Working on a complex simulation is pretty brain draining, but combine that with the overall game design and its even worse. The current design dilemma I have is how to ensure Govt is a game, rather than just a clever politics simulation.
Im hoping to drive most of the gameplay from events, so the player has to react to changes in public opinion etc, and compensate for stuff like strikes, changes in the world economy, riots ect ect.
I dont want to get too much into the 'politics' side of it, but its difficult because in many cases a policy can be made to work by manipulating public opinion.
For example, UK is pretty high-tax comapred to the US, yet both governments are as popular with their electorate. How can I represent this?
I guess if you can keep taxes at a high rate for X number of years, then gradually peoples resistance will wear off... so what people want in policy terms is tempered by what they are used to over the long term.
hmmmmmmmmmmmmmmm
Im hoping to drive most of the gameplay from events, so the player has to react to changes in public opinion etc, and compensate for stuff like strikes, changes in the world economy, riots ect ect.
I dont want to get too much into the 'politics' side of it, but its difficult because in many cases a policy can be made to work by manipulating public opinion.
For example, UK is pretty high-tax comapred to the US, yet both governments are as popular with their electorate. How can I represent this?
I guess if you can keep taxes at a high rate for X number of years, then gradually peoples resistance will wear off... so what people want in policy terms is tempered by what they are used to over the long term.
hmmmmmmmmmmmmmmm