Stars in Shadow interview, with Sven Olsen and Jim “Arioch” Francis

This entry is part 2 of 2 in the series Stars in Shadow

I am very pleased to present an email interview with Jim “Arioch” Francis and Sven Olsen. Sven and Arioch are the creators of Stars in Shadow — a clever, elegant indie space 4X game. Read on to learn about their design philosophy, what makes good AI, a final tip about the game’s difficulty, and much more.

I’d like to begin by asking you about the origins of Stars in Shadow. What was the genesis of the project, and how long did you work on it?

Arioch: Sven first contacted me around 2008 about doing some concepts for a space game that he had in mind. Over the course of several years, the project continued and became gradually more and more serious. As a former programmer myself, I was dubious about the ability of a single programmer to tackle a project of this scope, but Sven proved my concerns wrong. The project progressed to a point where we got a Steam greenlight, and a publisher showed interest, and we released the game in 2017.

Sven: I played a lot of moo2 back in the 90’s and early 2000’s, and I always knew there were things I really liked about that gameplay experience, but also big areas I thought could be improved.  I also started reading Arioch’s Outsider comic around the start of its run in 2002.  As a fan of the comic, I quickly concluded that Arioch’s art style would be a perfect fit for the reworked moo2-like experience I wanted to create.  I found myself with the time and money to start working seriously on the project in 2010, and fortunately Arioch was willing to help out.

Tactical battle – raining missiles on a luckless marauder base.

I particularly liked three aspects of the game: its design philosophy, AI, and charm. The design’s simplicity and elegance stood out for me — a throwback to Sid Meier’s rule about “a game being a series of interesting decisions”. Can you tell us more about your philosophy?

Arioch: We started working before the recent glut of 4X space strategy games, and I think both Sven and I thought that the releases up to that point didn’t really scratch the same itch that our favorite games in the genre did — Master of Orion and Sword of the Stars. It seemed clear to us where the “fun” factor existed, and it was not in an expanding list of features, but rather in a focus on tactical combat. Once we were far enough into the project that the possibility of release became serious, there was suddenly a glut of new 3X space games. But they all had one thing in common: they completely ignored the tactical combat that we thought was so vital to the genre. Even our own publisher recommended that we discard our focus on tactical combat. Apparently this was the consensus at the time.

Sven:  I think Civilization-style strategy games all suffer from an escalating micro-management problem.  Choices that are fun and significant in the early game become tedious and needlessly time consuming by the late game.  I wanted to try to design the game in such a way that that would be less true — and stripping the planet management component back to something more moo1-like, while keeping the tactical battle component relatively complex, seemed like a sensible route to doing that.  Part of the design challenge for me was that I knew I didn’t want to go all the way to a moo1/SotS style highly abstract planet management system.  In particular, I really enjoyed the species-specific population management element from moo2, and knew I wanted to build on and expand that idea.  Getting a blend of all these elements that felt right took a long time.  The initial drafts of the game that beta-testers had access to didn’t even include mines or farms or markets — planets just had factories and labs.  Metal and food were relatively late additions to the game, but I felt like they were important ones.  And I think we managed to implement them in a way that made planet management more interesting, without triggering as much of a late-game slog as you’d see in a more typical Civilization-style strategy experience.

The planetary construction screen.

Read more

Clippings: the history in historical strategy games; the siege of Gondor; AOE IV

Fans of historical strategy games should check out this recent episode of the Three Moves Ahead podcast, which features Dr Bret Devereaux – a gamer and historian – discussing the assumptions and worldview behind games such as Europa Universalis IV. The episode ranges widely, from Mount & Blade‘s depiction of medieval politics, to the difference between Civilization‘s uninhabited world versus how agrarian societies expanded in real life. Well worth a listen.

Dr Devereaux’s blog, which analyses pop culture’s (games, movies, TV) depiction of history, is also well worth a look — for example, here is his take on Lord of the Rings‘ Gondor campaign, seen through the lens of military history.

In strategy game news, the highest-profile recent release has been Age of Empires IV. Reviews indicate it is a well-executed take on the traditional RTS genre (IGN, PC Games N, Game Informer). For now, it’s too traditional for me – I haven’t played past the tutorial.

Finally, in site news, keep an eye out for an upcoming interview with the creators of Stars in Shadow – a very good indie space 4X game.

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Around Japan in Microsoft Flight Simulator in 317 days

Today, I finished my on-and-off project in Microsoft Flight Simulator: flying from one end of Japan to the other, one hop at a time. It has taken me nearly a year, since last Christmas; my flights began a few days apart, then became a few weeks apart, and eventually a few months apart. Now, I’ve done it!

I took this picture of the Japan Alps on a flight between Toyama and Matsumoto, before I began my tour.

My journey took me across all four of Japan’s major islands, starting from the far south of Kyushu and culminating in today’s flight across Hokkaido, from Sapporo to Kushiro. Along the way I stopped in cities such as Kobe, Tokyo, and Sendai, saw sights such as Itsukushima Shrine, and enjoyed the countryside from above.

A dramatic sky as I departed Sapporo.

There has been the odd mishap — flying from Sendai to Sapporo, I crashed because I didn’t realise I had to manually toggle from an empty fuel tank to a full one. (As I made it most of the way, I skipped to the landing on my second try!) That was the exception — mostly I took off and landed in one piece.

What struck me was the diversity of the Japanese landscape. Flying over major cities such as Tokyo, it was urban sprawl as far as the eye could see:

Tokyo sprawled out as I approached Haneda airport.

Soon afterwards, I flew over remote mountain forests, seemingly devoid of human beings; and marvelled at the difference. Following the coast north from Sendai, I saw what I think were fishing towns — how important must the sea be to those communities?

This morning, I flew in opaque fog over mountains (wondering if my little plane could safely make it across), before the skies cleared to reveal lowland fields. Panning the camera around rewarded me with a view of my plane emerging from the fog, with the mountains behind:

It was a great feeling when I emerged from the mountains and reached the safety of the lowlands.

I’ve seen beautiful sunsets:

The Japanese coast at sunset.

… flew through snow during the last northern winter (how time flies!), and felt the thrill when the runway came into view at the end of today’s flight. At last, I was at journey’s end.

Taxiing to park at Kushiro airport.

While my tour might be over, this won’t be my final flight, over Japan or in Flight Simulator. I’m sure I’ll have more scenes to see.

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