I keep meaning to go back to Battleforge and it looks like I’ll have an excuse before too long.
The add-on will add 60 new cards to the game, each representing new units and buildings.
I keep meaning to go back to Battleforge and it looks like I’ll have an excuse before too long.
The add-on will add 60 new cards to the game, each representing new units and buildings.
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As I work through a continuous game of Dawn of Discovery, I’m finding it a little hard to get into the whole spirit of a master builder. The game is allegedly about making grand cities and trading with exotic outposts. You establish your own resource colonies (with just enough citizens to keep the budget in line) and feed your main town with resources so it can produce all that it needs to become a Renaissance metropolis.
I say “allegedly” because the game is really about ferrying goods from one point on the map to another, about being the Admiral Schlepper of the Open Seas. It is a city builder with less emphasis on building the city than it has on delivering Good X from Island A to Island B.
Keeping the islands varied in climate and resources is a nice design choice. I should really have grabbed a wheat bearing island, but that’s part of the trade off of discovery. Once you know which resources you’ll need in which order, it’s less a matter of exploration than it is grabbing the closest, biggest, most fertile island you can. Then you set up the trade routes and hope that you have enough escorts to drive away hostiles and not too many quests to divert your ships.
I’ll have more to say about how well all of this works in my upcoming full review of the game, but it does make me appreciate how unique a design element this is. German city builders are generally very big on the whole resource chain model, and, in a small way, the Anno series owes a debt to the Settlers series; in those games, walkers would have to carry goods from one node to another, so part of the gameplay was efficient road mapping.
But it’s probably also a reason why these games generally get a mild reception outside Europe. I’ve not been a fan of the Anno games to this point. They have usually been underdocumented, with unclear relationships between resources and structures and so fussy that a death spiral was inevitable. To be fair, even Impressions games could frustrate me to the point of distraction – their Chinese themed one for example.
It is intriguing that some of the most interesting European city builders (Europa: The Guild, Patrician, the Anno series) have been trade centered. American city builders have a more autarchic understanding of the city – it’s the center of the immediate universe and trade is only done to get money to improve that center. There’s a sense of risk in the Euro trading games that you don’t find in many American game design, especially since the economic sim is in as bad shape over here as strategy gaming in general. There is a risk in knowing that your city cannot be self-sufficient and that you need to venture out to find what you need to keep it profitably progressing.
There is a cost in this and not just in ships and time. If, as Tom Chick has said more than once, attention is the real essential resource of RTSes, patience is the price you pay in any trade based city builder. One of the unwritten rules of the genre is that trade cannot be instantaneous like it is in Civ IV. If I could just shift spice from desert island A to northern warehouse B in the early going, then you wouldn’t need ships and there would be no needs for pirates or ports or really anything that makes this late medieval/early modern period come to life. The ships are, in a way, the entire point.
This can get exhausting, especially in a game like Dawn of Discovery where you have to intervene every now and then and seize control of a ship in nature or near a quest objective. As your fleet gets into the tens of vessels and your former friends get bitchy or hostile, the ship management may become more important than the city management.
I am still learning a lot about Dawn of Discovery – still not far enough along where I feel comfortable writing a review. I am liking the game more in the continuous mode, as many of you readers had suggested I would. But I can totally understand why the younger me hated this entire series.
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World of Battles just shows how out of the loop I am. Someone was making a real time army building/troop collecting fantasy MMO wargame and no one told me? I probably got a PR announcement about it months ago, but today’s note from Calico Media was a bit of a surprise.
Hard to tell from the video or screenshots exactly what is going on besides people/beasts/creatures killing each other, but I encourage all of you to play it and let me know if I should give it a more serious look.
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Soren Johnson drops by to talk to Troy, Tom and Julian about how the future of strategy games is online – whether you like it or not. He drops some hints about what he is working on at EA, talks a little bit about Civ and why RTSes have to die in order to be reborn. Julian sells iPhones to everyone, too.
We also conclude with our regular Dominions 3 update – there could be a war a-brewin’. Tom predicts the future course of the game.
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Travian
Ikariam
Nile Online
Quarantine 2019
League of Legends
Soren’s Blog
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As Bryn Williams says, this would not be a surprise. I’ve long had doubts that Starcraft II would make Christmas 2009, and in one of our earliest podcasts I made the reckless prediction that we’d see Diablo 3 before we saw Starcraft II.
Blizzard, of course, follows its own schedule. You can’t really put publishing pressure on a company this big and successful.
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Soren Johnson has published the email exchange he had with his GDC co-panelists before the conference. It’s a very interesting discussion with some heavyweight minds, including Ubisoft’s Josh Mosqueira, the designer of Relic’s Company of Heroes.
Now, whether to keep or axe a feature based on how well the AI can use it… that’s a tricky question. Speaking purely as a designer, I’ll always err on the side that having cool units and abilities like paratroopers and invisible subs add to the gameplay. I agree with Tara, as long as the AI looks “good enough†when using these units I think it’s a win-win. Then again, I take a very player-centric POV. I rather have as many cool toys as possible.
Now a question… what designer/programmer assumptions do you guys run into all the time while working on AI?
The one I do quite often is that the AI should be “hard†and punishing.
It’s an attitude I get often… that only “hard AI†is fun. I get this from designers and programmers. Whenever I say, “the player should be able to predict the AI†the reaction is “where’s the challenge in that?†To which I answer that while we may think we don’t want predictable AI, we need to give the players enough cues so that they can make “smart†decisions to beat the AI (without making them too transparent). I love Halo for this. Why do we always want to punish the player to prove our AI is smart?
A reminder that Soren is a guest on this week’s Three Moves Ahead.
I really need to get to GDC next year.
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