Sim State

I’ve been meaning to write this post for a while. This idea really started when I watched Day[9] play the new Sim City, and then picked up Sim City 4 again. I wanted to create a game which brought the ideas of micromanaging infrastructure and government into a larger scale. The player would be able to control education, government type, military, trade, etc. Eventually it grew into a sort of “third-world country simulator”, since that seemed like the most interesting route to people I pitched the general concept to.

The basic premise is that you are the leader of a small country, recently put in power by a violent revolution. This country is located in a faux South or Central America, but there is also the possibility for having multiple templates: African, Southeast Asian, etc. The player can only really see the small land area he controls, plus some of the bordering sovereignties. There is no global map (and this isn’t a game about conquest), but there are references to current global institutions (or fictitious characterizations thereof) like the UN and US, or WHO, etc.

Winning the game means pulling your country out of poverty and onto the world stage. This requires many parts, including building infrastructure, establishing governmental rule, and appeasing the international community. However, the win condition is gaining control over every province in your nation. Control just means being the dominant power faction. Routes to control include stamping out resistance (militarily) and appeasing interest groups. Thus a large part of the game is balancing political control; keep the military leaders on your side, stop workers from striking, and stay elected. The last one may mean establishing a dictatorship, rigging elections, or spending a lot of resources maintaining public image.

At the start of the game, your country is poor and unequipped. There are two forms of currency: money, and international repute. International repute can be spent on relief or treaties; perhaps getting a foreign oil company to leave your country. On the other hand, if you drive out the oil company by force, some factions in your own country may approve, while the international community may impose sanctions. Similarly, if their are pirate along the coast, you could demand tribute or try to exterminate them at a potentially great cost. If the world catches wind that you are allowing pirates to operate, however, you will lose repute.

The other form of currency is money. A little macro-economics comes into play here, since you have to manage your currency (printing money), and real “world dollars”. Rapid inflation can be bad for your industries, but it attracts tourists (but only to good parts – nobody is going to visit the region controlled by drug cartels). Real dollars come from exports, mainly. One way to get a boost in the beginning of the game is to exploit your natural resources: cut down rain forests, strip mine mountains, etc. However, you have to establish a more mature manufacturing industry at some point, otherwise you will exhaust your resources and fall back down into poverty.

In terms of infrastructure the player has to build, the main forms are education and industry. Industry includes transportation networks and resource collection, as well as processing. Industry also means municipal improvements, since nice cities attract high-tech corporations and commercial companies. Another route to improving the quality of your workforce, reducing crime, and eliminating overpopulation is education. Building schools takes a lot of resources for little immediate payoff, but it will start to improve your country greatly. It is also a great way for dictators to indoctrinate the population.

Late-game opportunities may include hosting Olympic Games or researching nuclear technology.

As you can see, there is a lot of room for expansions; this is more of a framework for a game, rather than a fleshed out game idea. I know there are games like this, such as Tropico. I think this would be more political and deep than Tropico, but obviously I would aim to offer a different experience overall were I to build this.

PlanetSide 2: First Impressions

I made a post a while ago about an MMOFPS/RTS. Turns out, this dream has come true, and it is PlanetSide 2 (it’s free-to-play. go download it right now!)

In the first two hours of play, I was zipping around in a dropship with a squad, capping points like crazy. I was rolling across vast plains in a tank convoy, or running along the ground with dozens of others as aircraft zipped overhead. I infiltrated an enemy compound and disabled a generator. I defended one of our larger complexes from a full-on siege. This game is amazing.

Actually a pretty typical thing to see.

It’s a little hard to get into, as you are just dropped into the action. You have to figure out what the vehicles do, the difference between classes, how the maps are laid out, what you are doing, etc. Basically, you have to figure out how the game works. But after you join an outfit (which are basically clans), the fun blossoms. You run and fight along side your teammates in giant, mile-wide maps. The 24/7 combat goes back and forth across a ravaged landscape. As you cower behind a rock and take potshots at the other factions, aircraft scream over head, blowing each other up. More than once I’ve had a smoking aircraft crash and break apart into a fireball meters from me.

The basic objective is to capture facilities, which are fairly far apart from each other. At the top-most level, the game is a back-and-forth struggle across a territory. The territory is broken in hex-shaped regions, which are linked to the nearest facility. Your platoon (under which there are squads) chooses where to focus their efforts, and then a blitzkrieg spearheads into fortified enemy territory and tears a hole in their defensive line. Overall, the best strategy is to keep a strong front line; if a facility gets isolated in otherwise enemy territory, it is usually much harder to defend.

Each facility has one or more capture points. In order to gain control of a facility, you need to hold all the capture points for a certain amount of time. One in control, facilities can have weapon-change stations, ground vehicle factories, or aircraft factories, depending on the size of the facility (larger facilities have more capture points). You get resources for kills (or assists) and captures. Resources allow you to buy equipment or vehicles. Different facilities give different resource bonuses to the owners.

The actual combat is OK. You can choose between a few classes: sniper, light assault (who gets a jetpack), medic (who can heal and revive people), engineer (who can build stuff) , and heavy assault (who gets a rocket launcher). At a equipment station, you can upgrade to mech-form, for a cost. Death bears little penalty, with only a short respawn and no deductions otherwise. In addition, medics can bring you back to life (for no cost). Each of the three factions gets different bonuses for each class, as well as different vehicles. The ground vehicles are a little annoying to control, and have a strange FOV. Aircraft are extremely hard to control, and I still haven’t figured out the best setup for them. But really the best part of the game is moving with a group of players; you feel like an insignificant part of the combat, not the star.

Really, that is the key part of this game. You understand that you are just one cog in the machine, that the battle doesn’t hinge on you. You also start to realize the scope of the battle raging around you. On the overhead map, you can see which territories are contested. You realize that at each one of those spots, there is a battle as massive and intense as the one you are in. Then you realize that there are two other maps on this server. At any point in time, someone is having a last-stand defense, someone is storming a citadel, someone is cruising over head in an aircraft and shelling ground forces, like an AC-130.

The only problem is that the game is fairly intensive graphically, and has some occasional issues with lag. Also, it is widely believed to have some sort of memory leak. But despite the shaky performance and occasionally flaky servers, this game is still a shining gem in today’s game industry.

9/10