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What makes a good builder game?

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waddafak dude... well, prolly something which is enjoyable and fun to play. stupid answer to a stupid question :D
 
No such things as stupid questions. Only stupid answers....

anyways:

From experience I like building games that are semi realistic. Wood for boats, stone for houses, etc. I also like a way to advance your culture and to build it your own compared to the other people building theirs.

Have things to research for technology like the invention of the bow etc.
 
Well, I myself got some experience with making Builder-type maps...
These are the things I find the most immportant:

1. Different unit types with various specialities and some special abilities (Not only thosethat you cast, but shall we say, can get inside a structure to strenghten it, or some bonus passive attack to specific unit type), and there are no overpowered units and, you know, different unit types counter different units, like Spearmen -> Cavalry.

2. Lots of upgrades. Not those upgrades that add +1 attack and whatever, those are booring and not necceseary for Builder maps. I mean upgrades that give you something cardinally new - unlock new technologies, units and abilities. And you see, the bigger the tech tree is in builder map, the better!

3. Lots of stuff to build. various defensive structures, starting from walls, gates and towers, ending with traps and such. Various unit training, upgrade and income structures with various pros and cons, some aura-giving structures, even beautyfications - variety is very immportant in builder maps.
 
Builder games?
1: Upgrades: +attack/defense are good for general unit types, but it would be smart if units could get abilities through researches later in the game. Think of this: The Soldier is the basic unit, but the Guard - who is available later - is much better in every way. Unless you really want to make the player feel like he wasted his time with Soldiers, make them adapt to late gameplay (through abilities or non-generic upgrades).
2: Abilities: A game gets really boring if all you can do is build units and tell them to attack [here]. If you give units abilities that the player must manage it will keep the player from being bored. Of course if every unit had a target ability (not auto-cast nor passive), your game turns into micromanaging hell and is not fun.
3: Terrain/Exploration: Make the world look like a world. I hate all builder games that give a huge map with trees here and mountains there... nothing else. Take the extra time to make the map look good, it will pay off.
4: Balance: Most basic builders give... say 3 factions to play as. The difference is only their buildings/units and damage. Make factions completely different. In my current map I have a team with a tier system (build A to unlock B) and the other team builds through researches (research this and this to get that). The better builder games also gives the factions strengths and weaknesses, but that brings in the rock-paper-scissors effect (use A to beat B, B to beat C, and C to beat A).
 
No such things as stupid questions. Only stupid answers....

Exactly..

for me.. in terms of the Factions, its very important that the units, techs, skills, and structures really say what the race is.. for example.. bows and arrows are not really dwarvish.. its all about identity. another thing is that ORIGINALITY is key:)
 
Some kind of progress. So people would always have new techs to research, new structures to build and new stuf to explore. You know, so they would stay intrested in the map for longer time.
Also make sure there are no some super useful strategies and unit combinations people could use all the time they want and keep wining - this would make the game more booring, youy better make so any tactic would have a counter for it.
 
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