{"id":4418,"date":"2015-01-14T21:17:10","date_gmt":"2015-01-15T02:17:10","guid":{"rendered":"http:\/\/flashofsteel.com\/?p=4418"},"modified":"2020-11-14T23:14:30","modified_gmt":"2020-11-15T04:14:30","slug":"a-few-thoughts-on-city-builders-and-end-games","status":"publish","type":"post","link":"https:\/\/flashofsteel.com\/index.php\/2015\/01\/14\/a-few-thoughts-on-city-builders-and-end-games\/","title":{"rendered":"A Few Thoughts on City Builders and End Games"},"content":{"rendered":"<p><em>It&#8217;s been a long time since I&#8217;ve published a design meditation. Let&#8217;s see if this brain still works after a year of not blogging.<\/em><\/p>\n<p>I like city-builders. I will play a wider range of incomplete and ill-thought city-builders than I will of almost any other strategy genre, and we all know how full of ill-thought ideas strategy gaming is. I won&#8217;t stick with most of these games for very long. City-builders are exceptionally hard to do well because a rewarding city-builder is deep and complex but also makes it easy to find out what is going wrong in your city &#8211; even if there is no easy way to fix it.<\/p>\n<p>I&#8217;ve played a few different indie city-building games in the last year. The rather rough but enchanting <em>Banished<\/em>. The terrifying but only &#8220;anticipated&#8221; Clockwork Empires. The seemingly unsure of itself <em>Folk Tale<\/em>. The light and tablet-born <em>1849<\/em>. And there&#8217;s <em>Hearthlands<\/em>, which I have just started playing, but it looks charming and 1997-ish.<\/p>\n<div id=\"attachment_4423\" style=\"width: 530px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/flashofsteel.com\/wp-content\/uploads\/2015\/01\/FolkTale-e1421287957202.jpg\"><img aria-describedby=\"caption-attachment-4423\" decoding=\"async\" loading=\"lazy\" src=\"http:\/\/flashofsteel.com\/wp-content\/uploads\/2015\/01\/FolkTale-e1421287957202.jpg\" alt=\"Little town, it's a quiet village\" class=\"size-full wp-image-4423\" width=\"520\" height=\"293\"><\/a><p id=\"caption-attachment-4423\" class=\"wp-caption-text\">Folk Tale: Somewhere That&#8217;s Green<\/p><\/div>\n<p>City-builders are, at their core, puzzle and math flow games. I&#8217;ve often derided this on the podcast, since I have very little interest in solving for X when <a href=\"http:\/\/flashofsteel.com\/index.php\/2015\/01\/12\/blinded-by-the-beauty-of-our-weapons\/\" target=\"_blank\" rel=\"noopener noreferrer\">I should be keeping my residential and industrial sectors properly separated by orchards and parks<\/a>. But each map and each scenario generally has a problem to solved that varies from game to game even as one variable remains almost always constant. <em>SimCity<\/em> is about taxes, not food; but food is the most important thing in <em>Caesar<\/em>. <!--more--><\/p>\n<p><em>Children of the Nile<\/em> is about accumulating prestige &#8211; a resource you&#8217;ll find in almost no other comparable game. The <em>Settlers<\/em> games are about work flow; <em>Cities XL<\/em> is about resource exchanges. In every scenario or situation in these games, these are the X at the basis of the underlying algebra and the trick is how to turn a given algebraic formula into a win-condition.<\/p>\n<p>Yeah, it&#8217;s not very sexy, but a well-run and well-built city in a game is a thing of great beauty, as many of you know. Start with barren land and watch the towers grow like flowers. The math underneath is central to a good design, and even a pretty overlay can&#8217;t save it in the long run. A charming theme might help make the sour math more flavorful, but all the cherry extract in the world can&#8217;t hide the worst cough medicine.<\/p>\n<p>One of the big problems with city-building games is front-loading what the &#8220;puzzle&#8221; is. Smaller studios only have room for so many maps and so many variations, so they inevitably run into a situation where X, and the road to X, is figured out too easily and there is no second stage.<\/p>\n<p><em>Banished<\/em> is the best example of this. The backstory of some great tragedy leading to your hardy band of settlers being cast out of society and into a verdant green paradise would seem like a return to Eden if your crew had any idea how to feed themselves. And that is the &#8220;trick&#8221; to <em>Banished<\/em> &#8211; maintaining that balance between population growth and starvation. It&#8217;s slightly underdocumented, so the challenge can persist for a few sessions if you aren&#8217;t so impatient that you need to check for spoilers and tips online. But once your X is solved, there is very little in the way of a next-tier problem where X becomes something you need to maintain while meeting five or six other needs. You can support a leather industry and a blacksmith and a quarry, but the trade goods never get interesting, the city never moves beyond hamlet and your one-time Roanoake becomes a new Williamsburg &#8211; fit only to be a tourist attraction since it is hopelessly stuck in an ever changing cycle of contentment.<\/p>\n<div id=\"attachment_4429\" style=\"width: 530px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/flashofsteel.com\/wp-content\/uploads\/2015\/01\/Screenshot1-e1421288208100.jpg\"><img aria-describedby=\"caption-attachment-4429\" decoding=\"async\" loading=\"lazy\" src=\"http:\/\/flashofsteel.com\/wp-content\/uploads\/2015\/01\/Screenshot1-e1421288208100.jpg\" alt=\"Rocks and Trees and Water\" class=\"size-full wp-image-4429\" width=\"520\" height=\"286\"><\/a><p id=\"caption-attachment-4429\" class=\"wp-caption-text\">Banished: Your Corner of Paradise<\/p><\/div>\n<p><a href=\"https:\/\/www.idlethumbs.net\/3ma\/episodes\/odds-and-ends\" target=\"_blank\" rel=\"noopener noreferrer\">As I mentioned on the podcast<\/a>, <em>1849<\/em> is a charming tablet game that is very easily solved once you find gold or silver on your land since there is literally no end to the wealth &#8211; fail states are a thing of the past. (Without gold or silver, things are a little trickier, but ultimately anything you mine is X &#8211; iron is turned to pickaxes which can be sold for a very high price). I like it very much, but, like <em>Banished<\/em>, there is no end game or advancement more interesting than keeping all the supply chain balls in the air. And, since it doesn&#8217;t take too long to get there and the visuals aren&#8217;t as striking as an Impressions city builder or anything Maxis has ever done, the purity of the math is sort of in your face.<\/p>\n<p>Lack of clarity about what the endgame will look like is a reason I am a little bit cooler on <em>Clockwork Empires<\/em> (at this stage). Though your first steps are obvious (carpenter, then kitchen, then cloth), the range of chaotic influences like fish-men, bandits and the random map generator that gives you all the stone in the world but two clumps of iron mean that you will eke out a subsistence living for a while with no real clue as to how long it will take for the good stuff to show up. But I haven&#8217;t solved for X there yet, and since the game is still in development, I may not for some time.<\/p>\n<p>We usually don&#8217;t think of city-builders as having end-games, probably because they are often sold as sandboxes that promise that you can build great things and see how these great things work; they&#8217;re digital Lego but the new Lego stuff with every piece having a specific place in the system (if you want traditional Lego, <em>Minecraft<\/em> is over there.) And I say this with the obvious caveat that my employer is <a href=\"https:\/\/www.paradoxplaza.com\/cities-skylines\" target=\"_blank\" rel=\"noopener noreferrer\">publishing a new city-builder<\/a> that I have barely had time to dabble with.<\/p>\n<p>But for me, the build-up to greatness implies that the ending visual representation of a formula live up to the theme and the promises of the early game. <em>Banished<\/em> (which I still have a great deal of respect for!) ends with everyone living a comfortable life in a hamlet, so the scrapping for survival in the early game was the end in itself; living is its own reward. Very philosophical, but I fear it is an accidental insight and the truth is that the game just&#8230;stops.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s been a long time since I&#8217;ve published a design meditation. Let&#8217;s see if this brain still works after a year of not blogging. I like city-builders. I will play a wider range of incomplete and ill-thought city-builders than I will of almost any other strategy genre, and we all know how full of ill-thought [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":4429,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}},"_links_to":"","_links_to_target":""},"categories":[33],"tags":[],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/flashofsteel.com\/wp-content\/uploads\/2015\/01\/Screenshot1-e1421288208100.jpg","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p5GFeQ-19g","_links":{"self":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts\/4418"}],"collection":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/comments?post=4418"}],"version-history":[{"count":11,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts\/4418\/revisions"}],"predecessor-version":[{"id":4893,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts\/4418\/revisions\/4893"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/media\/4429"}],"wp:attachment":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/media?parent=4418"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/categories?post=4418"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/tags?post=4418"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}