AtG Economics Brainstorming

 

Late last year I brainstormed in detail how the economics system for At the Gates ought to work. It would have been easy enough to just say, “Okay, there’s metal and wood and population and this unit costs 50 and that building is 75… BAM! Done.”

But a starting point like that is not what you want when building a complex strategy title. Even those decisions which seem unimportant can trigger a chain reaction that dramatically alters your game. Identifying exactly how every piece is supposed to fit together is crucial.

Is a unit intended to be powerful, but expensive? What implications does that have? In what way is wood different from metal, and what strategies can players build (or not) around each? What are the broad goals for pacing and feel?

After switching the economic focus from a social classes to depleting resources, I already knew the rough form the economic system would take. But these were the sorts of in-depth questions I still needed answers for. What follows is the brainstorming I used to find them.

- Jon

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AtG AI Mini Update

Woohoooo, the first post-Kickstarter AtG update! This is going to be a fairly short one, but I wanted to let you guys know what I’ve been up to, lest you worry that I’ve run off to a Caribbean island or something. My intention is to post one major update every month, with smaller unplanned ones in-between going up here and over on our forums.

So for the past couple weeks I’ve been heavily focused on designing the basic structure of the AI. As I’ve noted in previous articles, the basic goals are effective behavior and minimal mistakes, achieved with simple, targeted systems.

I’ve been creating several “scenario sandboxes” in the AI brainstorming docs to establish what an AI response should be to various situations, along with the process for how decisions are made. [Shameless Plug] If you’d like access to these and other documents, you can use PayPal on our website to get up to the $125 tier! [/Shameless Plug]

Right now my brainstorming has led me to an AI design with four main systems:

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The Road Ahead

Landscape - With Logo - 600

Well, we’ve finally reached the end of this amazing journey everyone! Honestly, knowing this is the end is a bittersweet feeling. I’m sad that such an amazing experience will soon be over, but I’m also incredibly excited to get back to full-time development on the game.

I’m truly humbled by your incredibly generous support. Had we just barely cleared our goal it would have been sufficient to finish the game as we’d originally outlined, but now at 250% of our target we’ve added many more great features to our plate, from extensive modding to new platforms to extra leaders.

But let’s keep things in perspective. This is an important moment for AtG, but in reality it’s just one important landmark on a long journey, and we’re not even at the halfway point yet. So where are we now? And who’s driving this bus anyways?

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Social Classes – AtG’s Design Dead End

Today I’ll be sharing the story behind social classes, among AtG’s most important features – and also one that no longer exists.

Part of game design is walking down several dead ends. Although we’re still very early in the development of AtG, I already found myself staring at one such dark corner several months ago. In this article I’ll be describing the biggest mistake I made with AtG, and the killer feature it ended up transforming into.

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Replacing Rome

Temple_of_Jupiter

A few people have asked me why At the Gates doesn’t actually have “Rome” somewhere in the title. Wouldn’t that help inform people of what the game is about? I can see where this question comes from. However, its exclusion is very much not accidental.

The Empire may have defined this era – but their time is over. They still have an important job, but are ultimately a tool to achieve an end. Let’s dig into what that means in terms of gameplay.

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Growing a Game Company

We’re down to the last few days everyone! I’ll be posting an update every day this week as a thank you for your amazing support.

 

 

If you haven’t done so already, I ask that you check out the At the Gates Kickstarter page. Our goal is to innovate and take strategy gaming to the next level, but this campaign will be our sole source of funding for development. And hint, hint: the more successful ATG is the more articles you’ll have to read in the future!

To those of you who have already contributed and helped us reach our funding goal, I offer my most sincere thanks!

Many people have thought about starting their own company. Pretty much every 2am infomercial tells you to do it (all you need is their book!). But what does this actually involve? Today I’ll be shedding some light on how I built my own little indie studio.

I should note ahead of time that a few months ago the tally of companies I’ve founded was a big fat zero. So if you happen to be a legal/financial/something else expert, I apologize in advance if something I say that makes you cringe.

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The Pen is Mightier Than the Axe

We’re entering the final stretch everyone! In just over 5 days the campaign will be ending, so please help spread the word and let’s see if we can get those last couple stretch goals! As a “thank you” we have a full slate of articles planned for next week, with a new one being posted every day!

 


If you haven’t done so already, I ask that you check out the At the Gates Kickstarter page. Our goal is to innovate and take strategy gaming to the next level, but this campaign will be our sole source of funding for development. And hint, hint: the more successful ATG is the more articles you’ll have to read in the future!

To those of you who have already contributed and helped us reach our funding goal, I offer my most sincere thanks!

In our last update we talked about how AtG’s combat system works. But the favored seat warfare holds is somewhat misleading, as the game’s most important feature is none other than its foil: diplomacy. No matter how clever a tactician you are, if you’re outgunned 4-to-1 you’re simply not going to win. Well, unless you’re Napoleon, and even then you’re still just living on borrowed time!

Diplomacy has long been a sore spot for 4X games. AI leaders have been boring and crazy. They’ve ganged up on humans because they’re winning or simply because they’re human. Occasionally they can be reasoned with. But they’re never to be relied on. So what’s the problem, anyways? Why hasn’t this been figured out yet?

The issue is that with diplomacy the designer is trying to accomplish opposing goals: acting like a believable human while still playing the game competently. This schizophrenia, coupled with a lack of focus has long plagued our beloved genre’s least-successful feature.

So is there an answer? I’m confident there is, and that AtG will prove it.

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To Battle!


If you haven’t done so already, I ask that you check out the At the Gates Kickstarter page. Our goal is to innovate and take strategy gaming to the next level, but this campaign will be our sole source of funding for development. And hint, hint: the more successful ATG is the more articles you’ll have to read in the future!

To those of you who have already contributed and helped us reach our funding goal, I offer my most sincere thanks!

While At the Gates is an empire builder at heart, there’s no denying that late antiquity was a time when you were far more likely to die by the sword than resting peacefully in your bed. Appropriately, combat has a large role to play, and getting it right has been a major design focus for me.

The analogy I like to use to describe warfare in AtG is a well-developed game of chess, where each side is waiting for the other to provide an opening, and once this occurs the match is resolved fairly quickly.

So how is this accomplished in our game? Supply.

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Design Doc Preview: Game Pacing

First, a quick note. As part of the “Alive and Kicking” event I’ll be talking about At the Gates this coming Sunday, February 24th at 12pm EST. It should be a lot of fun, so stop on by if you’re free! Now then, back to our regularly-scheduled update!

 

If you haven’t done so already, I ask that you check out the At the Gates Kickstarter page. Our goal is to innovate and take strategy gaming to the next level, but this campaign will be our sole source of funding for development. And hint, hint: the more successful ATG is the more articles you’ll have to read in the future!

To those of you who have already contributed and helped us reach our funding goal, I offer my most sincere thanks!

A few folks have asked me about what my design docs look like, some out of curiosity and others because they’ve either considered contributing to the $125 tier or have already done so. I figured it would be both helpful and interesting to post a section of one of my brainstorming docs, and give you all a taste of how I develop ideas.

The document from which this excerpt is taken is dedicated to gameplay pacing and progression. As I always like to say, everything is liable to change, so don’t regard anything I say in this article to be set in stone. Hell, I’m sure some of it is already way out-of-date, even though I last updated it in late November!

This doc was extremely helpful though, as it helped crystallize some of my ideas for how the mid and late-game of ATG should play out. It also helped inspire the exchanging gifts “minigame” that occurs when you first meet another leader.

This article is a bit “tighter” than a lot of my brainstorming, since I’m outlining how I want things to work and stepping back to see if there might be opportunities or flaws I’d been missing with earlier brainstorming.

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The Enemy in the Mirror

If you haven’t done so already, I ask that you check out the At the Gates Kickstarter page. Our goal is to innovate and take strategy gaming to the next level, but this campaign will be our sole source of funding for development. And hint, hint: the more successful ATG is the more articles you’ll have to read in the future!

To those of you who have already contributed and helped us reach our funding goal, I offer my most sincere thanks!

One of the reasons we play games is that they allow us to achieve great things which, quite honestly, we’re probably not capable of in real life. While designing ATG I toyed with several ideas for how to provide that sense of accomplishment and progress. What I settled on is the “Romanization” system.

Romanization is actually a fairly recent addition to the game. For a while there was no progression mechanic at all, but I realized we needed more structure and rewards. One of my original ideas was to have two systems. The first was technology as traditionally represented in 4X games. The other was a system that incentivized working with the Romans, as typically there are plenty of reasons to fight your neighbors, but basically zero which suggest cooperating with them.

I eventually came to the conclusion that combining these two was the right way to go. Barbarians doing research doesn’t really make sense, and why add a second system that has essentially the same function? At first I was hesitant to merge the two (even for designers your natural inclination is more is better and different is bad), but after stepping back and performing a cold, objective analysis it became obvious this was the best approach.

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