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.

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).