I've been doing some reading around Empire recently. I find much in common here with Neptune's Pride, a far simpler game, yet also has a real-time nature. In NP, players often drop out as they cannot cope with the game's demands - and those that play also find their waking hours pervaded by thoughts of the game, weighing up strategies and wondering if something bad is happening to them *right now*.
Not having played Empire myself - I wonder if you see these NP effects in Empire as well? Can playing Empire actually affect/upset real life? Do players sometimes drop out of Empire because it demands heavy commitment from players? Does it exert psychological pressure like NP?
On 2012-01-02, Joel Goodwin <bsbriansa...@gmail.com> wrote:
> Hi Empire players,
> I've been doing some reading around Empire recently. I find much in > common here with xxxxxxxxxxxxxxx, a far simpler game, yet also has a > real-time nature. In xx, players often drop out as they cannot cope with > the game's demands - and those that play also find their waking hours > pervaded by thoughts of the game, weighing up strategies and wondering > if something bad is happening to them *right now*.
Yet this is somehow "far simpler"
> Not having played Empire myself - I wonder if you see these xx effects > in Empire as well? Can playing Empire actually affect/upset real life? > Do players sometimes drop out of Empire because it demands heavy > commitment from players? Does it exert psychological pressure like xx?
> Thanks,
> <snip>
Really? Seriously, SPAMmer? YOU are a SPAMmer.
Only a SPAMmer would pose such questions. "Not having played Empire"?
Well, then play it DECIDE FOR YOURSELF. Oops - sorry - wasted effort,
you're a SPAMBot...
Sorry that's not my intention. I've been writing about Neptune's Pride extensively this year and when I was covering the Peter Langston's role in the origin of Lucasfilm Games I came across Empire.
I realised Empire was an "ancient precursor" to Neptune's Pride (and its two followup games) but no one seems to have connected any dots here. And information about the psychological aspects of Empire are quite sketchy, I can't seem to find anything concrete online.
I played Neptune's Pride and after a four-week game I decided I never, ever wanted to play it again. It took over my life and wasn't happy with that. Trying to determine if Empire is the same - without playing to find out! Going to reference Empire on an article I'm posting on Friday.
> On 2012-01-02, Joel Goodwin<bsbriansa...@gmail.com> wrote:
>> Hi Empire players,
>> I've been doing some reading around Empire recently. I find much in
>> common here with xxxxxxxxxxxxxxx, a far simpler game, yet also has a
>> real-time nature. In xx, players often drop out as they cannot cope with
>> the game's demands - and those that play also find their waking hours
>> pervaded by thoughts of the game, weighing up strategies and wondering
>> if something bad is happening to them *right now*.
> Yet this is somehow "far simpler"
>> Not having played Empire myself - I wonder if you see these xx effects
>> in Empire as well? Can playing Empire actually affect/upset real life?
>> Do players sometimes drop out of Empire because it demands heavy
>> commitment from players? Does it exert psychological pressure like xx?
>> Thanks,
>> <snip>
> Really? Seriously, SPAMmer? YOU are a SPAMmer.
> Only a SPAMmer would pose such questions. "Not having played Empire"?
> Well, then play it DECIDE FOR YOURSELF. Oops - sorry - wasted effort,
> you're a SPAMBot...
Also, while NP has simpler mechanics, *everything* is real-time. Empire (I understand) has a turn-based structure although events do unfold in real time. So it could be that NP is heavier on player stress than Empire but I can't tell from existing online material.
I haven't posted on Usenet for a long, long time, forgot how easy it is to sound like spam =)
> On 2012-01-02, Joel Goodwin<bsbriansa...@gmail.com> wrote:
>> Hi Empire players,
>> I've been doing some reading around Empire recently. I find much in
>> common here with xxxxxxxxxxxxxxx, a far simpler game, yet also has a
>> real-time nature. In xx, players often drop out as they cannot cope with
>> the game's demands - and those that play also find their waking hours
>> pervaded by thoughts of the game, weighing up strategies and wondering
>> if something bad is happening to them *right now*.
> Yet this is somehow "far simpler"
>> Not having played Empire myself - I wonder if you see these xx effects
>> in Empire as well? Can playing Empire actually affect/upset real life?
>> Do players sometimes drop out of Empire because it demands heavy
>> commitment from players? Does it exert psychological pressure like xx?
>> Thanks,
>> <snip>
> Really? Seriously, SPAMmer? YOU are a SPAMmer.
> Only a SPAMmer would pose such questions. "Not having played Empire"?
> Well, then play it DECIDE FOR YOURSELF. Oops - sorry - wasted effort,
> you're a SPAMBot...
> Sorry that's not my intention. I've been writing about Neptune's Pride > extensively this year and when I was covering the Peter Langston's role > in the origin of Lucasfilm Games I came across Empire.
> I realised Empire was an "ancient precursor" to Neptune's Pride (and its > two followup games) but no one seems to have connected any dots here. > And information about the psychological aspects of Empire are quite > sketchy, I can't seem to find anything concrete online.
> I played Neptune's Pride and after a four-week game I decided I never, > ever wanted to play it again. It took over my life and wasn't happy with > that. Trying to determine if Empire is the same - without playing to > find out! Going to reference Empire on an article I'm posting on Friday.
> On 02/01/2012 07:55, Scott C. Zielinski wrote:
>> On 2012-01-02, Joel Goodwin<bsbriansa...@gmail.com> wrote:
>>> Hi Empire players,
>>> I've been doing some reading around Empire recently. I find much in
>>> common here with xxxxxxxxxxxxxxx, a far simpler game, yet also has a
>>> real-time nature. In xx, players often drop out as they cannot cope with
>>> the game's demands - and those that play also find their waking hours
>>> pervaded by thoughts of the game, weighing up strategies and wondering
>>> if something bad is happening to them *right now*.
>> Yet this is somehow "far simpler"
>>> Not having played Empire myself - I wonder if you see these xx effects
>>> in Empire as well? Can playing Empire actually affect/upset real life?
>>> Do players sometimes drop out of Empire because it demands heavy
>>> commitment from players? Does it exert psychological pressure like xx?
>>> Thanks,
>>> <snip>
>> Really? Seriously, SPAMmer? YOU are a SPAMmer.
>> Only a SPAMmer would pose such questions. "Not having played Empire"?
>> Well, then play it DECIDE FOR YOURSELF. Oops - sorry - wasted effort,
>> you're a SPAMBot...
>> z
Ok. I/ll give you the benefit of the doubt. I have not looked at the game you're promoting. Empire. *IS* a stressful game. There are times that real
life interferes with the game - and you either play the game or atend to real
life. If you're asking whether or not Empire is a demand on real life time - and you couldn't play your game b/c it was too much, then Empire is not
for your. If you quit your last game for the reasons indicated, then
Empire probably is not for you.
Well be starting another game shortlly. If you have the Meddle, then try,
if not, we'll go on without you.
> On 2012-01-02, Joel Goodwin <bsbriansa...@gmail.com> wrote:
>> Hi Empire players,
>> I've been doing some reading around Empire recently. I find much in >> common here with xxxxxxxxxxxxxxx, a far simpler game, yet also has a >> real-time nature. In xx, players often drop out as they cannot cope with >> the game's demands - and those that play also find their waking hours >> pervaded by thoughts of the game, weighing up strategies and wondering >> if something bad is happening to them *right now*.
> Yet this is somehow "far simpler"
>> Not having played Empire myself - I wonder if you see these xx effects >> in Empire as well? Can playing Empire actually affect/upset real life? >> Do players sometimes drop out of Empire because it demands heavy >> commitment from players? Does it exert psychological pressure like xx?
>> Thanks,
>> <snip>
> Really? Seriously, SPAMmer? YOU are a SPAMmer.
> Only a SPAMmer would pose such questions. "Not having played Empire"?
> Well, then play it DECIDE FOR YOURSELF. Oops - sorry - wasted effort,
> you're a SPAMBot...
Despite the misleading odor, this has turned out to be 100% certified,
organic meat. Pretty tasty, in fact. Have a bite:
It's an essay about the game Neptune's Pride (which I don't know at
all), but it's not just about that game: it draws an interesting
connection to Empire.
Joel's message was part of his research for that essay. We talked a
bit, and I quite like the result.
Thanks, Joel, and please don't mind us shooting spammers (real or
imagined) first, ask questions later.
> "Scott C. Zielinski" <sagac...@esdeefdot.org> writes:
>> On 2012-01-02, Joel Goodwin <bsbriansa...@gmail.com> wrote:
>>> Hi Empire players,
>>> I've been doing some reading around Empire recently. I find much in >>> common here with xxxxxxxxxxxxxxx, a far simpler game, yet also has a >>> real-time nature. In xx, players often drop out as they cannot cope with >>> the game's demands - and those that play also find their waking hours >>> pervaded by thoughts of the game, weighing up strategies and wondering >>> if something bad is happening to them *right now*.
>> Yet this is somehow "far simpler"
>>> Not having played Empire myself - I wonder if you see these xx effects >>> in Empire as well? Can playing Empire actually affect/upset real life? >>> Do players sometimes drop out of Empire because it demands heavy >>> commitment from players? Does it exert psychological pressure like xx?
>>> Thanks,
>>> <snip>
>> Really? Seriously, SPAMmer? YOU are a SPAMmer.
>> Only a SPAMmer would pose such questions. "Not having played Empire"?
>> Well, then play it DECIDE FOR YOURSELF. Oops - sorry - wasted effort,
>> you're a SPAMBot...
> Despite the misleading odor, this has turned out to be 100% certified,
> organic meat. Pretty tasty, in fact. Have a bite:
> It's an essay about the game Neptune's Pride (which I don't know at
> all), but it's not just about that game: it draws an interesting
> connection to Empire.
> Joel's message was part of his research for that essay. We talked a
> bit, and I quite like the result.
> Thanks, Joel, and please don't mind us shooting spammers (real or
> imagined) first, ask questions later.