What I’ve been playing over the 2010 holidays; impressions of King Arthur & Far Cry 2

Over the last couple of weeks, while I’ve played a fair bit of Civilization V, on the whole I’ve taken the scattergun approach and spent a little bit of time on a lot of games instead of focusing on a couple of titles. Some of the games I played are old favourites: I returned to Fallout 3 in order to blast through the Broken Steel DLC before I wrote my feature on storytelling in Fallout 3; and I tried my hand at what seems to be the most popular challenge for Europa Universalis III veterans, rebuilding the Byzantine Empire. Some were titles that I hadn’t played before, but which I’ve owned for some time. And some were new games, largely purchased during Steam’s recent holiday sale. Here are my impressions on some of the games in the two latter categories:

 

  • King  Arthur: The Role-playing Wargame (new game): So far, I’m impressed by the production values of this game, its dark, brooding art and ethereal vocal music, and I love the premise that King Arthur and his knights live in a world filled with giants and faeries both “seelie” and “unseelie”, Christians pushing back against the old gods, and where half of England is covered by a mystic forest where time passes differently. However, I haven’t got the hang of the actual gameplay yet: more often than not, my battles seem to degenerate into confused brawls in the woods.

 

  • Bioshock and Mass Effect (backlogged games): Both these games intrigue me, and on paper, I should love both of them: one reputedly has fantastic writing and themes, the other is supposed to be a well-executed space opera pastiche. But neither has really grabbed me after the first hour or so, and again, the gameplay looks to be the culprit. Which takes me to…

 

  • Far Cry 2 (new game): This is the stand-out of the games I’ve dabbled in. When the game opened with a bumpy jeep ride through sub-Saharan Africa, with the driver telling stories about brush fires, bribing mercenaries at a checkpoint, and pointing out the last plane out of the country, I knew I was in for a distinctive, original setting. And when I lost my car in game, trudged along for a little while, realised why people find a car so essential to get around, and decided to raid a mercenary outpost just so I could loot a new one, I knew I was in for a distinctive play experience.

 

I still have many more titles I need to dig more deeply into (AI War, Rise of Nations, Rise of Legends, The Sims 3, Resonance of Fate, Dragon Age…) and something else may well capture my attention. But just based on what I’ve played so far, I suspect Far Cry 2 will end up booting Bioshock and maybe Mass Effect back down into my backlog. I don’t think it’s a coincidence that I like Far Cry 2, given that I also enjoyed STALKER: Shadow of Chernobyl, another atmospheric open-world shooter. And as a result, I suspect those shooters I buy in the future will likely be in the same vein.

Carpe Fulgur’s next game is Chantelise; Recettear sells 100,000 copies

Carpe Fulgur’s next release will be Chantelise, a 2006 hack-and-slash game from EasyGameStation (more details on Chantelise here). I have to wonder whether it’ll enjoy the same success as Recettear, given that Recettear had a unique premise to hook RPG players who otherwise may not have taken notice of “an indie game from Japan”. Still, worth keeping an eye on. Chantelise is just one of the titles Carpe Fulgur has planned for 2011, so maybe we’ll also see an English release of Territoire? (According to Google’s translation, the Territoire demo is already available in Japanese – check out the EasyGameStation website here, click Download and then the first link.)

 

Meanwhile, Recettear has now sold over 100,000 copies! Granted, most of those sales were heavily discounted – for example, during the Thanksgiving Steam sale, Recettear was effectively being sold for $1 ($5 spread over five games in a bundle pack), but 100,000 people playing a niche indie game is still pretty impressive.

 

What does this mean in dollar terms? A while back,  I estimated Carpe Fulgur would have seen a little under ~US$500,000 in revenue (based on 26,000 units sold, half at $18 and half at $20), so if I update my numbers to assume 13,000 pre-orders @ $18, 17,000 sold for the full price of $20, 60,000 @ $1, and 10,000 @ $10 (the current Steam sale price – it was $5 on a daily sale, but let’s keep things simple), this gives us total ex-Japan revenue for Recettear of $700,000. Carpe Fulgur also mentions that its share of Recettear sales proceeds – in other words, its gross profit margin – is slightly under 25% (vs my earlier guesstimate of 33%), with the bulk of the money going to EasyGameStation. If we assume, say, 22.5%, then multiplying by $700,000 leaves $157,500 to pay salaries, tax and any other bills. Assuming minimal expenses, that equates to $52,500 for each of Carpe Fulgur’s three members. This isn’t that far from my earlier estimate of ~$55,000 from 26,000 copies, because the higher number of (mostly discounted) sales netted out against my too-high gross margin, and is still a respectable figure.Of course, the most important thing is how it affects the viability of the business, and there, Carpe Fulgur sounds pleased as punch.

Puzzle or strategy? Byzantium in Europa Universalis III

Note: Europa Universalis IV is now out! You can find my EU4 coverage here.

 

This is part 1 of an irregular series on Europa Universalis III.

 

Part 1: The Byzantine Empire and puzzle-like gameplay.

Part 2: The Manchus, hordes, and the consequences of deficit spending.

 

One of the supposed sins of strategy game design is making a game, or a level, that feels like a puzzle. In this situation, players don’t win because they were creative, or because they were skilful and flexible planners; they won because they precisely followed the One Right Sequence Of Events. Now, while I intellectually knew what this meant, I didn’t quite grasp why it was a problem. Couldn’t you still have fun playing that one right way?

 

Then I tried my hand at playing the Byzantine Empire in Europa Universalis III (with the Heir to the Throne expansion). EU3 opens in 1399, and as the following screenshot illustrates, by this point the Byzantines are a pitiful shadow of the glory that was Rome:

 

 

In 1399, Byzantium (purple) is a two-province rump, comprising Constantinople and the southern tip of Greece. What was once its empire is now held by various one-province statelets such as Achaea and the Knights of Rhodes; the Venetians (teal)… and the Ottoman Empire (green). In real life, the Ottomans would finally destroy the Byzantines in a little over fifty years’ time. Could I do any better?

The answer, it turned out, was yes. This is my Byzantine empire about a century later, in the 1490s:

 

 

The one-province minors are gone, absorbed into the Byzantine fold. The Ottomans are no more. Venice has been reduced to a Byzantine vassal state. And the Byzantine writ now even extends to southern Italy. How did I, a player of mediocre skill, pull this off?

The answer is, by following the One Right Way To Play Byzantium (per EU3’s official forum). As the game begins, the Ottoman Empire might be much larger than the Byzantine, but it has a distraction on its eastern border: the fearsome Tamerlane (whose Timurids are dark red in the first screenshot). This gives Byzantium a couple of years’ grace to build up its forces, possibly mop up some of the one-province statelets, and then hit the Ottomans during that narrow window of opportunity. Everything hinges on the success of that first Ottoman war, which in turn depends on two conditions:

  1. Has the Ottoman army been withdrawn from Europe to fight the Timurids, in which case Byzantium will face minimal opposition on land?
  2. Is the Byzantine navy strong enough to prevent the Ottomans from re-crossing into Europe?

The outcome of the war then becomes binary. If the answer to both questions is YES, then the Byzantines can reclaim the western half of their empire at a stroke. Otherwise, the Ottomans will wipe Byzantium from the face of the earth. And there is no margin for error.

Oh, there is a little leeway as to the details: as the link to the forum thread shows, the Byzantine player does have the choice as to whether to mop up a few of the little principalities and maybe the Venetians, before going after the Ottomans. And to pay for all the troops and ships it’ll need, Byzantium can either run a mildly inflationary monetary policy, or go for fully-fledged Mugabenomics*.

But strategy games, by definition, are about making tough choices, and there’s no choice as to that do-or-die Ottoman war. If the Byzantines miss their opportunity, then the Ottomans will raise a new army in Europe (or bring their troops back across from Asia) and declare war first – as I found out the hard way.  And if the Byzantines don’t have a bigger army in Europe and enough ships to bottle up the Ottoman fleet, they’ll be in for a very short game. If the Byzantines win, on the other hand, the rest of the game is downhill: they can use the manpower and revenue base of Europe to reconquer the eastern part of the empire, and keep snowballing from there.

Oh, I had a lot of fun rebuilding the Byzantine Empire, and it might be interesting to see just how far I can push my success – should I revive Justinian’s dream of a reunited Roman empire? But before I arrived at that fun, I had to reload at least four or five times to perfect my technique. And I think that, in a nutshell, explains why puzzles and strategy don’t mix.

 

 

* Given that the game takes place in the days before paper fiat money, I assume the option to “mint” money, at the cost of inflation, represents debasing the currency by using less and less precious metal in coins. Please feel free to correct me if I’m wrong!

 

Update: for an interesting discussion of strategy games and puzzle-like gameplay in general, I refer you to these posts by Troy Goodfellow.

An extraordinary life: storytelling in Fallout 3

This entry is part 4 of 7 in the series Storytelling in Games

Note: Storytelling in Dominions 3, part of this feature series, is available off-site. You can read it at Flash of Steel.

 

 

Warning: this post contains extensive spoilers for Fallout 3, including its ending!

***

Ask people what they enjoyed about Fallout 3 (2008), the post-apocalyptic RPG from Bethesda, and most would point to its setting, the ruined Capital Wasteland where Washington DC once stood. It’s a truly impressive world, both for its sheer scope and for the little touches that went into each area. But there was also a story far more character-driven than the game usually gets credit for. At its heart, Fallout 3’s main plotline revolved around the journey of its protagonist, the Lone Wanderer. It explored themes of hope, courage, and sacrifice, made all the stronger for their bleak backdrop. Ultimately, it’s a story I’m glad to have played.

Plenty of ink has been spilled about the game world, but what stood out for me was its interconnectedness. At one point, the Lone Wanderer is trapped in a virtual reality where a vicious scientist has tormented his victims for centuries. Who would voluntarily risk a run-in with such a man? Well, later on, a quest took me to another scientist, Horace Pinkerton, a recluse established as egotistical and brilliant in equal measures. In true RPG fashion, I took the time to look at Pinkerton’s notes – and found he stole some of his equipment from the madman, as easily as taking candy “from a little girl”. How did he know where to look? Once he made it there, how did he get in? And most importantly, how did he get out? The game doesn’t elaborate on those points, preferring to leave it up to our imaginations. But it says a lot about Pinkerton: he must have been both incredibly brave (or plain arrogant), and incredibly skilful. And it hints at adventures in the wasteland beyond what we ourselves experienced.

One aspect of the world becomes very clear, very fast: its tone. The Capital did not become a Wasteland because of aliens, dragons or long-sealed ancient evil. It became that way because of people, in all our greed, our stupidity, our selfishness. And the game goes to great lengths to drive home the resulting gloom. The surroundings are desolate, of course: beyond the shattered buildings and treeless desert, what sticks in my mind is a skeleton on a subway-station bench, slumped next to a handgun and a bloodstain. It’s pretty clear what happened all those centuries ago, and why.

But what we see is just the tip of the iceberg, compared to what we do. For Fallout 3 dared to put you into situations where there was no happy ending. One side quest (which I haven’t played, but which I did read up on), involving a dispute between bigoted humans and the hideously mutated ghouls, presents RPG players with a familiar choice. Do you sign on as a hired gun for the humans, or for the ghouls? Or do you go for the peaceful solution: reconcile the two sides? Clearly, only one of these is a win-win solution. Except it’s not. If the ghouls settle their differences and move in alongside the humans, they will go on to massacre their new neighbours anyway. Today’s victims, the game tells us, may become tomorrow’s oppressors, given the opportunity.

Still, as bleak as this world is, it’s not hopeless. There are spots of light woven in here and there, as individuals try to make what difference they can: Three Dog the DJ sets up a radio station to bring news and information to the survivors of the waste; Moira the shopkeeper-cum-tinkerer decides to pen a “Wasteland Survival Guide”; Dr Madison Li sets up hydroponics labs to feed her adopted home. And then there are your own deeds. Even small acts of kindness, on your part, can make a huge difference to their recipients’ lives: give an orphaned woman the last message left by her dying father, and listen to the gratitude in her voice. Or retrieve the last Stradivarius in the world for an elderly widow, and hear the airwaves come alive with her music.

Hope and valour exist on a grander scale, too. The second thing I love about Fallout 3 is the hero(ine)’s character arc, as chronicled by the main plotline. From the very beginning, Fallout 3 is something special. The first we see of the Capital Wasteland is an operating theatre, as the Lone Wanderer is born – and the moment the Wanderer’s parents learn his/her gender and appearance is the same moment in which we choose them. As we learn how to move in the game, the Wanderer takes his or her first baby steps; the Wanderer receiving a BB gun for a birthday present is the occasion on which we learn how to aim and shoot. We’ve all sat through character generation and tutorial segments in games before, but none immersed me so much as Fallout 3’s integration of these mechanics with its story.

But it’s not until later on that we discover the significance of the Lone Wanderer’s birth. Early on, we learn the hard way: water in the game world is almost always irradiated. And during the course of the story, we eventually find out: the Lone Wanderer’s parents were working in a near-war zone to create Project Purity, a device capable of supplying enough clean water for the entire Wasteland. It could have transformed the game world, had it succeeded… but the Wanderer’s father, James, abandoned the project after the Wanderer’s mother died giving birth to their child. James didn’t throw away Project Purity and the future of the Capital Wasteland for the hell of it. He didn’t do it because he lost heart without his wife. He did it because now that his child was born, the constant attacks on the purifier were too risky for him to bear. And eventually, James gives up his own life, too, arranging an explosion so his child can flee an onrushing invasion.

This takes us to the game’s much-maligned ending. The finale confronts the Lone Wanderer with a choice. Run into an irradiated control room a la Spock and sacrifice his/her life to prevent the now almost-functional, but critically damaged purifier, from exploding? Or be a coward, and ask an accompanying soldier to lay down her own life instead? (The original ending has a nasty plot hole – you have allies who could survive the radiation, but instead of helping, they spout lame excuses about it being “your destiny” to die in there. No wonder people were mad*! The Broken Steel DLC revised this, so now the Wanderer ultimately survives even if you opt for self-sacrifice, and it finally allows you the third option of sending in a rad-immune buddy.)

But with the benefit of Broken Steel, I love the ending for how it rounds off the Lone Wanderer’s story arc. It takes the Wanderer full circle: back to the purifier, not far from where he or she entered the world. And just as the Wanderer’s birth, at the start of the game, triggered James to sacrifice the greater good for the sake of his child, the end of the game asks: can that child make good James’ sacrifice by paying the debt forward? Will the child be a true hero and ensure James didn’t die in vain? It is one of the most satisfying, moving endings I have ever played through.

Last but not least, from a storytelling perspective, I loved so many more things about Fallout 3. Some of the characters I met, such as Amata, the Lone Wanderer’s childhood friend; and Fawkes, the intelligent, principled mutant who swears friendship after you rescue him from the cell where he’s been imprisoned for centuries. The set-piece battles worthy of Hollywood. The unscripted canyon shoot-out against a gang of hit-men, which put me into Clint Eastwood’s shoes. “The world” and “the main character’s journey” would mean nothing if they were boring, but thanks to the characters I encountered and the battles I fought in the Capital Wasteland, my experience was punctuated with humour, pathos, and excitement.

I would have liked any one of Fallout 3’s storytelling elements, in itself.  The game is deservedly recognised for its world’s size and attention to detail, and that world struck a perfectly appropriate tone, dark but not hopeless. But I also loved the Lone Wanderer’s character arc, as presented through the game’s main plot. Viewed from this angle, Fallout 3 is the story of an extraordinary life, from birth to death (or near-death, if you have Broken Steel), book-ended by sacrifice. And it was a story made all the better by the other characters, both friend and foe, I encountered along the way. Putting all these elements together, Fallout 3 is one of my favourite games ever. And after 85+ hours, I can walk away with a smile.

Notes


* This interview explains why the companions were so badly worked into the original ending sequence: the ending was written before the companions were added to the game!

I hope you enjoyed this post! To quickly find this post, and my other feature articles, click the “features” tab at the top of this page.

2010 is so 1991: thoughts on Civilization V

This entry is part 2 of 4 in the series Civilization V

I’ve played Civilization V for 32 hours, according to Steam, and I’ve won my first King (hard)-level game. And with that, I think I’m ready to formulate my opinion: I like Civ V, but I don’t love it.

I would be the first to admit that I have not seen everything Civ V has to offer. I’ve only played as a bare handful of civilisations. I haven’t even touched the highest difficulty levels.  I haven’t had a proper dust-up with modern-day units yet. I have yet to achieve a cultural or space race victory. And I haven’t played the conqueror – my one domination victory, in my first practice game, came about as a result of the AI attacking a city-state in my sphere of influence (described here). But I have seen enough to evaluate how well the game caters to my preferred playstyle, as a peaceful builder who guides small, compact empires to prosperity. And from that perspective, Civilization V (2010) reminds me a bit of an updated version of the very first Civilization (1991).

Don’t take this too literally. There are many ways in which Civ V resembles IV more so than I: the effort put into discouraging players from over-expansion (via maintenance in IV, via happiness in V); the presence of culture, and national borders; different civilisations having different special abilities; levelling up military units, etc.  And there are features unique to V, such as the nifty city-states; and the use of Social Policies that are locked in at purchase, versus civics/forms of government that can be changed at any time.

But in several ways, Civ V feels like a throwback to I. One obvious similarity is the absence of a “religion” mechanic from both games: instead, it’s abstracted out to temples/cathedrals in I, and temples and Social Policies in V. Another is the diplomacy system. Civ IV gave me an easy-to-see list of all the other players in the game, together with what they thought of me and why: perhaps “-2: our close borders spark tension”, but on the other hand, “+3: our trade relations have been fair and forthright”. In Civ V? Even after the patch, I only see a bare handful of modifiers, with no numbers that would allow me to quantify their effect. And there are far fewer levers I can pull to influence my fellow leaders. “‘Til death do us part” declarations of friendship and denunciations are no substitute for the tapestry of relationships (trade, open borders, religion, common enemies, vassalisation at gunpoint, outright bribery…) in Civ IV. No, diplomacy is one aspect of Civ V that’s ripe for an expansion pack.

The other is the “one unit per hex” rule, and this I actually like. “Peter,” I can hear you point out, “‘one unit per hex’ is new to Civ V! What are you talking about?” Well, yes, it is – as a formal limit. But in practical terms, the effect is to abolish the stack of doom – and the stack of doom itself never existed in the early Civ games. Remember what happened in Civs I and II, if you stacked more than one unit in a tile (other than a city or a fortress) and they were attacked? If one defender died, they all died. So at most, you might stack artillery with something that could defend it. But that was it. You would not march around with invincible stacks of doom. So in this regard, Civ V is actually returning to the roots of the series. And it’s a welcome change: combined with the general overhaul of combat mechanics,  it allows tactics to move beyond “grab a bunch of troops and fling them at the enemy.”

Then there are other things. Cash – or, rather, gold – is king in Civ V. I can use it in diplomacy. I can use it to bribe city-states. And in particular, I can use it to rush-buy buildings and military units from day one. This is another welcome throwback to Civ I. In contrast, Civ IV only let you use gold to hurry production in the late game, and then only if you used a certain civic. The net effect was to marginalise the importance of gold in Civ IV  – sure, you didn’t want to be broke, but it was more of a “negative” constraint than a “positive” tool. Now, in Civ V, I constantly have hard choices about what to do with my gold stash. Do I use it to buy this building over here, which will allow me to speed up research/production/expansion? Or do I use it for my foreign policy, which could bring in food and culture from allied city-states? This is an interesting decision, the crux of a good strategy game. It’s another blast from the past that I’m happy to see.

But in the end, the magic of “just one more turn” is losing its hold on me, and my backlog beckons ever more invitingly. Perhaps it’s Civilization V’s fault. Perhaps it’s my fault: am I growing jaded to the series? For all the things that V did right – production values, city-states, gold, one-unit-per-hex combat, naval warfare – I still miss IV’s diplomacy and religion. At the end of the day, I get the impression that Civ V represents an experimental “bridge” beyond IV, and that it’ll take a future Civ VI to build on the concepts and changes introduced by V. I’m sure I’ll keep playing V over the coming days and weeks and months, and that any expansion packs will rekindle my interest in the game. Civ V gave me my fair share of “that’s cool” moments, and I do feel that I got my money’s worth from it. But for now, I think I can pronounce it good rather than great.

And on that note, I’d like to thank you all, the readers of Matchsticks for my Eyes, for your support! I hope you all enjoy a Merry Christmas, a fantastic holiday and a Happy New Year.

Designing victory conditions: lessons from Company of Heroes, Rise of Nations and Sins of a Solar Empire: Diplomacy

I’ve talked about how a strategy game should ideally build to a dramatic climax, a point also made by the most recent episode of Flash of Steel. I gave several examples: Civilization, Emperor of the Fading Suns, and (going by what I’d read) Rome: Total War. The first two are turn-based strategy games, and the third uses its turn-based strategic layer to determine if you’ve won the game.

But lately, it struck me that three of the real-time strategy games I played this year, Sins of a Solar Empire with the Diplomacy expansion, Company of Heroes, and Rise of Nations, are also great examples. Other than being in the same genre, these games seemingly have little in common. But each provided a victory condition that tried to keep the late-game competitive and tense, while mitigating the usual cause of bad endgames. And each was a richer game because of it.

Start with the common problem with strategy endgames. If the only way to win is to wipe out everyone not on your team, what happens when one player pulls ahead just far enough to make the game a foregone conclusion, but not far enough to end it with a single shattering blow? The answer is, the late game turns into a long, slogging mop-up campaign, drawn out and all too often, deadly dull. All too often, this is exacerbated by micromanagement, the other bane of strategy endgames. True, you don’t always have to literally annihilate your foes to the last man. Sometimes, as in as Sins of a Solar Empire, computer opponents will capitulate when they’re almost dead. Or you may be able to win by conquering most of the world (e.g. the domination victory in Civilization IV). But getting to that “almost” can still be all too grindy.

Yet the RTS genre has already overcome these problems. My favourite example is Company of Heroes, Relic’s WW2 RTS. CoH matches default to “Victory Point Control” mode, where both sides start with a certain score (which you can select at the start of the match – higher starting scores equal longer games). And there will be an odd number of key objectives called victory points scattered around the map.  When one side has secured the majority of the VPs on the map – and because of the odd number, this will always be the case once all the VPs have been claimed – then the other side’s score will go down. Whoever’s score hits zero first is the loser.

Now, CoH’s system might not be new (objective locations have been a feature of board games and wargames for a very, very long time), but it works on so many levels. It’s thematically consistent: CoH is a game about playing WW2 commander, and the VP system forces players to get out and tussle over the key locations of the battlefield – presumably, just as real military officers would. It’s consistent with the rest of the game design, controlling key points on the map in order to win the game is the logical extension of controlling key points to get more bullets, manpower and fuel. And it automatically rules out the possibility of a grind, a slog, or a stalemate: whoever has fewer VPs, and therefore is haemorrhaging score, will lose the game unless he or she does something, fast! The Germans are dug in with machine guns and artillery near the VP? Your vanishing score says, “Tough.” It’s a nice, simple, elegant way of deciding the match, and it imposes urgency and excitement upon the late game. It’s a feature I love, and a feature I wish more games would emulate.

Other games in the genre provide “builder” victory conditions that allow players to win by diverting enough resources into their civilian economies. For example, while I haven’t played as much as I’d like of Rise of Nations, the historically-themed RTS from Big Huge Games, I have observed its Wonder victory condition. (RoN, in turn, took this concept from the Age of Empires series.) Building Wonders of the World, from the Terracotta Army to Versailles and the Space Program, is a vast undertaking. They take a lot of time, they take a lot of money, and they require you to divert your workforce from other ends. But building a Wonder then gives you, in addition to various other bonuses, Wonder points – and amassing a sufficient lead in Wonder points will trigger a countdown to victory. If the other players haven’t eroded that lead by the end of the countdown, either by tearing down your Wonders or by building Wonders of their own, then you win.

Not quite the same, but along similar lines, is Sins of a Solar Empire: Diplomacy (the last expansion to Ironclad Games’ space opera RTS), which awards a diplomatic victory to the first player to rack up a certain number of “diplomacy points”. To accumulate diplomacy points, you have to boost relations with the other players in the game, by (A) fulfilling their missions and (B) building and deploying envoy ships to their territory. Either way, you must juggle your normal priorities with the demands of diplomacy. Do I divert my fleet to hare off on a mission? Do I use my precious resources to build envoy ships instead of frigates and cruisers and if so, how many? And do I use those resources to research bonuses for my envoy ships, instead of better weapons? (Admittedly, this has its own issues: as I discovered here, high-level computer players get such massive bonuses that turning on the diplomatic victory under those conditions can be a recipe for frustration.)

Now, out of these victory conditions, my favourite is Company of Heroes’ simple territorial control model. But the “builder” victory conditions in Rise of Nations and Sins of a Solar Empire: Diplomacy also have their merits: they allow for different playstyles, and they force players to make hard choices about when, and whether, to pursue those forms of victory. And ultimately, the victory conditions give two key advantages to each of these three titles. They avoid drawn-out “kill ‘em all” games, and they provide tension in the form of a race: a race to capture and hold the map’s VPs, a race to build and defend enough wonders, a race to complete enough missions and send out enough envoy ships. They are lessons relevant throughout the strategy game genre.

I hope you enjoyed this post! To quickly find this post, and my other feature articles, click the “features” tab at the top of this page.

Distant lands, national interests, and cold steel: impressions of Civ V’s city-states

This entry is part 1 of 4 in the series Civilization V

I’ve now won two practice games of Civilization V, and while it’s still early days for me, so far the new city-states system (which I blogged about back before the game came out) has already given me some “wow, this is cool” moments. And in the process, the game gave me some food for thought, especially in light of the news stories of 2010.

My first game was a simple two-player affair, myself as the Siamese against AI-controlled Askia, the ruler of Songhai. We started on the same continent, and the mountain range dividing our two holdings was impassable except in two locations. I quickly secured one and packed it with soldiers. The other was held by a city-state, whose loyalty I bought with showers of gold. And while I was at it, I paid off every other city-state in the game. One fine day, Askia thought it would be a good idea to attack my strategically situated ally, and to cap things off, went on to goad me: “I just declared war on your little friend – what are you going to do about it?”

I declared war, of course. There was no way I could let an ally in such a vital location be conquered. And in a touch that impressed me, all my other city-state allies followed me to war in a “coalition of the willing”.

In the second game I won, the city-states initially didn’t play so dramatic a role. For most of the game, my city-state allies kept me well supplied with food and culture: crucial to my nation’s prosperity, yes, but individually not life-and-death stuff. But then the modern day rolled around, and along with it the need for oil and aluminium. Oil in case I needed to build up a war machine; aluminium not just for my military, but also so I could build hydro plants and spaceship factories. I had neither in my territory. But luckily, two of my city-state allies did. And so concerned was I to protect my supply that I placed defensive forces in their territories and invested in a modern, oceangoing navy that could, if needed, sail to their aid. Nobody attacked them in this game, but I know what I would have done if war broke out.

And therein lies the beauty of the city-states concept. With one simple, abstract game mechanic, Firaxis has captured a little bit of the feel of great-power diplomacy and geopolitics. Civilization V made me build and deploy expeditionary forces not for simple territorial aggrandisement – as I would have in the previous games – but so I could protect my national interests overseas. And it made me willing to treat any attack on flyspeck countries halfway around the world as an act of war directed against myself. It’s one thing to intellectually consider why real-life world leaders make the decisions they do; it’s another to understand at a gut level. And for a few hours this month, Civilization V put me into their shoes.

Storytelling in Star Control II: Playing space detective

This entry is part 3 of 7 in the series Storytelling in Games

Note: Storytelling in Dominions 3, part of this feature series, is available off-site. You can read it at Flash of Steel.

 

 

If you were a hero, tasked with saving the world from an overwhelming menace, how would you go about it? You would gather information about your foe. You would arm yourself with the best weapons possible. You would recruit allies to your banner. And while you might wish for these things on a platter, in order to find them, you would have to explore the world. You would seek out clues and piece them together, one hint leading you to the next, until you found what you were searching for.

 

No game captures this experience as well as Star Control II (SC2), the 1994 game from Toys for Bob (rereleased for free as The Ur-Quan Masters). SC2 cast you as a starship captain from a long-lost settlement, given command of a rediscovered ancient wonder weapon. As far as you know at the start of the game, your objective is simple: journey to Earth with your starship, rejoin the fleet, and help defend humanity against the alien Ur-Quan. And after one of the best opening plot hooks I have seen in a game, the stage is set for you to explore the galaxy in pursuit of that goal. Along the way, expect a fantastic storytelling experience, delivered through a combination of (a) top-notch writing and (b) gameplay mechanics that place the responsibility for uncovering that story in your hands.

 

What made SC2’s writing so good? If you were to read a synopsis of the game’s universe, you would find it pretty familiar if you had any previous experience with space opera (say, Larry Niven’s novels, the Wing Commander games, or even Star Wars). Your wondrous starship was originally built by long-vanished Precursors. There is a craven species, the Spathi, who echo Niven’s Pierson’s puppeteers. There are warlike species, the proud Yehat and humorously stupid Thraddash, echoing the Kzinti and Kilrathi.  There are space merchants, the Melnorme and the Druuge. There are even blue space babes, the Syreen. So far, nothing really out of the ordinary.

 

But what was out of the ordinary was the quality of the game’s writing and dialogue, which allowed SC2’s universe to transcend the dry summary I provided above. Most of the time, it was hilarious, often because it explored what a given space opera trope would REALLY look like. To name just one example, the Thraddash were not the first alien species to love a fight, but here, their entire backstory is structured around that trait, with… entertaining… results. For another example, try boasting to the Spathi about your “unique” Precursor starship. But SC2 could be serious when it wanted to. The tragic backstory of another race did not excuse its deeds in the present, but it did make me understand, even empathise, with why they chose the path they did. SC2’s writing proves that it doesn’t matter if someone else has used a concept before; the important thing is execution.

 

Beyond the writing, SC2’s gameplay also helped flesh out its alien species. Each species used a unique spacecraft in combat, with its own speed, defences, firepower, and special abilities. And these designs usually reflected the personalities established through dialogue. For example, the Spathi weren’t just cowards when you spoke to them. Their spacecraft’s most powerful weapon points backwards, so taking a Spathi ship into battle requires that you think and act as a Spathi would, in other words, that you run away. The slave-trading Druuge reveal the depths of their wickedness in battle, where their special ability allows them to recharge energy by throwing slaves into their ships’ furnaces.

 

But as good as Star Control II’s writing, dialogue and alien design were, ultimately it stands out for the gameplay-driven way in which its story unfolded. Most games that I’ve played will give you a clear objective and tell you what to do. Even in open-world games such as Brutal Legend, Fallout 3 and Oblivion, the main quest is clearly marked: Go to such-and-such a place and talk to such-and-such a person, who will tell you what to do next. Star Control II, however, gives you a scattering of clues and then makes you play detective. For example, you might be told:

 

1.     Strange signals were detected coming from the direction of Rigel;

2.     Humanity’s old allies discovered something interesting in a certain direction from Procyon;

3.     One species’ homeworld is in the Gruis constellation.

 

Following up each of these clues would lead you, in turn, to a few more hints. What might you discover at the source of the strange signal? What would the aliens at Gruis tell you? And then there’s what you’d discover from exploring worlds along the way,  A warlord might give you a device you need, if you retrieve something whose location he can’t pinpoint with any more precision than “near a yellow star in a constellation shaped like a long, thin beast”. A trader might offer to sell you information about the history of the galaxy, which you’d then use to make sense of some of the other facts you’d learned. At each step along the process, you would take notes (this game was from the days before quest journals!).  Ultimately, while you would start with a few pieces to a jigsaw puzzle, it was your responsibility to look for the rest, and once you’d found them, work out how to put them together. In other words, you would do the things that a space captain would have to do in-world: exploring, interviewing, recording and then analysing data. And with that, SC2 conveyed what it would be like to be the main character.

 

When all is said and done, Star Control II offers one of the most unique storytelling experiences I’ve seen in a game. And it provides a lesson to all game designers caught between the two sides of an old argument: is it better for a game to be well-written and packed with snappy dialogue, or to provide gameplay mechanics that allow you to feel as though you’re telling a story of your own? By excelling in both areas, Star Control II shows what a false choice this is.

 

I hope you enjoyed this post! If you’d like to play Star Control 2 for yourself, you can obtain its free remake, The Ur-Quan Masters, here. There are install files available for Windows, MacOS X, and Linux.


To quickly find this, and my other feature articles, click the “features” tab at the top of this page.

Victoria 2: Now THAT’s detail

Victoria 2, Paradox’s historical simulation of the nineteenth-century world, is a game to which I have to take off my hat. Now, I have not played the full game — just the first game in the series and the demo of Vicky 2. I didn’t even have that much fun with the demo! But even from the demo, its ambition and detail were amazing to behold. The game models pension costs, migration driven by employment opportunities, the whole spectrum of political and religious beliefs across an entire nation, the gradual process by which government can subsidise, educate, and nurture a workforce. Raising an army is not done overnight, but requires that you spend months or years encouraging your young men to join the army through better military funding. Most strikingly, this is a game which actually tracks the flow of money through the world economy, starting from the moment gold is dug out of the ground and proceeding via the profits earned by the mine-owners and the wages paid to the miners.

Does this actually make for a good game? I don’t know, and neither do the critics. But it was enough to sorely tempt me when I saw the game being offered for 30% off at Impulse.

Fallout 3, Star Paladin Cross, and the power of the player’s imagination

Any story — whether prose, a tall tale, a movie, or a game — is a two-way experience. There is the story that the creator is trying to tell, and there is the story that the reader/listener/viewer/player experiences, shaped by his or her own beliefs, life experience, values, tastes… and, crucially, imagination.

As my case in point, I present Fallout 3. As do many other RPGs, Fallout 3 offers a selection of NPC allies who can accompany you on your journeys. And one such companion is  Star Paladin Cross, a power-armoured soldier with an unyielding devotion to her cause. Now, normally, I love the Lawful Good Lady of War archetype — see Agrias Oaks, Balsa, or even Brienne of Tarth. By this logic, Cross should have been one of my favourite NPCs in the game. But unfortunately, as written by Bethesda, Cross has all the personality of a broken answering machine. She has neither motivation (beyond duty) nor backstory nor nuance, just canned saying after canned saying after canned saying. After the fifth time I heard, “There is a foul stench on the wind — let us not tarry for long,” I clicked through Cross’ dialogue as quickly as I could — but that did not save me from her “In the words of Brother Theus, a brother well-equipped is a brother keeping to his duty,” every time I brought up her inventory.

So far, so bad. But the key phrase in the above paragraph is, “as written by Bethesda.” For the magic ingredient was my imagination. In my imagination, Cross transformed into a stern but benevolent auntie: ready to defend her ward with minigun and laser from those who would do him harm; ready to give advice, passed down from her own elders, on equipment and tactics; ready to proffer praise for doing the right thing. During what must have been a particularly despondent time for my player character (those of you who’ve finished the game can probably guess what I’m talking about), I even imagined Cross keeping vigil by my PC’s side while he slept. Cross, in short, turned from a walking bundle of stats and hit points with a few repeated-to-death lines into a character I cared about, and who felt as though she had a human connection with my PC, through the power of imagination.

What are your own tales of how your imagination shaped a story for the better?

(As I write this post, I’m still on holiday…… albeit sick and miserable. Well, the silver lining to my current situation is that it gives me the time to update the blog…)

 

(edited to add the sentence beginning, “She has neither…” now that I’m feeling more lucid.)

Another Ambitious Space Game: Shores of Hazeron

Last week, I mentioned Artemis, the starship bridge simulator. This week, I present another ambitious space game, spotted by DocLazy at the Quarter to Three forums. Shores of Hazeron seems to be a first-person cross between SimCity, Master of Orion, Wing Commander and Dwarf Fortress. You design, build, and skipper spaceships, land on planets and explore them in first person, and build the cities that fuel your interstellar jaunts. The game’s ambition impresses and intimidates me at the same time.

For example, consider the amount of work needed just to get into space if you opt to start your own empire.  First you need to hunt animals or gather plant fibres to craft your imperial flag. Then you need to build a city, mine stone, lay roads, set up farms, wait for citizens to move in… Eventually you bootstrap your way to an aircraft factory where you can build a space rocket. Mission accomplished! Or… not. Because if you want to build a proper starship, you have to gather two types of handwavium. And to do that, you need to jump into your primitive rocket ship, explore your home star system, and build a moon base to harvest the handwavium. After that, you will finally have the resources you need for spacecraft. Spaceward, ho!

You can see why I don’t have the time to jump in right now. That said, I still look forward to giving Shores of Hazeron a try after my holiday. Anything that sounds this cool on paper is worth a try!

(By the way, speaking of Artemis, the full game costs $60 but you can get a copy free if you send the designer a video recording of yourself and your buddies playing the demo. The media page is regularly updated with the latest videos, too. So if you have a buddy or five who’d like fifteen minutes of fame…)

Conquest, Plunder and Tyranny: Explaining Dubious Morality in Strategy Games

Why do we play strategy games in ways that, in real life, would land us in the dock for crimes against humanity?

 

Three Moves Ahead, Troy Goodfellow’s strategy game podcast, recently discussed the ethics of wargames, but to me, wargames have a largely innocuous focus on how to manoeuvre troops within an already-existing war. However, the question remains for the broader strategy game genre – in particular, 4X games in which you decide whether and why to go to war, and how to govern your nation: Civilization, Alpha Centauri, Master of Orion, Master of Magic, Galactic Civilizations, Space Empires, etc. Indeed, the very name of the sub-genre makes it clear that there’s an issue: “4X” is short for “eXplore, eXpand, eXploit and eXterminate”.

 

There is, of course, the historical/human nature explanation. I do not think any empire through history – regardless of religion, skin colour, or geographic origin – ever arose except through conquest. Why should a game that casts you as an emperor be any different? When I send out my Roman legions in Civilization to claim the land of the fellow unlucky enough to start the game next to me, I’m just doing what Caesar and his countrymen did in real life. This explains why brutality makes thematic sense, but we have to look at other factors to explain why it pays off and why it doesn’t repel players in the first place. I can think of three such reasons: the zoomed-out, distant scale of most strategy (including 4X) games; the zero-sum nature of most games; and the economic model used by most 4X games.

 

Firstly, as mentioned in the Three Moves Ahead podcast: at the scale at which 4X games (and probably most other strategy games) take place, you never come face to face with your victims. Nowhere is the saying that “one death is a tragedy, but a million are a statistic” truer than in gaming. Any RPG worth its salt will drive home the consequences of your evil actions, whether they be acts of mass murder such as detonating a nuclear bomb or planting a biological weapon, or “merely” kidnapping a baby. But in Civilization, an atrocity really is just a statistic. In Civilization IV, there’s a civic (social system) named “Slavery” which allows you to speed up a city’s construction by sacrificing population. You can probably imagine what this means in human terms: overseers flogging slaves bloody, monuments rising in the background as exhausted and half-starved labourers breathe their last. In game terms? Your city’s population goes down by a few points. The same goes for wars of aggression and dispossession.

 

Conversely, the squad-level strategy games (X-Com) and tactical RPGs (Valkyria Chronicles, Final Fantasy Tactics) do not have this problem, at least when it comes to your own soldiers. In these games, instead of a vast empire, you only control a few, very distinct characters at one time. As a result, you grow attached to your soldiers. You’ll move heaven and earth to rescue an injured member of your squad, sometimes even at the expense of your objectives (as memorably described here by Rob Zacny). If all else fails, there is always the “reload” button, and I assure you I’m not the only one who abuses that. Feeling bad for leading my soldiers to their deaths in TRPGs resembles agonising over moral choices in RPGs, but is far removed from gleeful conquest sprees in 4X games. And that is a direct consequence of the scale of each of these genres.

 

Secondly, strategy games (and 4X games) are usually zero-sum. The game runs for a finite time before coming to an end, and ultimately there can be only one winning player or team. If my rival in Civilization IV is close to winning the space race, and thus, the game, it is in my interest to unleash a barrage of nuclear missiles to slow down his/her progress. The folly of this approach in real life is obvious. But in Civilization, I don’t care how much suffering I cause so long as I meet my victory conditions, because then the game will be over. This also applies to domestic policy. Because strategy games, unlike real life, are not open-ended, the well-being of my citizens is irrelevant except insofar as I enjoy playing a benevolent ruler, or to the extent that it contributes to my win.

 

Thirdly, crime, in this context, does pay. The size of a national economy in real life is determined by factors including the amount of labour employed (how many people have jobs and how many hours are they working?), the amount of capital employed (what tools, plant and infrastructure are they using?), and, crucially, the productivity of each hour worked and of each dollar of capital (one person with modern machinery can probably do the work of 100 Bronze Age labourers; bridges to nowhere might cost a lot, but they don’t contribute much to productivity). Games, though, tend to make raw population the most important metric, and they tie the population an empire can support to how much territory it controls. This has many consequences for the way in which they model reality, some of which I’ll discuss in future posts. But for current purposes, the key implication is that if a larger nation is richer, more successful, and ultimately more likely to win the game, then I have an incentive to gobble up as many neighbours as I can in a quest for Lebensraum (subject to any checks and balances in the game, such as badboy/infamy in Europa Universalis or corruption/upkeep in Civilization).

 

In conclusion, several things explain why we so often resort to conquest, aggression, slavery, and tyranny in strategy (especially 4X) games. Saying “it’s just a game” is no answer, because it fails to explain why we play other genres that offer moral choice, such as RPGs, more humanely than we play strategy games. And just because these things happened in real life, and they are presented as options in the game, doesn’t itself explain why we then choose those options. But we can point to other factors that do answer that question: we choose them when our victims are depersonalised and reduced to numbers on a map screen; when the game has a definite end, so we don’t have to worry about ongoing or long-term consequences so long as we win; and when aggression does, in fact, make it easier to win because the game’s economic model places territory and population foremost in determining national power.

 

Do these factors set our behaviour in stone, then? Not necessarily. Each can be addressed by other genres, and even by merely changing the way we design grand strategy and 4X games. Depersonalisation is not an issue with squad-level strategy and tactical RPGs, and even when the game takes place at a scale where we never encounter individuals, developers can try to make us aware of the toll of our actions – that is my limited understanding of Introversion Software’s DEFCON. The players don’t care about anything except victory? I would think that ongoing games, such as MMOs, would require a more long-term attitude – and even though most games can’t be ongoing, why not set up a scoring system to give bonus points to happy, well-managed empires (Civilization actually does this), or to players who refrain from wars of aggression? Your economic model encourages territorial expansionism? Play up the role of technology, institutions, governance and human capital to reward players who invest in nation-building as opposed to nation-grabbing. For the player of a strategy game (particularly a 4X game), power often corrupts. But by understanding why, we can design games so as to reduce that temptation, provide players with more interesting choices – and encourage them to build empires that deserve to stand the test of time.

 

 

To quickly find this post, and my other feature articles, click the “features” tab at the top of this page.

Another game joins the backlog: AI War

Since Arcen Games’ AI War, which I’ve previously mentioned, is currently 50% off at Steam and Impulse, I took the plunge and bought a copy. I’m still in the midst of the tutorial, but one look at the game’s very extensive wiki is enough to make me look forward to getting the chance to play.

 

I also really like the game’s conceit: you, the human playing against the computer, are in fact leading the remnants of humanity against a mighty empire of AIs. And while initially your rag-tag forces are simply too small for the AIs to notice, progressing through the game by seizing territory, destroying AI installations or building superweapons will make the AIs progressively more and more alarmed and hence, more and more lethal. Thus, the game becomes about trade-offs: conquer just enough territory to give yourself the resources you need to fight the AIs, but don’t run so wild that the AIs wake up and squash you like a pancake. This seems to me to be a pretty nifty way of fusing gameplay mechanics with the game’s subject matter, and I look forward to seeing how it pans out.

Calling all wannabe starship bridge officers! Artemis: Starship Bridge Simulator

Artemis: Starship Bridge Simulator is one of the more entertaining game ideas I’ve seen in some time. Six players get together around a LAN, with each player taking on a specific starship bridge officer role: Weapons, Communications, Science (sensors), Engineering, Helm or Captain. You can see gameplay videos here.

 

I also love the developer’s explanation as to why this game was designed for LAN, not internet, play:

 

I always wanted the players to be in one room together, just like a spaceship bridge. I want the captain to be able to push the helmsman aside and shout “Full power, DAMN you!!!”

 

Give it a look if you’re a space opera fan!

Fallout 3 finished – time to rummage around in the backlog once more!

After 80 hours, I finished Fallout 3 last night. While I can see why people were angry with the ending in its original state, those flaws didn’t detract from what I liked about it. I’ve put the postgame content added by the Broken Steel DLC to one side, though, as I’m all Fallenout for now. Over the next week or two, I plan to write up why I liked Fallout 3 so much as a storytelling experience; watch this space!

 

Now I’m wondering what to move onto next. I have a bunch of other RPGs in my backlog: I didn’t get very far into either Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs the Soulless Army (PS2) or Dragon Age (PS3). And I ran into analysis paralysis during chargen with the last non-Fallout Western RPGs I tried to play: Mass Effect (PC) and Neverwinter Nights 2 (PC). Then there are the non-RPGs (for instance, I still haven’t played the original Bioshock), novels, TV and movies, non-fiction… well, the beauty of a backlog is that it’s better to have too much choice rather than too little!

Fallout 3: So near and yet so…

I haven’t yet finished Fallout 3, but I love the game. It is one of my favourite games of all time, and so when I came home today, I was eager to proceed with the main story questline. The ending, I thought, looked tantalisingly close.

 

Imagine my reaction when the game repeatedly crashed to desktop after one story scene. I adjusted my graphics up, I adjusted my graphics down, I turned mods off, and I turned them on again. I reset my key bindings, verified the integrity of local files on Steam, waited in-game, cleared the cache. And each time, the game crashed. Perhaps making matters worse, the game was generally pretty solid for me until now.

 

Now, I was lucky enough to find, via the Google cache, a thread on a dead forum in which someone worked out how to use the console commands to bypass the problematic segments. But I think I understand exactly how Tom Chick felt in this review of Fallout: New Vegas.

Rise of Nations first impressions: A font of ideas for later games?

Today I picked up Robert Harris’ Lustrum, a novel told from the POV of Cicero’s secretary and sequel to Imperium; Rise of Nations, the 2003 RTS by Big Huge Games, and its expansion pack; and a non-fiction book (Empires of the Sea: The Final Battle for the Mediterranean, 1521-1580) that looked cheap, was on a topic that sounded intriguing, and had some promising back-cover blurbs.

So far I’ve taken the plunge into Rise of Nations, and as I played very few RTS of that era (I burned out on the genre in the 90s, then came back to it more recently with games such as Sins of Solar Empire and Company of Heroes), it’s interesting to view it with fresh eyes. And along the way, I see ideas that could have been forebears to concepts that I’ve already seen in more modern games. For one, RoN’s economy might be peon-based, but it’s about as automated as can be while still being peon-based: resources are inexhaustible, idle peons will move to mines with free slots, etc. Could this have inspired the peon-less modern games such as Sins of a Solar Empire, where you gave planets build orders and they would auto-spawn construction ships accordingly? Then there are the little things such as auto-formations and auto-explore that I’ve grown used to in Sins; it’s a relief to have them in RoN as well. And last of all, there are the ground units that auto-morph into transport ships when ordered onto the water, a concept which came up again in Civilization V.

While it’s still early days, I look forward to playing more RoN – and to finally finishing Fallout 3, now that I’ve been tidying up side quests one after another.

When losing in games is NOT fun

One of these days, I will write about losing in games and how to make it fun. But for now, I will just say, I know when it isn’t fun: when the player feels cheated out of victory. This is probably a major part of why I cannot compensate for bad AI in games simply by dialling up the difficulty level to give the computer bigger and bigger bonuses. It also explains why the outcome of my latest game of Sins of a Solar Empire aroused such fury in me.

 

I had set up a 1v1 game against a Cruel AI — the second-hardest difficulty level, which gives the AI plenty of bonuses. I had finally destroyed the bulk of the AI fleet by luring it close to a mighty starbase… then triggering the self-destruct. Now the initiative was mine. My fleets drove back the AI. My coffers were filling. My research led me towards the Novalith Cannon, a superweapon that could level the computer’s worlds from across the map. After two-and-a-half hours and numerous setbacks, I knew I had finally turned the corner.
Then out of the blue, a message popped up that the AI had won a diplomatic victory (based on reaching a certain threshold of “diplomacy points”, which are awarded based on a player’s relations with the other players in the game).

 

A diplomatic victory? In a 1v1 game where we’d been doing our best to slaughter each other the whole time???


I reloaded. Looked more carefully at the relationship screen. I saw the AI was, indeed, getting diplomacy points from positive relationships. How on earth was the AI getting that from me, though? I hovered the cursor over my portrait.

 

“AI Relationship Bonus: +10”.

 

In other words, the massive AI Relationship Bonus (presumably due to the high difficulty level) meant I’d have to race the clock to beat the AI before it racked up enough diplomacy points to win.

 

On any objective reading, the fault was mine for not turning off diplomatic victories (because I thought they’d be redundant in a 1vs1 game) and for not realising the significance of the AI Relationship Bonus. Yet I still felt enraged and robbed of victory. And my experience, I think, underscores what Sid Meier and Soren Johnson have said about human players tending to feel cheated when a game or a die roll goes against them (see this write-up of Sid Meier’s GDC 2010 address, and Soren Johnson on randomness and cheating AIs).

Arcen Games: a sobering reminder of the expenses involved in indie game development

Last week I wrote about Recettear’s sales figures, which, on my assumptions, would have pulled in revenue of ~US$500,000. However, expenses would be pure guesswork. Today’s post serves as a sober counterpoint. According to this PC Gamer article, “AI War and the Hidden Cost of Indie Games”, Arcen Games, developer of RTS AI War and puzzler Tidalis, is having difficulty bringing in enough to pay the bills. Here are some highlights, extracted from Chris Park of Arcen’s email to PC Gamer:

 

2010-thru-April

Total income for Arcen during this period was $101,401.38

Total expense for Arcen during this period was $91,314.76, including paying staff and myself, acquiring new licenses and technologies (Unity 3D, and some sound software, etc), legal fees for contract negotiation, payroll taxes, health insurance, site hosting, all that stuff…

  • May $19,085.06 income, $12,684.28 expense
  • June $17,233.70 income, $26,434.89 expense (a fair chunk of this was taxes)
  • July $6,956.48 income, $18,243.52 expense
  • August $13,847.02 income, $18,682.68 expense
  • September $13,395.42 income, (not full data yet, but expenses looks to be about the same but a little lower than August)

 

Note the apparent rebound in August is not, in fact, like-for-like: Arcen’s second game, Tidalis, launched in that time, while sales for its first, AI War, softened in July.

 

However, there is one question lingering in my mind. From the sound of the article, Arcen’s labour costs are highly variable: it pays the staff in royalties rather than wages. So what are the other costs? Arcen mentions a few:

 

  • Taxes;
  • Licence fees (“Unity 3D, and sound software”);
  • Health insurance;
  • Site hosting;
  • Legal costs involved in striking publisher deals;
  • MacOS machines for development;

 

I wonder how much these various costs ran to, and what the implications for other indie game developers are. (As a localiser rather than a developer, my first impression is that Carpe Fulgur must have a lower cost base than Arcen, but I could well be wrong.)

 

In any case, I am downloading the demos for AI War and Tidalis as I write this. Check out the demos if they sound interesting to you!

Sea power in strategy games: How to ensure it’s not an oxymoron

By now I must have played the Civilization games for sixteen or seventeen years, but never did I see an armada to match that in my latest game, over the weekend. Multiple stacks, each consisting of several to half-a-dozen modern warships, destroyers and battleships and carriers, lay massed off my shores. It was a splendid sight.

There was one slight problem: It wasn’t my fleet.

And I felt rather like the German major from the Longest Day, who, upon seeing the Allied fleet poised to invade Normandy, howls to a disbelieving superior that there must be “five thousand ships out there!

But the really odd thing isn’t just that fleets that large are a rare sight in Civilization. It’s that fleets that large are so often a moot point in Civilization, where on the map types I play (balanced, continents, Terra), control of the seas is often just not that important. This made me think: How does a strategy game designer ensure that sea power is worthwhile, that it isn’t an oxymoron? And what factors influence this?

Geography is the first and most obvious. If I’m fighting someone on the same continent in Civilization IV, investing in an amphibious landing force, and warships to protect it, has little point when I can just drive my tanks straight across the border. You can contrast, say, Europa Universalis, where the European powers have to invest in navies to protect their overseas colonies from one another.

But there is a second factor: how well does the game represent the importance of sea lanes to trade and communication? My example here is Empire: Total War, which modelled this in two ways. Much of your income comes from trade, and firstly, this often travels along defined sea routes. Put a ship astride your enemy’s route, and you can seriously harm his/her war chest. And second, certain spots on the map allow you to park lucrative “trade ships”. Again, hunt down your rivals’ trade ships (or just interdict their routes), and you will hit them where it hurts.

The third factor I can think of is the ability of navies to project power inland. This is best seen in any game where warships can bombard distant targets: plenty of RTSses, but Total Annihilation is the one that sticks in my mind; Advance Wars; even Civilization V (going by descriptions I’ve heard). When you can flatten wide swathes of territory from the sea, navies become important.

These are factors I’d like to see more strategy games play up. Warships are inherently cool, hence all the documentaries about aircraft carriers. Particularly for a historical or quasi-historical game, they add a lot to the flavour of the period. And they give players one more choice to juggle: do I invest in ships now at the expense of an army and infrastructure? It behoves designers to ensure that choice is an interesting one.

Congratulations to EasyGameStation and Carpe Fulgur on Recettear’s sales figures

Update, 3 January 2010: Recettear sells over 100,000 copies. My latest post here.

 

Carpe Fulgur, the company which localised EasyGameStation’s Recettear (see my two earlier posts), has announced Recettear has sold over 26,000 copies in the last month. I’d been wondering how well the game had sold after launch (before launch, I remember it was at #4 or #5 on Steam at one point), and I’m really glad to hear it remains successful.

In fact, Carpe Fulgur’s website says Recettear brought in enough money to allow “all of [Carpe Fulgur’s] members to make wages comparable to “proper” jobs in the industry for an entire year”. What does this mean in dollar terms? Out of interest, I crunched a few numbers:

I assume half (13,000) paid the pre-order price of $18, and half paid full price ($20). This produces revenue of (13,000*$18) + ($13,000*20) = $234,000 + $260,000 = $494,000.
I then assume that EasyGameStation and the distributors each take one-third, leaving Carpe Fulgur with gross profit of $494,000 * (1/3) = $164,667.

Now, I have no idea what kind of expenses (other than salaries) would have to be paid out of that revenue. However, I understand that the Carpe Fulgur team members have no office and worked from home, in which case expenses would probably be pretty minimal. Carpe Fulgur’s legal structure is an LLC, which — if I’ve understood the IRS website correctly — means it’s not a taxable entity, so taxes would be paid by the individual members.

Let’s assume, for the sake of argument, that there are no expenses beneath the gross profit line. And as our last assumption, let’s say that Carpe Fulgur splits its profits equally between its three members. That gives us a figure of $54,889 per member of Carpe Fulgur.

That is, in fact, a pretty neat sum (of which I’d say they deserve every penny). This has to bode well for our chances of seeing EasyGameStation’s next project, Territoire, in English!

Recettear: An Item Shop’s Tale — The Verdict

A couple of weeks ago I wrote about the demo of a game named Recettear: An Item Shop’s Tale (please see the initial post for the game’s premise). I’ve now spent around ten hours with the demo + full game, and my verdict is, this was a great diversion, albeit with a finite shelf life.

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The other Paradox game I’m looking forward to: Crusader Kings 2

The other Paradox Interactive game I’m looking forward to (once it’s had a good dose of patches and maybe an expansion pack) is Crusader Kings 2.

Now, there’s precious little detail about this one; a quick search turned up nothing more than a few tidbits on Rock, Paper, Shotgun. But I’m looking forward to a continuation of the first Crusader Kings’ unique take on grand strategy: where most strategy games cast you as this kind of amorphous, immortal, omnipresent guiding force behind a company / country / faction, Crusader Kings cast you as a medieval European dynast. So you would follow the lives of your courtiers over time (see this review for an example); dole out offices at court to keep the barons happy; search for brides who would get you into the line of succession for choice territories (I seem to remember there was also an element of heredity in your heir’s stats, which prompted quips about Kwisatz Haderach breeding programs); etc. The expansion pack, which I never played, apparently went even further in facilitating awesome Cersei Lannister-like hijinks.

This is probably as close as we’ll get to a Westeros political simulator – yes, I am aware of the actual forthcoming Westeros adaptation (A Game of Thrones: Genesis), but judging from the press release on the official website, it sounds as though they’re aiming for something more like Total War. And for that reason, I look forward to seeing what Paradox will do for Crusader Kings 2.

Another game I’m looking forward to: Europa Universalis 3: Divine Wind

Yesterday, I forgot to mention another game I’m looking forward to: Divine Wind, the forthcoming expansion pack for Paradox Interactive’s historical grand-strategy game, Europa Universalis III.

The EU games model world history between, roughly, 1400 until 1800; the key word here is “model”. Other games place you in charge of an entire nation in a historical timeframe, such as the Total War and Civilization series, but they tend to use history as a veneer for conquer-the-world / build-a-utopia / etc fantasies. EU, in contrast, actually attempts to simulate  real life: the turmoil of the Protestant Reformation; the resistance of society to governments’ attempts to impose change from the top down (as described in this article by Rob Zacny at Gamasutra); the possibility for empires to overstretch themselves and fall apart, as happened to a monster Ming China in one of my games (at its peak, it spanned the world from Manchuria to Sumatra… then China proper fell into civil war between competing dynasties, and the subjugated nations broke free).

However, as its name implies, the series is also rather Western-centric. This is where the Asian-centric Divine Wind comes in, with features (per the press release) including:

  • Play as one of four major daimyo’s in Japan vying for influence over the Emperor and control over the Shogunate
  • Enhanced diplomacy with more options for alliances and peace negotiations
  • Dozens of new culture-specific building types allowing greater control over the development of provinces
  • More realistic development of trade
  • Manage the internal factions within China to keep the Mandate of Heaven

The first two designer diaries don’t contain much information, but I am interested in hearing more about trade, in particular. While I know little about Asian history, what I have read indicates that you can’t do justice to European/Asian interaction in this period without an in-depth examination of trade. I look forward to hearing more about this expansion pack.

(By the way, if EU3 interests you and you’d like to learn more, there is a demo available for the previous expansion pack, and this Greg Costikyan piece offers a more detailed writeup of the game’s mechanics.)

Strategy games and the grind of micromanagement

Grindy late-game micromanagement is an endemic issue with strategy games, especially 4X and TBS games. Normally, this is “simply” a matter of having to look after too many cities, provinces, and/or units. If I never have to spend another hour scripting dozens of mages in Dominions 3, it will be too soon.

But several games throw additional busywork at you. Pollution, in the earlier Civilization games, was a great example of this – populous, industrialised cities would emit pollution from time to time, which you then had to detail workers to clean up. As your cities grew richer and richer, and in turn, filthier and filthier, so did your workload multiply. I am not sorry to see the back of that mechanic – I much prefer Civilization IV’s “health” metric, which is simply a city malus that doesn’t need to be constantly babysat.

However, I think the prize for my least favourite exercise in micromanagement has to come from Paradox games (Europa Universalis, Victoria, etc). You see, when citizens are angry in these games, they form an armed rebellion that appears in one or more provinces. Individual uprisings usually aren’t dangerous, but they do require your time and attention to swat. But when you control dozens of unhappy provinces – say, because the Protestant Reformation is sweeping Europe, or you conquered a large empire – the game turns into a relentless exercise of whack-a-mole. Move the army to crush a rebellion in Kent! Move it back north to crush a rebellion in Edinburgh! Oh no, the people of Kent are rising up again! It’s enough to, in these games, make me play small countries and create puppet states rather than embarking on massive land grabs – the sheer hassle of constantly suppressing uprisings is just more trouble than it’s worth.

(Note: I’m in the midst of listening to this episode of strategy game podcast Three Moves Ahead, on which Chris King, the lead designer of Paradox’s Victoria 2, is a guest. Hopefully they’ll bring up my issue of concern!)

EDIT: Well, I listened to the podcast, and Chris did talk about making rebellions rarer, but stronger and nastier when they do occur. That makes sense, and it calls to mind Sid Meier’s definition of a game as a “series of interesting decisions”: “how to deal with a once-in-several-decades civil war” being a much more interesting decision than “march them up to Edinburgh, march them down to Kent…”  The other idea I’ve seen, and I think it was on the Quarter to Three forums (link to the right), was to use economic/production maluses to represent lower-level unrest, similar to the Civ IV example I mentioned above.  I suspect it’s way too late to implement such a feature in the present generation of Paradox games — such as the upcoming EU3: Divine Wind — but it’s one I would like to see in future games. Maluses are less work than spawning enemies!

Civilization 5 doesn’t forget the little guys

Civilization V’s release is imminent, which means turn-based strategy gaming is probably headed for its biggest launch in years. Firaxis has just released the manual, if you’d like to study the rules for yourself. And early impressions are positive.

If you’re reading this, you probably know about the changes, such as the new combat/stacking system, the inclusion of city-states in addition to fully-fledged civilisations, the fact that each resource tile can now only support a limited number of units, the new use of gold to purchase  tilesone at a time, even the ability of ground troops to embark directly onto sea tiles (so you don’t need to build separate transport ships). The two that stand out most vividly for me are combat, which I think most people would agree with me is a big change… but also, oddly enough, also the city-states. I’ve always liked minor civilisations in games such as Galactic Civilizations II and Space Empires IV and I’m glad to see they’ll be in Civ 5, for several reasons.

First, they add to the possibilities in the diplomatic game. Reading the manual, it looks as though you’ll be encouraged to pull city-states into your sphere of influence or even fight wars to keep them out of the hands of rival Great Powers. If you don’t want to shed the blood of your own troops, you’ll  be able to transfer units directly to the city-states, which raises the possibility of using a city-state to fight a proxy war. Of course, I’m not sure how well competing for the affections of city-states would work against an AI — anything involving diplomacy would work much better with other human players — but it does throw up some interesting possibilities for multiplayer.

But they also add to the feel of the world, much like the cops in X-Com: Apocalypse or the nameless background bystanders in an RPG. There have always been smaller tribes, kingdoms, and nation-states nestled in between large empires; why should Civ be any exception?

Recettear: An Item Shop’s Tale

Have you played RPGs? Then you know how it feels to be gouged when you come into town to buy potions or stimpaks or shotgun shells. You know how it feels when you can barely scrape by selling hard-won rats’ tails, wolves’ pelts and +2 Vendors’ Trash. And most of all, you know that, “But I’m on a quest to save the world!” cuts no ice at the local item shop.

Recettear: An Item Shop’s Tale puts the shoe on the other foot. As town shopkeeper Recette, you buy low, sell high in an effort to meet loan repayments (game over if you can’t pay on schedule!), and in a second, action-RPG mode, hire heroes to go dungeon-crawling in search of rare merchandise. You can only take a certain number of actions per day, and the challenge seems to be how to manage your finite time to  amass the most money before the next loan instalment comes due. I’ve played the demo and found it charming enough to pre-order the full version (which you can do through Steam, Gamersgate or Impulse), notwithstanding I lasted about twenty seconds in the dungeon mode.

Check out the demo, and have fun!

Empire: Totally Better Than I Expected

I went into Empire: Total War (“Empire”) with very low expectations. I had read the horror stories about bugs and horrendous AI, heard the jokes about “Empire: Total Crap”. My interest in the game’s concept made me throw it in at a hefty discount when I bought my new PC, but even as I sat down to install it, I wondered why I had been so quixotic.

 

I was very pleasantly surprised.

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