Gamebook store

Showing posts with label realtime strategy. Show all posts
Showing posts with label realtime strategy. Show all posts

Thursday, 1 August 2024

The game of everything

Over on the Flat Earths blog, I’ve been caught up in an interesting discussion this week with one or more anonymous game developers. Our conversation has been about the challenges of creating a kind of grand strategy game (and/or world history sim) that would cover the evolution of societies across centuries -- something like the original Civilization boardgame (or its PC version, Incunabula) but with nothing left out. You could tweak a coastline or the climate and see the effects butterfly out into the course of history. I’m mentioning it here because the Fabled Lands blog has a much wider reach, so if this sounds like something you’d be interested to weigh in on, head over to see the full discussion.

In summary: traditional strategy and tactics games often present a simplified view of control, where a single player assumes absolute command over a nation or army. In reality, historical empires were shaped by complex layers of authority and influence, with different factions vying for power. We talk about the potential for a game that reflects this complexity, eg a massively multiplayer and multi-layer World War II game where players assume various roles from platoon commanders to high-ranking generals and politicians. Such a game could offer a more authentic experience by simulating the intricacies of real-world military and political manoeuvring.

We all vary in how they approach games: some players want fast-paced action while others prefer strategic deliberation over days or weeks, and so on. Designing a game that appeals to all the player types is no small feat. We’d need to ensure that the game remains enjoyable and challenging for everyone involved. The idea is to allow players to engage at their own level, whether they are lean-back dilettantes or deeply invested aficionados.

New technology offers possibilities for expanding the scope of strategy games. Imagine a game that integrates different platforms, from PCs to smartphones, to create a rich, interconnected experience. For instance, a farming app linked to the game could engage casual players, who would contribute to the in-game economy and benefit more dedicated players. Such integration could foster a sense of community and interdependence, where players protect and support one another in pursuit of shared goals.

The conversation on Flat Earths also touches on the potential for diverse player roles. Not everyone wants to lead armies into battle or even to take part in the action. Some might prefer to act as chroniclers, documenting the unfolding events and strategies of the players. This mirrors real-world dynamics, where some individuals are active participants in events, while others observe and report. And others watch those reports and are just spectators -- also a valid way to consume the game. Recognizing and facilitating these different roles could enrich the gaming experience, allowing players to engage in ways that suit their interests and skills.

But we mustn't play down the technical challenges of merging different game elements such as abstract military units and individual soldier-based tactics. While current advances make some aspects feasible, ensuring cohesion across multiple layers of gameplay pushes the boundaries of what is currently achievable.

We also discuss the importance of a village or town system as the backbone of the game. Such a system would define troop numbers, trade, cultural values, and achievements. To accommodate a massive multiplayer environment, the game needs to move away from the exponential growth model typical of 4X games, where mismatched opponents often lead to frustration. Instead, my anonymous friend proposes a homeostatic environment reminiscent of the Dark Ages, where cooperation and cultural exchanges are vital. This shift in focus from conquest to cultural and economic development could redefine players’ goals, emphasizing collaboration over domination.

And, of course, commercial viability is a critical consideration in game development. Past failures underscore the importance of minimizing reliance on external investment and (much as I hate to say it) the potential benefits of aligning the game with a popular intellectual property, such as Lord of the Rings or (better) as the veritable psychohistory engine of Foundation.

Anyway, the bottom line is that by blending historical realism with diverse multiplayer roles and leveraging modern technology, it’s becoming possible to envisage a game of a scope far beyond the simple abstractions of the past. Whether you could sell it to players is another question, though maybe government ministers and civil servants would appreciate a way to run simulations before trying out their plans on the only reality we've got.

Friday, 29 March 2019

The other side of reality

I finally got around to watching Stranger Things. After all the hype it came as a disappointment. I get that it's a pastiche of '80s movies, but I like my pastiches to be more than just familiar ingredients slung together and reheated. Nostalgia doesn't rule out putting something fresh in the mix. Think of Super 8, or even Fargo (season 1, obviously). Without the spark of originality, you might just as well be listening to greatest hits covered by a tribute band.

But I digress. I don't want to talk about 1980s, Stephen King, or pastiches in general. It's just that the Upside-Down in Stranger Things jogged my memory about a game concept I sketched out at Eidos in the mid-'90s. We needed a quick-n-dirty game (famous last words that have brought many a developer low, those) to show off Sam Kerbeck's cutting-edge 3D engine. It needed to be a realtime strategy game because that's what our game Plague, later renamed Warrior Kings, was. Sam happened to flip the landscape upside-down while showing off what it could do, and something in my brain put that together with the Aztec land of death.

We never got around to doing the game, as Eidos shut down internal development a few months later and Sam went off to do other things. His engine got used for another RTS game, Warzone 2100, but never in the freaky way I had in mind.

AZTECS

A variant on Plague set in pre-conquest Mexico, using the same engine and basic game design principles. It's anticipated that Plague will make quite a splash, and Aztecs will satisfy demand for follow-ups in the long wait for Plague 2.

Aztecs will however not be simply a copy of the original game swapped into a different setting. The Mesoamerican world is uniquely colourful. The architecture, costumes and imaginative mythology have rarely been used in computer games and merit a product that stands alone.

City management will be less intricate than Plague. This will be a game of warfare and keeping the gods happy.

All flesh is grass
Villages supply food. Food is not an explicit resource in the game as with Plague but is simply shared out to any units within range of your buildings. Rather than bothering with quantitative measures, you can tell how well the farms are doing by the landscape textures used: rich green if there's plenty of food, dusty scrubland if times are hard. Lack of food leads to loss of hit points; an excess is required for units to recover from injury.

As long as your people are healthy and well fed, new Aztec children continually appear in the School. You can pick these up and drop them onto other buildings, which will determine their fate in life. For example, a child dropped onto a Temple becomes a Priest, one dropped onto the War Lodge becomes a Soldier, etc.

Do it this way
Units are given orders through a (graphic) verb/adverb icon system. This means you can tell a unit to Attack (the verb) and just leave it at that, or you can go to the next level of icons to specify how the attack should be carried out: Aggressive, Balanced or Defensive (the adverbs). As with Plague, what you don't specify is left up to the individual unit's AI.

An eye in the sky
Your view is provided by a flying camera giving an eagle's-eye view of the world. You can fly the camera anywhere, but how much you get to see depends on whether you have any units nearby. Within range of a friendly unit, the camera can see enemy units and the condition of enemy farms and buildings. Outside this range the view enters the Fog of War; it becomes sepia-tinted, buildings appear stylized without hit point info, and enemy units freeze and gradually fade as if from a persistence of vision effect.

Trading in secrets
Merchants were notorious in the Aztec world for spying. This is reflected by allowing all players to have a clear view, free of the Fog of War, when within range of any player's Merchants. Thus the Merchant who increases your wealth by trading with another city will also allow you a clear view of that city's defences during his visit there but this advantage is a two-edged sword.

Discriminating views
View of enemy units is subjective. This reflects Aztec warfare, where experienced soldiers were needed to recognize details of enemy deployment. In the game, you can only distinguish the enemy's elite units (Eagle Lords, Jaguar Lords, Arrow Knights and Hummingbird Priests) if you have elite units of your own near at hand. Otherwise all the enemy's troops appear as generic soldiers and you won't know where the danger lies.

The flipside of reality
Slain units become Skeleton Warriors in the Underworld: a subterranean mirror-image of the living world, where mountains ridges become narrow defiles and vice versa. You view the Underworld by flipping the world around to see the underside. The Underworld is another front where you must fight wars, because the concentration of your Skeleton Warrior forces in the Underworld affects the power of your Wizards' magic in the world above. You have only very limited control of your Skeleton Warriors: you can order them to move, but once they get where they're going they'll just attack any other tribe's Skeleton Warriors that are nearby - even if the other tribe are your allies.

Open heart surgery
Morale is improved by human sacrifice, making it worth capturing foes and taking them back to your Temples. This also prevents the slain foes from becoming Skeleton Warriors in the Underworld, as well as earning you the favour of the gods. You can see this as a strengthening of the glowing aura around the shrine on top of the Temple, which is what your Priests draw on to cast their prayer-magic.

Visitors from heaven
Sometimes, when a Temple's aura is very strong, a Hero will emerge from inside it. These Heroes are beings sent by the god to aid you. They have special strengths in battle, magic, etc, depending on the god. (There are gods of Rain, War, Sun, Learning and Luck.) However, the main advantage of a Hero is that they can dreamwalk. This is essentially a way of setting up a long string of orders for the Hero to follow: a dream-self (Nahual) is created which you can run rapidly around the map, giving it a sequence of orders which it will remember. When the dreamwalk ends and the dream-self merges with the Hero's physical body, he carries out the orders you gave during the dreamwalk. This allows you to set up complex tactical patterns of attack and defence and hold them in readiness, waiting to awaken your Heroes at the moment of greatest need.

The nitty-gritty
There will be considerably fewer buildings and unit types than in Plague. The basic buildings featured in the game are:

  • Palace School (spawns new units)
  • Ball Court (increases public contentment)
  • Skull Rack (each unit sacrificed adds a skull, boosting morale)
  • Market Plaza (stimulates trade)
  • Gladiator Platform (combatant is upgraded to veteran or killed)
  • Wizards' Tower
  • Priestly College
  • War Lodge
  • Temple (five types)
  • Canal
  • Well
  • Road
  • Causeway

Buildings concerned with resource production &/or processing:

  • Farm (can be set to produce food or cash crop)
  • Fishing village (produces canoes that can be seconded in wartime)
  • Weaponsmith (upgrades swords, invents spearthrower)
  • Cotton Mill (supplies cotton for armour)
  • Quarry (supplies obsidian for swords and stone for buildings)
  • Mine (supplies gold)
  • Banner Maker (improves the commands you can issue to units)
  • Aviary (supplies Banner Maker)

Resources that the player is told about in detail:

  • Gold
  • Stone
  • Mana (decreases over time, but never below increasing limit based on total sacrifices)

Hidden resources that you have only qualitative control over:

  • Food
  • Cotton
  • Obsidian

Basic unit types:

  • Commoners
  • Merchants
  • Nobles
  • Priests
  • Wizards
  • Scouts
  • Swordsmen 
  • Javelineers

And veteran units:

  • Eagle Lords
  • Jaguar Lords
  • Arrow Knights
  • Hummingbird Priests


Not all of those ideas would have made it into the finished game, of course. This is just a brainstorming pitch document to get the design process started. That's my favourite part of any project, incidentally, though I'm also willing enough to roll my sleeves up and keep toiling away to the finish line.