure its based on marketing data that they got from somewhere, but the logic behind it eludes me. Cheers!
    When was the last time CA did marketing research on the org? Have they ever?

    While trying to constantly sell more and more games CA and Sega surely realise that the best form of sales generation is through word of mouth. Sure by adding in arcade style battles and uber units you might get a few button bashers for five minutes but then they are off again on to the next five minute wonder.

    The real fans of TW series seem to have a constant thirst for TW games, expansions, add-ons and mods. You only have to look at the org to see that.

    I hope CA and Sega have as part of their strategy have a plan to use the org as a tool in which to push the series to even higher levels. One way I believe this could be done would be to invite in the teams who create the best mods EB, RTR etc and give them an official stamp of approval. That way the mod teams could have access to hard code under CA supervision and then the mods could be downloaded for a fee, creating extra sales for CA and Sega with the mod teams help.

    It's just an idea and maybe it is full of holes but we all want the same thing which is the best TW games possible.

  7. #7

    Post Re: Why make factions and then not use them?

    Well like I said I don't know where the marketing data comes from, it certainly didn't come from me since I certainly would not have advised them to make the choices they've made in regards to RTW and for that matter M2TW. It's apparent though someone, somewhere has told them fantasy units, anachronistic factions, and arcade style battles are what a majority of their target audience wants. They didn't just do this kinda thing arbitrarily. And while I'd like to believe that the users of these boards are a significant subset of the total Total War fanbase, this is likely not the case.

    Sadly, I would wager good money that its the "five minute button bashers" are the ones CA must take into consideration the most. As far as the bottom line is concerned a sale is a sale. It matters not if the game is played for 5 minutes or 5 years. I can't say how much of a minority the hardcore fans make up, but it seems to me that CA has decided to grow the business and they think, rightly or wrongly, that catering to the devoted fan base is not going to produce enough profits for that task.

    So I guess my point is, CA is going to be more concerned with the 13 year old who likes unlocking factions, using Druid "warriors" and Smashing the Seleucids with King Tut than the history buff who's grown tired of fighting Scythian Head-Hunting Maidens at Campus Getae. It's a fine line to tread and I don't envy the position the Creative Assembly is in. Perhaps it doesn't even matter if the decisions are logical or not, so long as they produce enough profits to keep the company in the black. I just hope the next Total War installment strikes a better balance all around.
    "Religion is a thing which the king cannot command, because no man can be compelled to believe against his will..."

  8. #8

    Default Re: Why make factions and then not use them?

    "No man ever went broke under-estimating the taste of the American public" - H.L. Mencken

    Sadly, the world is not exactly over-flowing with video-gamers who also have a love for history. Nor is it over-flowing with discerning strategy gamers who genuinely love a challenge. But hey, that's where the real + of PC gaming comes in. It's up to saintly hardcores to make a game that earns the adulation of the devoted and will be played for years to come. Something they could do much better if it wasn't for the (illegitimate son) hardcoded (Freudian relations) limits

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  9. #9

    Default Re: Why make factions and then not use them?

    Quote Originally Posted by Julius_Nepos
    So, I really don't understand CA's strategy, I know they have one, and I'm sure its based on marketing data that they got from somewhere, but the logic behind it eludes me. Cheers!
    Judging by the fact that CA has made absolute boatloads of money off of their last 2 titles, I'd say their strategy has been pretty successful from that perspective.

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