The
Galaxies and
Villages games both need complete new grahpcis, open source. The more I glimpse of the commercial games they were intended to be similar to, the more of the graphics look to me to be stolen from commercial games. So I cannot trust any of the current set. A total complete full new set is needed for each.
The Villages game started off from code that said anyone can use it for anything, but then people working on it kept adding all kinds of outrageous claims to the whole thing every time they made some small change, even one that broke it all, anywhere in the thing. Basically the whole "ragezone" forum population seems to be about pirating games and trying to make money on their pirated versions, despite the site's claim it is about free stuff and its its rules against directly asking for money there. Most of the people clamouring for games there actually *want* then to use stolen graphics it seems.
Both the games use a system known as "skins", which seems to be intended to allow players who have a commercial "skin" (collection of graphics) at home to configure their account to look on their local disk drive for graphics. If they want to use stolen graphics that is how they should do it, but the developers seem to tend to just put stolen graphics right on the site, not onlyt as default "skin" but even as alternative "skins" for people to download.
We need "skins" that use truly open source graphics.
Also, I am not all that keen to try to directly "clone" an existing commercial game. So the efforts of those cloner people aren't really on the mainline of where I want to go. For example I had added to the Villages markets the ability to trade in the so called "gold" and also a few types of blockchain based currencies. That all got walked over in an early round of pulling "fixes" from others back before they started trying to add "all rights reserved" crap all over the thing any time they contributed a "fix".
Villages turns out to be a major "gold" hog, you really do seem to pretty much *need* to always have gold to spend. Trying to play it with "gold" seems like it would be pretty crippling. One guy who seems to be trying still has only one village wihile other players have 6 or 7 villages. Though he also doesn't put much time in either I think. I expected it to be one of those "put in time or put in money" type games where the proverbial kid living in his mom's basement keeps up with the folk who have real life jobs by being able to put in a lot more time than they can. But I think no matter how much time you put in you will still really need to at least be able to get 20 gold a week to keep all four types of resource at +25%. The bigger you get, the more actual resources 25% amounts to, so as time goes on gold should in theory be "worth" more and more resources per gold.
The "oases" and "heroes" don't work, nor the "treasury and relics" stuff. That all is maybe sidetrack stuff anyway, needless complication. Right now it seems to be a nice peaceful agricultural world. But there seems to be a problem with transportation: production is so high that the puny merchants system provided seems unlikely to be able to actually move all the resources produced to a starport or wherever to ship them out to the rest of the planet / solar system / galaxy / milieu. I think at very least an "autoship" system is needed that will have your merchants automatically shipping your produced resources for you. Right now most players' storage is full most of the time, it is inconvenient to manage to keep getting back to it often enough to spend the stuff fast enough to make space for more stuff.
The Galaxies one is much better in that regard, it does not take long to get enough storage set up that you need only log in to it once a day, and after a few months you can easily miss a day or few here and there. That is more the kind of laid back pace my players seem to prefer, sicne most of them are just using these systems as background bean-counters limiting the supply of resources much as mining speed limits the supply of *coins.
Income is still a bit of a puzzle, the Villages game assumes "gold" will be bought from the admins or hosters but that direct a model tends to end up with most players not bothering to buy any. As economies are the main way so for of linking many games into one larger milieu, most of the players expect to be converting assets they already accumulated in other parts/aspects of the Milieu into each particular world's local influence / favours / currency / "gold" when deciding to operate in/on a particular "world". In the long term, many of those assets did cost "real money" to create somewhere along the way in some sense, but it does mean each new game added tends to "sell" most of it's own local specialty item speciality resource or "local currency" to characters/entities that already built up a warchest / operating capital fund through various other games already.
If the Open Transactions server actually attracts traders possibly we will find that trading on such markets will provide ways of working on "the funding problem".
-MarkM-