Skip to main content
added 473 characters in body
Source Link
Ivan
  • 56
  • 6

Make an additional win state that would end the game after it's rather obvious who the winner is.

It might be best to make the victory condition optional in the game menu before starting the game.

E.g. for a turn based 4x game: If one player controls 80% of the map's territory game is over and the other players lost. If I remember correctly this is being done by several turn based strategy games I've played.

Another possibly unique example is the Close Combat series. The game ends when the enemy morale drops too low, thus preventing long and tedious "search and destroy" of every single enemy unit that would anyway end up surrendering if engaged due to an already broken morale.

A victory by "crushed morale" can be both "satisfying" (as per your question) to the player and avoid tedious gameplay at the same time.

Another option would be to simply enable overpowering the other player at any moment - e.g. one player sends his superior fleet of starships to the other player's home-world and destroys it due to the other player not being able to defend it thus resulting in game over. As simple as it gets.

There is also a possibility to give an incentive for other player to surrender - e.g. retreating from battle gives the other player an option of reusing the units in another battle.

Make an additional win state that would end the game after it's rather obvious who the winner is.

It might be best to make the victory condition optional in the game menu before starting the game.

E.g. for a turn based 4x game: If one player controls 80% of the map's territory game is over and the other players lost. If I remember correctly this is being done by several turn based strategy games I've played.

Another possibly unique example is the Close Combat series. The game ends when the enemy morale drops too low, thus preventing long and tedious "search and destroy" of every single enemy unit that would anyway end up surrendering if engaged due to an already broken morale.

A victory by "crushed morale" can be both "satisfying" (as per your question) to the player and avoid tedious gameplay at the same time.

Make an additional win state that would end the game after it's rather obvious who the winner is.

It might be best to make the victory condition optional in the game menu before starting the game.

E.g. for a turn based 4x game: If one player controls 80% of the map's territory game is over and the other players lost. If I remember correctly this is being done by several turn based strategy games I've played.

Another possibly unique example is the Close Combat series. The game ends when the enemy morale drops too low, thus preventing long and tedious "search and destroy" of every single enemy unit that would anyway end up surrendering if engaged due to an already broken morale.

A victory by "crushed morale" can be both "satisfying" (as per your question) to the player and avoid tedious gameplay at the same time.

Another option would be to simply enable overpowering the other player at any moment - e.g. one player sends his superior fleet of starships to the other player's home-world and destroys it due to the other player not being able to defend it thus resulting in game over. As simple as it gets.

There is also a possibility to give an incentive for other player to surrender - e.g. retreating from battle gives the other player an option of reusing the units in another battle.

added 140 characters in body
Source Link
Ivan
  • 56
  • 6

Make an additional win state that would end the game after it's rather obvious who the winner is.

It might be best to make the victory condition optional in the game menu before starting the game.

E.g. for a turn based 4x game: If one player controls 80% of the map's territory game is over and the other players lost. If I remember correctly this is being done by several turn based strategy games I've played.

Another possibly unique example is the Close Combat series. The game ends when the enemy morale drops too low, thus preventing long and tedious "search and destroy" of every single enemy unit that would anyway end up surrendering if engaged due to an already broken morale.

A victory by "crushed morale" can be both "satisfying" (as per your question) to the player and avoid tedious gameplay at the same time.

Make an additional win state that would end the game after it's rather obvious who the winner is.

It might be best to make the victory condition optional in the game menu before starting the game.

E.g. for a turn based 4x game: If one player controls 80% of the map's territory game is over and the other players lost. If I remember correctly this is being done by several turn based strategy games I've played.

Another possibly unique example is the Close Combat series. The game ends when the enemy morale drops too low, thus preventing long and tedious "search and destroy" of every single enemy unit that would anyway end up surrendering if engaged due to an already broken morale.

Make an additional win state that would end the game after it's rather obvious who the winner is.

It might be best to make the victory condition optional in the game menu before starting the game.

E.g. for a turn based 4x game: If one player controls 80% of the map's territory game is over and the other players lost. If I remember correctly this is being done by several turn based strategy games I've played.

Another possibly unique example is the Close Combat series. The game ends when the enemy morale drops too low, thus preventing long and tedious "search and destroy" of every single enemy unit that would anyway end up surrendering if engaged due to an already broken morale.

A victory by "crushed morale" can be both "satisfying" (as per your question) to the player and avoid tedious gameplay at the same time.

Source Link
Ivan
  • 56
  • 6

Make an additional win state that would end the game after it's rather obvious who the winner is.

It might be best to make the victory condition optional in the game menu before starting the game.

E.g. for a turn based 4x game: If one player controls 80% of the map's territory game is over and the other players lost. If I remember correctly this is being done by several turn based strategy games I've played.

Another possibly unique example is the Close Combat series. The game ends when the enemy morale drops too low, thus preventing long and tedious "search and destroy" of every single enemy unit that would anyway end up surrendering if engaged due to an already broken morale.