Solar Settlers Patch 1.05 “The Void” is Here! (20% Off!)

Grab it here: http://store.steampowered.com/app/655480/Solar_Settlers/

-Added new race: The Void
The unfeeling Void are a race of hyperintelligent computers. They excel at destruction.

-Added new Race: The Void
-Added new card: Matter Collector
-Added new card: Schematic Database
-Added new card: Sensitive Server Farm

And much more!

Full Patch Notes here:
http://steamcommunity.com/app/655480/discussions/0/1488866813759965927/

To celebrate, Solar Settlers is 20% off all week :). Thanks for your continued support!

Commandment #9: Systems Over Content

This post is part of a series of articles detailing the BrainGoodGames Design Commandments. You can see the full list here.

I adore Super Mario World. It’s one of my favorite games ever. However, there is a point in the game that is very bittersweet!

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Ah, the credit sequence! Triumph plus the end of the fun.

For much of human history, games never were considered to have endings. They didn’t have content you could consume. They didn’t follow the pattern of other linear media like books, movies, etc. Even in the early scratchings of arcade games, single players relied on scaling mathematical systems to provide longer arcs for players to continue engaging in their games. But somewhere along the line (perhaps MOST notably with the advent of Super Mario Bros) the foundations were laid for a linear, content-driven type of game with distinct authored content that is by its nature finite.

This isn’t to say that authored content isn’t a valid way to create games, or satisfying to play or anything of the sort, but gimmicky Mario Maker stages aside, I have no way to play more Super Mario World, even though I’d like to! I’ve developed a fair amount of skill and comfort in this game system, and enjoy interacting with it, and I think it’s a shame that it has to end in an arbitrary way! Enter roguelikes and procedurally driven single player “content” with no limit! To compare and contrast:

Content Games:
-Have tightly designed game experiences with fewer “rough edges”
-Players can directly relate their game experiences to each other
-Are much better at delivering narratives
-Are effectively “puzzles” that have one or more correct solutions, and are therefore susceptible to “guides” or “brute-force” solutions.

Procedural Games:
-Are susceptible to problems with generations the designer did not foresee (overly high difficulty variance, tutorialization problems, etc)
-Are able to theoretically be played and returned to indefinitely
-Because each board setup is different, you cannot look up definitive guides or employ “brute-force” solutions.

These last two points are especially important to me. These characteristics are the de-facto standard in multiplayer match-based game designs, but are very rarely employed in a single-player context, and I think that’s a shame. I like to return to games over the course of time, like taking a favorite old board game off the shelf, without having to re-trod over solved game situations that present little new value to me. I like to develop rules of thumb, generalized skill and make inferences about the game system, not look up a guide or brute force a solution to a give problem set. These characteristics are far too rare in single-player games, and I am committed to looking for new ways to create them.

Commandment #2: Match-Based Play (Win/Loss)

This post is part of a series of articles detailing the BrainGoodGames Design Commandments. You can see the full list here.

Historically, single-player strategy games have primarily been focused around a campaign-based structure (see StarCraft, WarCraft, Age of Empires, etc). While it is possible to play these games single player against “bots”, there is very little or no variation in the starting conditions, so a strategy that you devise that works once will continue to work (not to mention that AI bots are typically not that fun to play against anyway, which is an article for another time).

The problems with this in my mind in terms of designing a strategy game are twofold. For one thing, as soon as the player has devised a solution that works every time (i.e after one match in the above examples, or after beating a mission once), the game has become a solved puzzle, which decreases the value of interacting with it considerably. Secondly, the sense of STAKES are greatly reduced in any given play session, because play can simply becomes a matter of trying solutions to the problem until one works.

Contrastingly, if a game takes its cues from multiplayer game designs (i.e sports, MOBAs, FPS games, fighting games, card games, etc) it can find answers to both of these problems. In these games, a play session is comprised of one or more matches in which some agent (usually the other team) makes moves or plays that a player must react to. Then, based on some combination of their execution and strategy as measured against their opponent, they are given clear, distinct feedback about how good that approach was (a win or a loss). This allows players to create and refine generalized inferences about the game system rather than specific solutions to static starting parameters.

Equally as important, a clear win/loss state provides players with a sense of accomplishment. If a game simply provides a “high score” system with which to judge your approach to the game, it does give feedback about the effectiveness of your approach, but each score always comes with the nagging sensation that it “could have been better”. A win tells the player “that was good enough!” rather than simply “that was X good”. Also of importance are strategies specifically tailored to have maximum payoff right at the end of the game, which is a facet of strategic thinking that many well-designed strategy games encourage.