Alpha II and Beyond

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Alright, let’s talk about what this milestone means for the game itself!


Seasons & Map Generation

This was actually a bit of a detour from the original plan, but I had long known serious work was needed here, and the map is so crucial to everything else that I decided to bite the bullet.

The old system for creating and managing the seasons was extremely primitive – and it showed. Climate zones were assigned in thick bands based on latitude, with small modifications made near mountains. Randomness was leaned on heavily in an attempt to add some fuzziness. In the end, rather than getting large cold fronts advancing from the north you were instead treated to obvious and unrealistic stripes, with the occasional snow tile peppered here and there.

Climate and terrain is closely linked, so when I decided to redo the former I felt it best to step back and add map generation to the task. What we want are believable maps that contain regions with strong character, but the old logic could do little more than produce an even mix of terrain across the entire map. I decided to basically burn everything to the ground and start over.


TGDRT #64: Conflict

TGDRT Episode #64 is live!

Jon and Dirk are joined by Soren Johnson once again, this time to discuss conflict in games. Topics covered include: What is a conflict? Why is its representation in games nearly always violent? What other types of conflict are there, and how can designers best utilize them?

Most games prominently feature conflict of some sort so this topic was probably long overdue. As such, we covered a lot of ground from different types of conflicts (military, economic, diplomatic, political) to how conflict plays out during a game (symmetric, asymmetric, lopsided).

I’ve long wanted to see a good game about political conflict, but the sheer immensity of this task is hard to overstate. Humans are naturally very attuned to the traits and mannerisms of other humans. Most of us are familiar with the disconcerting ‘uncanny valley’ resulting from a close-but-not-perfect visual representation of a human, but less obvious is the existence of an uncanny valley for behavior as well.

Over the past few years I’ve become more and more sure that it’s impossible for a game AI to come anywhere close to passing the Turing test. The task is simply too demanding, as even the tiniest flaw will be noticed and judged mercilessly. On top of that knowing ahead of time that your opponent isn’t a human might make the task actually impossible. We’re wired to regard human behavioral quirks as ‘personality’, but computers are not afforded that luxury – for them it’s simply random or flawed logic. Nearly all of us understand computational mathematics at a basic level, but human thoughts are inscrutable and forever unknowable. At least, that’s what most of us believe, and that’s all that really matters to pragmatic game designers.

Is it possible to make a game that roughly matches what we think of as politics or diplomacy? Sure, but it’s not the same. Representations of war in a game can truly feel like fighting a war. Armies take casualties, terrain is captured and lost, a daring flanking maneuver can turn the tide of battle. The same is true of economic simulations, where amassing a massive pile of eMoney feels very much like having a big wad of real-world cash in your real-world pocket.

But when it comes to representing human interaction we have no choice but to veer into the truly abstract. I’d say that King of Dragon Pass and Crusader Kings II are the titles which have come closest, but they work because they construct a fairly rigid framework of decisions around the human player rather than trying to make their AI characters seem truly alive.

I have no doubt we’ll see impressive breakthroughs in academic AI in the coming years, but I do doubt those achievements will ever trickle very far down into gaming.  It’s not a matter of feasibility, but economics. AI programming is quite difficult and the vast majority of players are just as happy with a mediocre AI as they would be with a nearly-sentient one. I’ll still be holding out hope though, as success here will mean nothing less than a revolution in game design.

– Jon

December 2013 AtG Update: Economics

Hey all, it’s been a couple months so I figured it was time again to let you know where we’re at with AtG.

Alpha testing started up in October and has already paid huge dividends. We have of course found many bugs and made innumerable small improvements, but the biggest benefit has been highlighting the important, high-level questions marks we still need to address.

The biggest hole we’ve identified relates to structure and goals. Most of the planned big gameplay features are in, but what does it all add up to while you’re playing? Sure, you can explore the map, survey and harvest resources, migrate from one place to another – but why? What the heck are we trying to do here anyways?


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


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.