While investigating the possibility of using a mail server as a gaming server for turn based strategy video games, I stumbled on a series of games that where originally played by mail, and later played by email.
I knew Twilight Imperium 3 was played by Forum or Email, but I did not know there were games specifically designed to be played by mail. Apparently, their main differences was that it could accommodate a large number of players, and could be more complex since you have more time to do your turn.
So a similar system could probably be used for video games, but there is still some design considerations to make sure the game is playable. I was wondering what could be those considerations.
For example, you want to keep the number of times you submit a move low. So having tactical battles within a more complex game is not an option. Else, if a player is in battle, it will stall the rest of the game. If you have battles like in Axis and Allies, the combat resolution must be resolved without player making any decisions during the resolution.
Diplomacy board game was a good example of everybody submitting their move and then everything being resolved at once.
Do you know any other factors to consider for such games?
Wikipedia has a relatively large list of games, I wonder if the rule books are available to the public.
The list on wikipedia is huge, it's a gold mine.
https://en.wikipedia.org/wiki/List_of_play-by-mail_games
Some of the still working games seems to have evolved as a play on web game (similar to Archmage). Some have their rules on the net. Compared to TI3 example, it does not seem mandatory to have board game components to play.
Considering I wanted to make database based strategy games, it could be very convenient for players to send their SQL queries via email to the game master. The game master collects all the queries and run them on his database, validate the result, then email back the resulting database to the players. That process would be semi automated.
It could be done on a real database server, but that would require an active database server, which I want to avoid. It's more complicated via email, but it's decentralized and players are autonomous.