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The game does not 'need an end.' Nobody has given a good reason why this might be the case.

That is a false requirement. There are plenty of endless games out there where people play until they either lose or decide to stop playing. Plenty of 4X games, in fact. So I'm not sure where this idea came from that a 4X game by Paradox needs an end point. Their historical games have ending dates because the historical cohesion would evaporate if it were 2015 and the Duke of Manchester was marrying his daughter off to the King of Burgundy, who wants to murder the Duke's only heir so that his grandson can inherit the duchy. The context falls apart.

Stellaris is under no such historical restriction. There is no excuse why the game needs to end before the player decides it is finished.
 
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The game does not 'need an end.' Nobody has given a good reason why this might be the case.

That is a false requirement. There are plenty of endless games out there where people play until they either lose or decide to stop playing. Plenty of 4X games, in fact. So I'm not sure where this idea came from that a 4X game by Paradox needs an end point. Their historical games have ending dates because the historical cohesion would evaporate if it were 2015 and the Duke of Manchester was marrying his daughter off to the King of Burgundy, who wants to murder the Duke's only heir so that his grandson can inherit the duchy. The context falls apart.

Stellaris is under no such historical restriction. There is no excuse why the game needs to end before the player decides it is finished.

Because there are people who want to play a game untill end. And because there are people who play multiplayer and want to have an end to compare who was the winner.

YOU don't need an end! Yes. But there are people who need an end please don't be arrogant and let only your opinion count on this topic.

What's the problem with victory conditions if there would be an option 'no victory condition'? You can choose the condition. So you DO choose when the game ends.
 
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Because there are people who want to play a game untill end. And because there are people who play multiplayer and want to have an end to compare who was the winner.

YOU don't need an end! Yes. But there are people who need an end please don't be arrogant and let only your opinion count on this topic.

What's the problem with victory conditions if there would be an option 'no victory condition'? You can choose the condition. So you DO choose when the game ends.
That sounds actually more like "I wan't to show you who has the biggest ... !"
 
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Because there are people who want to play a game untill end. And because there are people who play multiplayer and want to have an end to compare who was the winner.

YOU don't need an end! Yes. But there are people who need an end please don't be arrogant and let only your opinion count on this topic.

What's the problem with victory conditions if there would be an option 'no victory condition'? You can choose the condition. So you DO choose when the game ends.
Again... how do you want the game to end without victory conditions...?

Chill out with the 'arrogant' nonsense verbal abuse. I was responding to this specific question you asked in the post above.

I've already stated in a recent comment that I don't necessarily have a problem with victory conditions being included, except for the fact that in the past, 4X games have a history of using victory conditions to direct the development of features (AI being the main culprit), and 4X games also have a history of using victory conditions to obscure the fact that their game lacks depth in any area other than warfare and technology.

It's not impossible for Paradox to pull off victory conditions in a way that won't necessarily hinder the game. As I said, I actually kind of trust Paradox to do it right if they choose to do it, but my point is that I don't take that lightly. I absolutely think that victory conditions have a way of providing a framework to a game, and that framework can get in the way even for players who choose to opt out. By presenting AI who thinks that 'winning' is the most important thing. And preventing you from winning, is the most important thing. With or without victory conditions enabled, if the AI is programmed with victory conditions in mind, the AI is likely to behave in similar ways throughout.
 
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That sounds actually more like "I wan't to show you who has the biggest ... !"

*sigh* Sorry... I just don't see the reason why people here don't understand that some people need an end for their games. But many people just say 'The games end if we want!' and this is very subjective. It sounds like 'I end if I want and every one should just do it the same way like I!'
 
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I'm certainly in favor of an endless mode for those who want it but the core game really does need to have a set time frame. It's a game design thing. A game that goes on forever until the player loses or gets bored is a game that feels bad to finish. Without restrictions there's no meaning to what you are doing, no way to compare your performance and there will never be a feeling of something left unfinished.

That last is a big deal, especially for novice players. I the historical games as a new player you are just happy to get through to the end; to survive at all is an achievement and you want to do better next time. Every time you do better but the restricted time means that 'better' doesn't just mean 'conquer the whole world every time'. It ensures that as you learn it always feels like there is somewhere further to go, something more to learn. It gives the player a reason to try other nations, other strategies, to not just stick with their one giant successful empire forever and ever. It gets you looking at the starting map and thinking 'hey this looks fun'.

Infinite modes are definitely not a bad thing and I certainly think Stellaris is a game well suited to one. I would be shocked if there isn't an endless mode available at release. But that shouldn't be the primary game mode that new players are introduced to. New players need to have quantifiable ideas of success and reasons to iterate. New games create markers of progress and encourage the idea that these games are cyclical; that losing one game isn't so bad because it's just one game, not the only game you've ever played. Endless games are great for veterans who've played dozens of games and want to go to the next level but for new players it's a bad idea. Letting your players go on and on and see every single piece of content in one game doesn't make people want to come back.

For new players, there has to be a reason to come back.
 
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*sigh* Sorry... I just don't see the reason why people here don't understand that some people need an end for their games. But many people just say 'The games end if we want!' and this is very subjective. It sounds like 'I end if I want and every one should just do it the same way like I!'
*snickers* The problem is, definting an end wich doesn't result in war as the only solution.
I'm in favor for some sort of end date. All other conditions just scream WAR all over again.
 
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That last is a big deal, especially for novice players. I the historical games as a new player you are just happy to get through to the end; to survive at all is an achievement and you want to do better next time. Every time you do better but the restricted time means that 'better' doesn't just mean 'conquer the whole world every time'. It ensures that as you learn it always feels like there is somewhere further to go, something more to learn. It gives the player a reason to try other nations, other strategies, to not just stick with their one giant successful empire forever and ever. It gets you looking at the starting map and thinking 'hey this looks fun'.

It's funny that you put it this way, because I would immediately say the opposite is true. If I play a game of Civilization to the end (and I have), then I immediately feel like I have completed the game, and there isn't much reason to play again. On the other hand, if there's no victory condition, like in CK2, then I stop thinking about the 'end' and think instead about the different ways I can play, now that the game isn't whispering in my ear that there is a 'right' way to 'win' and 'wrong' ways.

Sandboxes (as in, games that provide tools and an open-ended playing area, rather than a direction for players to move in) tend to spur creativity, not the other way around. So I think you are applying an assumption about endless games that just doesn't apply in reality to most people. I do get that not everyone likes sandboxes; some people get overwhelmed by options, or can't get into a game because they aren't sure what the 'reason' is. I am not sure how many people really get frustrated because a strategy game failed to give them a sense of closure (has anyone here ever actually finished a game of Risk? Sometimes the end is just a foregone conclusion, why roll dice ad-nauseum just to prove it?)

Infinite modes are definitely not a bad thing and I certainly think Stellaris is a game well suited to one. I would be shocked if there isn't an endless mode available at release. But that shouldn't be the primary game mode that new players are introduced to. New players need to have quantifiable ideas of success and reasons to iterate. New games create markers of progress and encourage the idea that these games are cyclical; that losing one game isn't so bad because it's just one game, not the only game you've ever played. Endless games are great for veterans who've played dozens of games and want to go to the next level but for new players it's a bad idea. Letting your players go on and on and see every single piece of content in one game doesn't make people want to come back.

For new players, there has to be a reason to come back.

I think this is speculative at best, and does not hold water when applied to reality. 'New players need to have quantifiable ideas of success.' Nonsense. Utter nonsense. Minecraft is the most sold game in history and it is pointedly absent of any quantifiable idea of success. MMOs have been making bank selling the idea that their games, in a sense, go on forever. There's no 'ending' to World of Warcraft, instead it reward people for continued play. Many of the top grossing games in history challenge the very principle that you are asserting without evidence.

Give people a bit more credit. Whether a game 'ends' or not, especially in this style of game, is not going to make or break an audience. If a person plays a 4X space game to 800 turns, whether or not the game is pre-programmed to end at 800 turns or play on indefinitely, they are already a Player of that game, the devs have successfully reeled them in and got them to devote dozens of hours. Rest assured they will replay it or put it down forever based on their own individual preferences, not exclusively or even largely due to the presence or lack of an ending.
 
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*snickers* The problem is, definting an end wich doesn't result in war as the only solution.
I'm in favor for some sort of end date. All other conditions just scream WAR all over again.

There are many possible victory conditions who don't need war... And really... an end date wouldn't make sense in space. For historical games, yes. But for a space game? Again... time would be one of the victory conditions.

It's funny that you put it this way, because I would immediately say the opposite is true. If I play a game of Civilization to the end (and I have), then I immediately feel like I have completed the game, and there isn't much reason to play again. On the other hand, if there's no victory condition, like in CK2, then I stop thinking about the 'end' and think instead about the different ways I can play, now that the game isn't whispering in my ear that there is a 'right' way to 'win' and 'wrong' ways.

Sandboxes (as in, games that provide tools and an open-ended playing area, rather than a direction for players to move in) tend to spur creativity, not the other way around. So I think you are applying an assumption about endless games that just doesn't apply in reality to most people. I do get that not everyone likes sandboxes; some people get overwhelmed by options, or can't get into a game because they aren't sure what the 'reason' is. I am not sure how many people really get frustrated because a strategy game failed to give them a sense of closure (has anyone here ever actually finished a game of Risk? Sometimes the end is just a foregone conclusion, why roll dice ad-nauseum just to prove it?)



I think this is speculative at best, and does not hold water when applied to reality. 'New players need to have quantifiable ideas of success.' Nonsense. Utter nonsense. Minecraft is the most sold game in history and it is pointedly absent of any quantifiable idea of success. MMOs have been making bank selling the idea that their games, in a sense, go on forever. There's no 'ending' to World of Warcraft, instead it reward people for continued play. Many of the top grossing games in history challenge the very principle that you are asserting without evidence.

Give people a bit more credit. Whether a game 'ends' or not, especially in this style of game, is not going to make or break an audience. If a person plays a 4X space game to 800 turns, whether or not the game is pre-programmed to end at 800 turns or play on indefinitely, they are already a Player of that game, the devs have successfully reeled them in and got them to devote dozens of hours. Rest assured they will replay it or put it down forever based on their own individual preferences, not exclusively or even largely due to the presence or lack of an ending.

Again... this is how YOU play games. Other people play it different. Best solution? Put victory conditions in the game with the option to turn them off.
 
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I do not think an end game has anything to do with new players, if I had run my first CK2 game till the end I would not have played it again. I think I made it 15 years.

This game should be the same, new players need to die long before any victory conditions or time limit ever become close to being needed.

I want half my population to die trying to start a colony, my researchers to mess up and unleash hell because I went to big, I want to go for one disaster to another before I get close to any possible victory. At which point I will be able to pick what game I want to play, am I going to take control of the galaxy or sit in my home system to see if I can survive.

If other people want ways to win however I say let a time limit or galaxy control conditions be selected at start. My preference would be none as default though.
 
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Again... this is how YOU play games. Other people play it different. Best solution? Put victory conditions in the game with the option to turn them off.
Since you repeatedly ignore the arguments presented (Harle's posts stated it much better than mine), how about we go with the real best solution? PDS develops this game in a similar way as their other games, to promote player choice and trust the player to create their own goals, and you can mod in an arbitrary "Victory screen" for you and your friends to compare scores at.
 
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Since you repeatedly ignore the arguments presented (Harle's posts stated it much better than mine), how about we go with the real best solution? PDS develops this game in a similar way as their other games, to promote player choice and trust the player to create their own goals, and you can mod in an arbitrary "Victory screen" for you and your friends to compare scores at.

Why should this better than OPTIONAL victory conditions...? Really? Not everyone can mod. I DON'T need victory conditions either. But there are people who want a game too end. And many of them don't know about modding either. I don't see why your exemple should be better than optional victory conditions... what's the problem if you can turn them off...? Just turn them of and be happy without an end like I would do it.
 
Why should this better than OPTIONAL victory conditions...? Really? Not everyone can mod. I DON'T need victory conditions either. But there are people who want a game too end. And many of them don't know about modding either. I don't see why your exemple should be better than optional victory conditions... what's the problem if you can turn them off...? Just turn them of and be happy without an end like I would do it.

The problem is how you worded it. If they're on by default it would likely affect the way the game was developed, in sort of a "There's the real game and then the sandbox mode" kind of a thing. I see that you have made mods for CK2, so I assume you've spent a fair amount of time in the game. Would you have played nearly as much if you "won" the game on your first campaign? Winning is the goal in most games, which is one of the reasons why I like PDS games so much; there is no winning, only losing with various degrees of success in between.

It would be interesting if Paradox would survey the players about whether or not they want victory conditions, because currently we have a sample size of less than 10 people so it's obviously absurd to try to extrapolate either side of the argument across all players.
 
Again, for the third time, my concern personally is not with whether or not victory conditions exists. Rather, my concern is with the impact victory conditions could (and, I suspect, would) have on the game's design, and thus, how the game plays. As long as Paradox doesn't let traditional 4X victory conditions take over the design of AI behavior, or make them overemphasize overdone elements of 4X games, and rather address these things in the same ways they have addressed previous games, I have no problem with victory conditions.

I am merely pointing out that victory conditions in 4X games are not incidentally laid on top. They are a fundamental part of how the game works, from what features are developed, to what the AI's priorities are. And I don't like that. And I think that those of you who are frustratedly pointing out that the option should be there, if you thought about it, you'd have to agree that you don't want that to happen either.

So maybe we can all just agree to disagree about our preferences, and look instead at a slight modification of the original poster's sentiment;

"An argument against using victory conditions as a driving force in Stellaris's overall game design."
 
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It's funny that you put it this way, because I would immediately say the opposite is true. If I play a game of Civilization to the end (and I have), then I immediately feel like I have completed the game, and there isn't much reason to play again. On the other hand, if there's no victory condition, like in CK2, then I stop thinking about the 'end' and think instead about the different ways I can play, now that the game isn't whispering in my ear that there is a 'right' way to 'win' and 'wrong' ways.

Sandboxes (as in, games that provide tools and an open-ended playing area, rather than a direction for players to move in) tend to spur creativity, not the other way around. So I think you are applying an assumption about endless games that just doesn't apply in reality to most people. I do get that not everyone likes sandboxes; some people get overwhelmed by options, or can't get into a game because they aren't sure what the 'reason' is. I am not sure how many people really get frustrated because a strategy game failed to give them a sense of closure (has anyone here ever actually finished a game of Risk? Sometimes the end is just a foregone conclusion, why roll dice ad-nauseum just to prove it?)

I think this is speculative at best, and does not hold water when applied to reality. 'New players need to have quantifiable ideas of success.' Nonsense. Utter nonsense. Minecraft is the most sold game in history and it is pointedly absent of any quantifiable idea of success. MMOs have been making bank selling the idea that their games, in a sense, go on forever. There's no 'ending' to World of Warcraft, instead it reward people for continued play. Many of the top grossing games in history challenge the very principle that you are asserting without evidence.

Give people a bit more credit. Whether a game 'ends' or not, especially in this style of game, is not going to make or break an audience. If a person plays a 4X space game to 800 turns, whether or not the game is pre-programmed to end at 800 turns or play on indefinitely, they are already a Player of that game, the devs have successfully reeled them in and got them to devote dozens of hours. Rest assured they will replay it or put it down forever based on their own individual preferences, not exclusively or even largely due to the presence or lack of an ending.

Actually as you may recall the earlier Civ titles had a pretty hard end date and while you could play on after that, you didn't get a 'win' unless you won in the games timeframe. Equally, if you think a military victory (or cultural or space or diplomatic or whatever) is the game complete then you've kinda missed the whole point. That's how Civ gets you to play again. This time let's try the Romans with an economic game. Start over, play through. They've made this more explicit by increasing the pace of the game too. In the days of old a Civ game could literally take weeks but today you can crack through an 'Epic' game in a few evenings.

As to whether an 'end' constitutes 'victory' is essentially a moot point. Perhaps it's right to say Stellaris shouldn't necessarily have explicit victory conditions but that doesn't mean it should lack a finite end point. After all, what are you going to do once you've finished the tech tree and conquered the galaxy anyway? Responsibly manage inflation for a hundred million years? So there's going to be an end no matter how infinite. Making that of the games choosing not the players is important to emphasize replayability.

Minecraft may be successful but it's an utterly different kind of game and trying to bridge from one to the other certainly is speculative. What you're saying is (in essence) that every first person shooter would be better if it was just one big level of infinitely spawning bad guys that literally never ends because in minecraft you can play on one world forever. No. That is not the case. In minecraft the fulfillment comes from creation - From physically obtaining and placing bricks until you make something amazing at the end. And then you do it again, something bigger, something cooler. You iterate. Over and over. Every project has an end, even if they are all in the same world. You still go around in circles but you do it in a different way. FPS games have levels or matches, RPGs have branching paths and RTS games you start from the beginning again. Even giant open world sandbox games have missions to contain what you are doing and point it in a direction. As for MMOs - In Wow you raid to get the good gear or you craft to make gold or you make a new character to try out something different. In all those cases you are iterating, in fact often more than iterating, often you are straight out grinding; repeating content over and over.

Games are always repetitious to some degree. That doesn't make them less fun; that thing you are repeating should be fun and you should want to do it lots of times over but in essence you are doing the same thing very many times. Balling those up into discrete bites is important.

It's nothing to do with giving people credit or not. As human beings we like experiences that feel complete; where we feel we've gotten to a concrete ending. Just getting bored and walking away with no other potential for closure makes for a much much worse experience because that's what we walk away remembering. It's a story untold, something left unfinished. The impact of an ending too early (I so nearly did it!) is so much better than an ending that never comes (So what do I do now?). That doesn't mean that an endless mode is a bad thing, just that it shouldn't be the default state of the game. The game that you get the first time you hit the button should be a self contained experience, it should give you a story. And stories have endings. Without an ending it's lacking something. Maybe it's triumphant or bittersweet but whatever it is, it's a moment you'll remember, that finishes the experience on some kind of note. Without that it just fades away into kinda nothing.

Dude, it matters. We tell stories like this because those stories are good. Games do it over and over in loads of ways. Every quest is a story with a beginning, a middle and an end. Cutting off the end is a bad idea. Imagine a book or a movie with no end, that literally just has an interminable middle act that has infinite content that doesn't actually ever come to a conclusion, just spins it's wheels for a hundred hours. That's some weird experimental stuff right there. Games are different, sure, but 'endless' still has an end, it's just not a very satisfying one. As a developer it's a much much better idea to give players stories they can tell and remember fondly than to have remember the last time they booted the game up being nothing interesting or exciting, just kinda the same stuff over and over that I made no discernible progress in.
 
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Okay, let's go over this one bit at a time.

Actually as you may recall the earlier Civ titles had a pretty hard end date and while you could play on after that, you didn't get a 'win' unless you won in the games timeframe. Equally, if you think a military victory (or cultural or space or diplomatic or whatever) is the game complete then you've kinda missed the whole point. That's how Civ gets you to play again. This time let's try the Romans with an economic game. Start over, play through. They've made this more explicit by increasing the pace of the game too. In the days of old a Civ game could literally take weeks but today you can crack through an 'Epic' game in a few evenings.

Not sure why you're making this comment, since I didn't say that Civ was endless. I said that I played it and beat it and didn't feel compelled to play again. I have only played single player once. I have played multiplayer several times, but always at someone else's behest. I've already 'beaten' the game, and frankly the game doesn't provide enough variety in my opinion to be worth replaying, which is sort of my point about games designed around victory conditions.

And I will also point out that 'if this is how you did it you missed the point' can just as easily be turned around against your previous post, where you claimed that endless games didn't give you an incentive to replay. Well, you missed the point then. See how that's a futile argument? That's why I didn't make it when I addressed you, because it works both ways.

As to whether an 'end' constitutes 'victory' is essentially a moot point. Perhaps it's right to say Stellaris shouldn't necessarily have explicit victory conditions but that doesn't mean it should lack a finite end point. After all, what are you going to do once you've finished the tech tree and conquered the galaxy anyway? Responsibly manage inflation for a hundred million years? So there's going to be an end no matter how infinite. Making that of the games choosing not the players is important to emphasize replayability.

I am capable of stopping myself from infinitely playing a game just because it doesn't tell me to stop. I am not a robot compelled to continue cycling a task merely because I haven't gotten to End If. Are you legitimately concerned that you might be drawn into an endless cycle of pressing the equivalent of 'End Turn' just because the game didn't tell you it was okay to walk away? (edit: Missed the last sentence, which changes things. A better response regarding 'end points' in games will be found below)

Anyway, the game is going to have the possibility for break-away nations, and presumably larger empires will be more at risk of this than smaller ones. See, you're already thinking inside the box of a static game whose only direction is forward (toward victory conditions). Most 4X games don't have an element of instability like Paradox games do, which keep things complicated even when there isn't war going on. And that is one big reason why I think they should avoid victory conditions being a crucial element of the game; because they are already good at developing games that don't require them.

Minecraft may be successful but it's an utterly different kind of game and trying to bridge from one to the other certainly is speculative. What you're saying is (in essence) that every first person shooter would be better if it was just one big level of infinitely spawning bad guys that literally never ends because in minecraft you can play on one world forever. No. That is not the case.

That is actually not what I am saying. You asserted, without evidence, that the new players needs an end point in a game in order to invest themselves in it. I pointed out that not only do the vast majority of 4X games include an endless mode (one that I think is handicapped by the game being designed around victory conditions), but many of the highest grossing games in history have gone against that logic. I also pointed out that your notion that a new player needs an 'end' to the game to get invested is silly, because how is the 'end' of a game supposed to impact an uninvested player who has yet to reach the ending? The way you get a player to invest in a game is to build an interesting world with interesting mechanics that appeal to that player. You are overburdening your position with unmerited importance in order to make it sound like a stronger argument, but the fact is that the 'end point' of a game doesn't matter to anyone other than a player who is already invested in the game. Because uninvested players never reach that point.

In minecraft the fulfillment comes from creation - From physically obtaining and placing bricks until you make something amazing at the end. And then you do it again, something bigger, something cooler. You iterate. Over and over. Every project has an end, even if they are all in the same world. You still go around in circles but you do it in a different way. FPS games have levels or matches, RPGs have branching paths and RTS games you start from the beginning again. Even giant open world sandbox games have missions to contain what you are doing and point it in a direction. As for MMOs - In Wow you raid to get the good gear or you craft to make gold or you make a new character to try out something different. In all those cases you are iterating, in fact often more than iterating, often you are straight out grinding; repeating content over and over.

Games are always repetitious to some degree. That doesn't make them less fun; that thing you are repeating should be fun and you should want to do it lots of times over but in essence you are doing the same thing very many times. Balling those up into discrete bites is important.

Great, now once you demonstrate that Stellaris is a game completely devoid of interesting, non-repetitive stuff to do, then your argument will hold some water. I agree, a boring, endless game would not be much fun. An engaging, well-designed endless game with many varied ways of playing, will tend to be received well. In that we evidently agree. I hope we can also agree that Stellaris will probably be a pretty good game. And as such, being endless should not be a problem for them.


It's nothing to do with giving people credit or not. As human beings we like experiences that feel complete; where we feel we've gotten to a concrete ending. Just getting bored and walking away with no other potential for closure makes for a much much worse experience because that's what we walk away remembering. It's a story untold, something left unfinished. The impact of an ending too early (I so nearly did it!) is so much better than an ending that never comes (So what do I do now?).

'Getting bored and walking away' is typically not how endless games end. Typically, they end because the player wants to try something new. A new idea grabs them, a different race, a different style of play. They restart because there is nothing more exciting than that opening period where you're still exploring the galaxy/world and establishing new colonies and determining the shape of the world. They stop playing a particular game because they are less interested in where it is going than what potential a new experience could have. And if they're familiar with Paradox's titles, then maybe they just stopped because they accomplished their own personal objectives, because I think by now we're all pretty used to making up our own objectives.

If you 'get bored and walk away' from a game, that is because the game is not entertaining, not because it lacked an ending. If a game still has stories left to be told, who is the developer to tell me when to stop playing? What are the chances the game will end at the precise moment when you are finished with it? What about that galactic catastrophe event that just kicked off? What about that war that just started? What about the third of your empire that is on the brink of revolt? Do you really want the game to step in and tell you that you've won because you reached some arbitrary victory condition? Have you won? Have all of your problems gone away? Are there really no more stories to tell in this world you've spent so long creating?

I just don't understand why you think that is preferable to just letting people decide for themselves when a particular story has run its course. It is hardly my intention to insult, but I am wondering if it is a difference between people who err toward creativity and imagination, versus people who err toward numbers and concrete things.

That doesn't mean that an endless mode is a bad thing, just that it shouldn't be the default state of the game. The game that you get the first time you hit the button should be a self contained experience, it should give you a story. And stories have endings. Without an ending it's lacking something. Maybe it's triumphant or bittersweet but whatever it is, it's a moment you'll remember, that finishes the experience on some kind of note. Without that it just fades away into kinda nothing.

Dude, it matters. We tell stories like this because those stories are good. Games do it over and over in loads of ways. Every quest is a story with a beginning, a middle and an end. Cutting off the end is a bad idea. Imagine a book or a movie with no end, that literally just has an interminable middle act that has infinite content that doesn't actually ever come to a conclusion, just spins it's wheels for a hundred hours. That's some weird experimental stuff right there. Games are different, sure, but 'endless' still has an end, it's just not a very satisfying one. As a developer it's a much much better idea to give players stories they can tell and remember fondly than to have remember the last time they booted the game up being nothing interesting or exciting, just kinda the same stuff over and over that I made no discernible progress in.

I will end on this.

The best stories are the stories that we tell ourselves (and each other) through our experiences, through our unique paths through a game, the situations and events that nobody else has ever experienced. They're stories that are the result of a good imagination and a good box of tools to craft them with. The best stories are the ones where the developers take their hands off the wheel and allow the players to self-determine their own destiny, their own path, and their own end.

The first person to read a book is the novelist who wrote it. Writing a novel is an endless thing. It ends precisely when the author decides it is done. They likely have a skeleton of the book in mind as they are writing, but as we all know from various authors, stories grow in the telling. At some point, the author has to decide, these are the conditions under which this story will end, and however I get there, come hell or high water, I will end this book.

You can choose to consume media, experience stories as they are dictated to you, or you can craft them yourself. That is one of the things about sandbox games that people enjoy, nobody is telling you how and when your story has to end, nevermind how you get there. And I don't think it's a stretch to say that 4X games have traditionally fallen inside that realm of games that give you a world within which to fashion your own stories. And if that is one of the purposes of the 4X game, to fashion your own stories, then be the author of that story and stop expecting someone else to end it for you.

My opinion.
My previous post on the subject still stands.
 
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Okay, let's go over this one bit at a time.

Not sure why you're making this comment, since I didn't say that Civ was endless. I said that I played it and beat it and didn't feel compelled to play again. I have only played single player once. I have played multiplayer several times, but always at someone else's behest. I've already 'beaten' the game, and frankly the game doesn't provide enough variety in my opinion to be worth replaying, which is sort of my point about games designed around victory conditions.

And I will also point out that 'if this is how you did it you missed the point' can just as easily be turned around against your previous post, where you claimed that endless games didn't give you an incentive to replay. Well, you missed the point then. See how that's a futile argument? That's why I didn't make it when I addressed you, because it works both ways.

I am capable of stopping myself from infinitely playing a game just because it doesn't tell me to stop. I am not a robot compelled to continue cycling a task merely because I haven't gotten to End If. Are you legitimately concerned that you might be drawn into an endless cycle of pressing the equivalent of 'End Turn' just because the game didn't tell you it was okay to walk away? (edit: Missed the last sentence, which changes things. A better response regarding 'end points' in games will be found below)

Anyway, the game is going to have the possibility for break-away nations, and presumably larger empires will be more at risk of this than smaller ones. See, you're already thinking inside the box of a static game whose only direction is forward (toward victory conditions). Most 4X games don't have an element of instability like Paradox games do, which keep things complicated even when there isn't war going on. And that is one big reason why I think they should avoid victory conditions being a crucial element of the game; because they are already good at developing games that don't require them.



That is actually not what I am saying. You asserted, without evidence, that the new players needs an end point in a game in order to invest themselves in it. I pointed out that not only do the vast majority of 4X games include an endless mode (one that I think is handicapped by the game being designed around victory conditions), but many of the highest grossing games in history have gone against that logic. I also pointed out that your notion that a new player needs an 'end' to the game to get invested is silly, because how is the 'end' of a game supposed to impact an uninvested player who has yet to reach the ending? The way you get a player to invest in a game is to build an interesting world with interesting mechanics that appeal to that player. You are overburdening your position with unmerited importance in order to make it sound like a stronger argument, but the fact is that the 'end point' of a game doesn't matter to anyone other than a player who is already invested in the game. Because uninvested players never reach that point.


Great, now once you demonstrate that Stellaris is a game completely devoid of interesting, non-repetitive stuff to do, then your argument will hold some water. I agree, a boring, endless game would not be much fun. An engaging, well-designed endless game with many varied ways of playing, will tend to be received well. In that we evidently agree. I hope we can also agree that Stellaris will probably be a pretty good game. And as such, being endless should not be a problem for them.

'Getting bored and walking away' is typically not how endless games end. Typically, they end because the player wants to try something new. A new idea grabs them, a different race, a different style of play. They restart because there is nothing more exciting than that opening period where you're still exploring the galaxy/world and establishing new colonies and determining the shape of the world. They stop playing a particular game because they are less interested in where it is going than what potential a new experience could have. And if they're familiar with Paradox's titles, then maybe they just stopped because they accomplished their own personal objectives, because I think by now we're all pretty used to making up our own objectives.

If you 'get bored and walk away' from a game, that is because the game is not entertaining, not because it lacked an ending. If a game still has stories left to be told, who is the developer to tell me when to stop playing? What are the chances the game will end at the precise moment when you are finished with it? What about that galactic catastrophe event that just kicked off? What about that war that just started? What about the third of your empire that is on the brink of revolt? Do you really want the game to step in and tell you that you've won because you reached some arbitrary victory condition? Have you won? Have all of your problems gone away? Are there really no more stories to tell in this world you've spent so long creating?

I just don't understand why you think that is preferable to just letting people decide for themselves when a particular story has run its course. It is hardly my intention to insult, but I am wondering if it is a difference between people who err toward creativity and imagination, versus people who err toward numbers and concrete things.



I will end on this.

The best stories are the stories that we tell ourselves (and each other) through our experiences, through our unique paths through a game, the situations and events that nobody else has ever experienced. They're stories that are the result of a good imagination and a good box of tools to craft them with. The best stories are the ones where the developers take their hands off the wheel and allow the players to self-determine their own destiny, their own path, and their own end.

The first person to read a book is the novelist who wrote it. Writing a novel is an endless thing. It ends precisely when the author decides it is done. They likely have a skeleton of the book in mind as they are writing, but as we all know from various authors, stories grow in the telling. At some point, the author has to decide, these are the conditions under which this story will end, and however I get there, come hell or high water, I will end this book.

You can choose to consume media, experience stories as they are dictated to you, or you can craft them yourself. That is one of the things about sandbox games that people enjoy, nobody is telling you how and when your story has to end, nevermind how you get there. And I don't think it's a stretch to say that 4X games have traditionally fallen inside that realm of games that give you a world within which to fashion your own stories. And if that is one of the purposes of the 4X game, to fashion your own stories, then be the author of that story and stop expecting someone else to end it for you.

My opinion.
My previous post on the subject still stands.

Almost nothing of what you said pertains to game design. You can dress it up as patronizingly as you like; that because you are smart enough to create amazing stories for yourself that naturally a well crafted story wouldn't appeal to smart people, that smart people create stories and the process of creation is, of course, infinite. But that's an illusion. Even to the creator, the story ends. It takes time to get there, no doubt, but the story ends. You write the last page. And it's done. Every story ends. Even the Neverending Story has an end. It is directly condescending to say that people who want an end to their games are somehow less because they need a game to tell them where it ends. That's like saying that with your refined tastes you couldn't ever listen to music because it finishes before you want it to.

Here's what makes good stories - Boundaries.

Here's what makes for a good game - Limits.

That's the first thing you learn as a creator. When you have a box you can make the most of it. When you don't you go nuts and make something bloated and unfocused and where the message gets lost.

However you dress it up, however pretentious you try and embellish it; all stories end.

Edit -

Oh and 'trying something new' is literally the same as 'getting bored and starting over'. The language you use makes the former sound nicer but you're talking about the same thing.
 
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Evidently the two sides of this argument are fundamentally incapable of listening to each other. One side hates the game for precisely the same reason the other side loves it. It doesn't matter how fancy your rhetoric is, it will still never make an impact on the other person. At least we all agree that either way Stellaris will likely be a very good game.
 
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