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Patrician 3 does that in some places as well over the course of the game: first it is just about the ship trading, then production comes into the mix and in the end one can manipulate whole markets. This makes it easy to start but at the same time lets you end up with a complex game.
A steep learning curve on the other hand is not necessarily an indicator of a good game, it also could just be bad game design, which is lazy on the other end: instead of reducing options to make getting into the game easier, it shies away from creating a balanced beginner state.
In the end a good designed game is like a good pop song: something one can whistle along almost immediatly but at the same time still allows you to discover something when revisiting it for the 100th time.
In P4 though, the problem isn't even an AI issue at all... They dumbed down the game so much as to make it completely inferior to its predacessor. It's like they traded half of the ingame content of P4 in exchage for a few more purchasable ship. It just feels kinda... empty to me. P3 was such a well made game that literally all they would have to do to it was graphically update it, intro a few extra ships and sold it as P4 and everyone woulda been happy. That is NOT what they did though.
Not sure what you refer to? I do not recognize a bit of what you say. Unless you never got to auto-trading & manned warehouses; in which case you have hardly played the game and your comments seem more to appear knowledgeable than anything else.
Rest of you post is off-topic.
Don't worry, once you set up your second or third warehouse in that game you'll be able to see what I mean. Just keep on playing, it is not as difficult as it seems in the first minutes.
Had bothered to read the post I was refering to, you would have seen why every single sentence of my post was very much on the topic of comparing games of different times.
This tells me you are doing it wrong. I worked out what a good price to sell goods is, lets use beer as an example usually you can purchase or make it for less than 45 or even with enough time 40 or lower. Most places that buy beer at a decent price pay 45-72 for it. Once you transport it set the Trading office to auto sell only above a set price. Voila profit. Also you can save trade routes and use them in a new game.
Here is an in game example that approximates my last game.
I started in Stockholm, I traded in game till I could afford to build a warehouse and then repeated till I had built 3 Iron smelters and 1 sawmill. after this I used the sale of the goods and trading to get enough coin to get a workshop built. At this point I stopped selling pig iron and the lumber, I replaced these with Iron goods. I then started to build up my fleet while trading and various activities. At this point I had plenty of ships and goods flowing. The second trading office I built in Settin. I worked on getting enough supplies to build a warehouse there and then multiple grain farms. I then started work on a brewery. Once this was finished I could then focuse on transporting beer and iron goods along with other items.
The next step is to build up reserves of everything and then you can expand as you choose.
I might have missed out on a little but this is the basics of how to do it.
How did I find out where to buy, pick up, unload and sell the ressources? I clicked through the cities and compared the prices. Trading office by trading office.
Could I do that comfortably within the menu while setting up my trade route? No, I could not.
So what did I do? I printed out a sheet, in which I entered every ressource per city which could either be bought or sold and then organized the trade routes that they could pick up and unload the needed materials. And as those ressources change depending on what structures get build in every city (and of course when new cities get founded), I had to update them from time to time and the trade routes accordingly. With the help of said table which the game was unable to provide, although all that data is in the game.
So was this table part of the game interface? No, it was not.
Was it written on paper like one did it in the early 90s? Yes, it was.
Do modern games force you to write things on paper? No, they don't.
So do modern games have an advantage towards older games? Yes, THEY DON'T FORCE YOU TO WRITE DOWN ♥♥♥♥ ON PAPER MANUALLY.
That is my whole point.
Then your doing well, the way you were complaining it sounded like you didnt know how to play.
Your complaining about this game being like the 90's games, you do realise that this game was released in 2000. Do the math that is 1 year out from the very games you refered to. Your seriously complaining about this.
I am so staggered by your failure to think critically and not know some basic facts about the game such as a release date that I have lost hope that humans are becoming more intelligent.
One reason why the "compare older to newer game" discussion never works is that people wear their nostalgia glasses and ignore every flaw of the older game (ironically while babbling about thinking critically). Had the question been "which game was better at its original release?" that would make sense, but that was not the question.
As someone who loses track of the context of a discussion that easily, you should be a bit more careful to operate with big words like "intelligence", as it - to put it politely - simply does not seem to be your most outstanding characteristic.
Your basically complaining the game isnt dumbed down enough for you. Modern games are getting easier and easier. The main pokemon game series can be used as an example, in the original you had hidden stats and you had to work hard to get them, in the latest gen oh wait you can go somewhere and get ones that are 1/2 done already.
As far as the personal insults go I stated you were not thinking criticially and was not saying your an idiot, although you seem to have taken it that way. Oh and I would say you are projecting your issues with intelligence onto me. By the way nice trolling attempt.
You seem to have no idea about game design at all. Either an information is available for the player, then it has to be available at the point where he needs it, or it is part of the design that it is not available at all, in which case it should not be available at all, not even in a side menu. There is the difference between this game and the example you mentioned. It probably goes straight over your head that those things could be different.
And of course there is the usual witty "projecting" defense, which pretty much plays in the league of a "your mom" joke or a white flag. So, I guess I'll just accept your surrender, but feel free to stomp with your foot on the floor or to throw around your feces or whatever people like you do in such situations.