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.

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).

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.

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 that built to climactic endings

How does a strategy game provide a satisfying late-game experience?

This, I think, is a two-pronged problem. Part 1 is avoiding the things that actively drag on the endgame: micromanagement (see my previous post) and the snowball problem, when someone – usually the human player in a single-player game – runs away with the game early on, turning the endgame into a tedious exercise in mopping up. In this post, though, I’ll focus on Part 2, which is the reverse: designing the game so that it builds to a tense climax, much like the traditional three-act plot.

Here, I think the highly open-ended nature of Paradox games works against them. In contrast, I can think of at least three games that set the player a clear victory condition that could only be triggered during the endgame: the Civilization series, Emperor of the Fading Suns, and Rome: Total War (if you played a Roman faction):

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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?

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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