Post by The Candy Lane on Jul 27, 2008 0:40:14 GMT -5
Here's an interesting tidbit from a new interview by Omac Industries with Max Bury.
7. So what can we expect to see different in NationStates 2? Could you talk a little about the new features that will be added to the game?
Max: For me, the coolest part of NS2 is Alliances. It's not flashy, like war or trade, but I think it's the key distinguishing element. Because there are a thousand war games out there, or trade games, if you want to find them. NS2 will have those things, and we're going to have them in unusual, distinctively NationStates ways, but I think it's Alliances that will really color the game.
Like all things in NationStates, they're quite a simple concept with a lot of depth. The idea is that while NS1 lets you make your nation however you like, with its own goals, philosophy, and laws, etc, NS2 lets you do all that to entire organizations of nations. You can create an economic cartel, a defence pact, a moral crusade, a media conglomerate; anything you can think of. You can recruit other nations to it, elect members to unique positions within custom hierarchies, and vote in your own charter and laws.
When I first created NationStates, I didn't know who would want to play it (if anybody!). Now I know our players--I know I can give them a structure like Alliances and they will generate amazing things with it.
8.You have a large and vocal community surrounding the game. Did the community contribute ideas for the development of NationStates 2?
Max: Oh yeah, very much so. Part of this was in the forums, from direct player contributions, but a big part was simply observing over five years how players play the game. Because if you wanted to just add new stuff to NationStates, you could think of a million things. And at the end of that, you'd have a really fiddly, complicated game about micromanagement, which is the opposite of NationStates. So the challenge of NS2 was to figure out the game's heart, and develop only that. To add big stuff without adding little stuff.
9. I see that there will be some paid content in NationStates 2 – how will this work? Will the game still be fun to play without paying?
Max: No! Free play will be a shallow, meaningless tease, designed purely to convert everyone to paying customers.
Well, not really. It's pretty simple: the free game is aimed at casual players who drop in a couple times a week, and paid content is there for the more dedicated. It's a good model, I think. It'll be the subscribers who really support us, but it's good for everyone if there's a popular free game as well.
10. Finally, when can we hope to see a finished version of NationStates 2?
Max: When it's ready!
To view the whole interview, go to
www.nationstates2.com
. From there, click on the link that says "Blog" and you'll see the whole interview and a box where you can leave a comment if you choose.
7. So what can we expect to see different in NationStates 2? Could you talk a little about the new features that will be added to the game?
Max: For me, the coolest part of NS2 is Alliances. It's not flashy, like war or trade, but I think it's the key distinguishing element. Because there are a thousand war games out there, or trade games, if you want to find them. NS2 will have those things, and we're going to have them in unusual, distinctively NationStates ways, but I think it's Alliances that will really color the game.
Like all things in NationStates, they're quite a simple concept with a lot of depth. The idea is that while NS1 lets you make your nation however you like, with its own goals, philosophy, and laws, etc, NS2 lets you do all that to entire organizations of nations. You can create an economic cartel, a defence pact, a moral crusade, a media conglomerate; anything you can think of. You can recruit other nations to it, elect members to unique positions within custom hierarchies, and vote in your own charter and laws.
When I first created NationStates, I didn't know who would want to play it (if anybody!). Now I know our players--I know I can give them a structure like Alliances and they will generate amazing things with it.
8.You have a large and vocal community surrounding the game. Did the community contribute ideas for the development of NationStates 2?
Max: Oh yeah, very much so. Part of this was in the forums, from direct player contributions, but a big part was simply observing over five years how players play the game. Because if you wanted to just add new stuff to NationStates, you could think of a million things. And at the end of that, you'd have a really fiddly, complicated game about micromanagement, which is the opposite of NationStates. So the challenge of NS2 was to figure out the game's heart, and develop only that. To add big stuff without adding little stuff.
9. I see that there will be some paid content in NationStates 2 – how will this work? Will the game still be fun to play without paying?
Max: No! Free play will be a shallow, meaningless tease, designed purely to convert everyone to paying customers.
Well, not really. It's pretty simple: the free game is aimed at casual players who drop in a couple times a week, and paid content is there for the more dedicated. It's a good model, I think. It'll be the subscribers who really support us, but it's good for everyone if there's a popular free game as well.
10. Finally, when can we hope to see a finished version of NationStates 2?
Max: When it's ready!
To view the whole interview, go to
www.nationstates2.com
. From there, click on the link that says "Blog" and you'll see the whole interview and a box where you can leave a comment if you choose.