Personally, I think the whole experience set up in GS is pretty ingenious. It gives players a truly compelling reason to stop hunting and go into town, sit on a node and clear their heads. It's a decent way of controlling the rate of advancement, but more importantly it puts players in a central location where they have to see each other. These games are all about socialization and David Whatley came up with a really good social design.
As far as the GS platform, if it hasn't been seriously overhauled since GS III, it's pretty basic and not very flexible. It actually reminds me a lot, semantically, of assembly language. Simutronics just has some very bright, capeable coders on staff.
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