It's a long post, in fact longer that I originaly tought.
We have talked a lot about what can be used to motivate a player to act in a certain direction. Most of these mechanics generally rely on a goals to acheive. I have recently read a book about geo-politics and learned many reason that could lead a nation to invade another one. It works in real life but not necessarily in a game. We have also seen that there must be competition between player in a game for the game to work.
My basic question is :
Is it possible in a game to set players in competition with each other without setting to each player a goal imposed by the rules of the game.
There is 2 mechanics that I want to discuss about. For these examples, let's take a game that looks like axis and allies but there is no predetermination of who is in war with who, the player will have to choose themself according to their personal ambitions. The idea of the game would be to role-play a slice of a time period where there has been some wars.
--- Historical Background ---
I tought of implementing a mechanic that would determine what happened in the past in order to start some hostilities. For example, each territory in the nation, except it's core, could roll a die. If the player is not lucky, it could say that this territory is independent because it rebelled itself in the past or that this territory now belongs to your neighborg because he stole it 30 years ago.
Now normally, a real nation should be angry when she lost in the past a territory. It will generally try to get it back. This is what happen in between france and germany. During WW1, France wanted to get back alsace-loraine lost in 1870 under napoleon III. Now does the players will feel the same about it. Would they really try to get their territory back. They might just be really friendly with the thief nation and never attack each other. The original goal was to set trouble between nations.
--- Political relation, governments and legality of actions ---
Another mechanic that I am not sure the player would really follow is related to diplomatic relations. For example, maybe a democratic nation will not stand the invasion of an innocent nation. So if an "Evil" nation decide to invade another country without a good reason, the democratic nation might be forced to attack, because it's against it's principle. But does the player will really play his role and declare war with the "Evil" nation, or he will simply ignore it.
It could also be legal to get a stolen territory back. Or invade a rebelled territory with the excuse that you are suppressing a rebellion. By doing this, you have a good excuse that will make sure the other nations won't declare war on you just because you invaded a territory.
Another idea would be that your goverment could be against communist, so it wil oppose any communist government actions. But then again, the player might not care if a communist nation does something even if it is written in it's nation's profile.
Il also had the idea of having multi-party democratic government where they each have a different goal. The player would have to act according to the government that has been elected. Then again, will the player stick to the role defined by the elected party.
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The problem is that there is no rule to follow and there is no goal stated by the rules to follow. It's like a role playing game where you are a nation instead of a character. I am not even sure when would the game end since there is not really goals. It is possile that there is no war at all.
I like the idea that you could make a "coup d'etat" and overthrow your own government in order to change your political or economic system. But then again what is your interest to do this since you would be vulnerable for many turns.
There is no punishment if the player does not play correctly his role as the leader of the nation. The only thing the player can lose is support from the other nations. Or maybe I could make some population revolt if the player does not play correctly his role. Or the senate oppose to the desicion the the leader and you cannot permor your action.
Finally, if you do not want to conquer the world, what would be the interest of playing the game if there is no goal. It's fun to see how your nation grows, evolves and how it deal with other nations, but at the end of the game it gives you nothing. There is not really any good reason to play.
If I must set a goal, I tought of using a victory point system where many many factors can give you points : Technology, army size, your type of government, nb of territory, number of alliance, number of war waged, Number of nation protected, etc. I think that a nation generally allways want to be the best in the world. The goal would be to become the most properous nation. Which mean that you do not necessarily need to go to war to win, but this is an option that can work.
Thanks for the replies!
I tought about the aligment thing before. Like communist government supporting each other. I remember my civ game where as a democratic government, I was forced to accept a request for peace even if I new that the peace would be broken 2 turns later, and I could not attack any other country as I wanted.
The Idea of gainning a reward as ressource( money, material )for conquering a key region is good. You do not need to do it, since it does not give you victory points, but it can help you by giving extra ressource as income. But then again, the reward must worth the amount invested. Or maybe, reconquering a lot territory could boost the morale of your nation.
It seems that economics has a lot of influence on diplomatic relation as I read it in my book about geo-politic. Maybe indicating where are the trade routes on the map as strategic point to acquire could be interesting too.