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SportsDino
02-24-2009, 09:03 PM
I want to get into indie game development as a hobby, as much to understand the product/business development process as to satisfy my own boyhood dreams of creating games.

So I'm at a bit of a crossroads and would like some outside opinions.

What would you personally be more likely to download as a free demo and seriously consider buying if it played very well?

- An RPG

vs

- A Strategy Game (Military-Economics based)

Given that both will have low-level graphics at best(likely top down 2D tile-sprite graphics), and will not be coming out of a giant studio. Also the major emphasis of development will be on artificial intelligence, so color your opinion slightly with the genre you think a good AI has more room to grow.

More detailed proposal for each...

RPG:
Single player game, with potential multiplayer coop.

Large world in constant flux, instead of fixed locations and dungeons the majority of content is procedurally generated using a new sim engine. Villages grow to towns, towns to castles, and the game is designed to play over generations of characters instead of the typical avatar adventuring in a world of set design.

Deep character creation using a model somewhat similar to Elder Scrolls in that most development is through using the skills (the practice makes perfect style of leveling).

Setting is standard fantasy fare, medieval period with your dragons, orcs, magic and what not. Can play from multiple character races, the 'generation' aspect of the game allows cross-breeding and base stats are based off an underlying genetics system (i.e. you cross a human and a orc you get some sort of half orc with physical features and stats dependent on genetic combinations of paired chromosomes).

The major artificial intelligence project is to make a living world, so agents will form communities, make war against each other, interact with the player as just another character and as much as possible the agents will proceed as if played by role-playing actors. So knights will try to slay dragons and rescue damsels, dark wizards will try to take over the world, and peasants may become kings. This agent system, besides actively controlling the characters, is also responsible for most of the world's growth... towns or nations form because agents are seeking to expand their wealth/families and migrate to new areas, build shops, build cities, and try to implement various strategies.

Gameplay is from the perspective of an avatar, and progresses in the standard first person style (you explore the world, you acquire stuff, you have adventures or settle down and acquire property). You can start the game at various stages of the world's development, and may play for the span on one character's life, or choose to continue playing as a descendant of your character upon his death (you can choose either a direct living descendant or fast sim a few generations into the future). The game is mostly sandbox, with a set amount of material to be released into the game world over a period of generations... there is no fixed time limit on that spread though, so the entire content of the game could play out in ten generations, or if progress is pretty slow in that instance of the game world could strech on for a couple dozen. Inevitably though the amount of new stuff that can be discovered will run out.

There is no fixed end game, however scripted agents will be injected into the game to help spur events in the game world (such as a character designed for pure evil, or an assassin to send an empire into disarray). An ongoing campaign mode might be added to the game through these scripted agents/events to provide optional game worlds with a backbone plot (although the material may change randomly around that skeleton of history). The 'difficulty' options of the game are to change natural resource distribution, quantity of aggressive monsters in the game, average aggression level of agents, and multiplier rates for the rate that skills advance or discoveries occur. These affect player characters and agents both, and will be arranged in a rough order of which options make the game world easier to live in, and which make it harder.


Strategy:
Single or multiplayer competitive.

Gameplay is from the perspective of various leadership ranks in a military hierarchy from leading a small band to commanding an empire. Depending on the selected game mode, you are pitted against multiple opponents and may win the game by achieving various victory conditions similiar to Civilization. You have deep command over military matters, and some limited economic options, but unlike most strategy games the focus is moved as far away from production management as possible. You can influence the distribution of resources, but the emphasis is on how you make use of the units and equipment and less on how efficiently you can setup your war factories.

Designed and randomly generated maps. Medieval era setting in a non-fantasy world. Modes range from single set battles to a campaign scenario (these can be narrowly focused, or free for alls). The timeframe is not set for typical empire-building, the scenarios last a specific amount of time in the range of weeks to a couple years. Some continuous campaigns have sequential scenarios where the results of your last mission carry over to have some influence on the next mission.

The game worlds are established at the start of the scenario, there are towns/villages/castles and what not, as well as various natural features, interconnecting roads, and so on. For the extent of the game the world is alive, civilians attempt to live out their simplified patterns (go to work, go home cycle)... if the various economic units under your region are not interfered with they will operate at maximum efficiency. However, if your city is besieged and being slammed by catapults, you will see production suffer or grind to a halt. The timeframe is such that you cannot really direct new construction, although you can stress production of various equipment over others, retool existing workshops (with time) or construct defences/repair damage.

The only characters of interest in the game are players and officers. Civilian management is simplified to a simple tax/request mechanism and prediction tools to indicate when or whether those requests can be fulfilled. So instead of creating a swordsmith and manually recruiting x soldiers, you set up a request for x soldiers to be recruited with y equipment at z location, and they are gathered automatically by the economy and drift into place as they become available. The army and equipment gathering therefore does not really add to the manual workflow of the game all that much, and quick use of preferences or even simple scripts will let you avoid spending too much time on building your forces.

The major aspect of the gameplay is commanding battles, which technically the scenario is one large constant battle that just happens to occur in a world that is perfectly fine operating in peace time. You have unit level control through the issuing of orders, but you do not manually place troops. Instead you specify points on the map to form up and formations to use. If you have officers available you can assign units more complex orders and scripts, also the officer will use his own skills to predict the best strategy in any situation unless you have a countermanding order. Units without officer influence are only capable of rougher orders and are less imaginative to changing situations (i.e. you need to babysit them more).

In low level command scenarios (you command a small force) there is usually some combat based objective. In higher level scenarios you do not have to fight in all of them and will have diplomacy options available, however the emphasis is not on empire building, if you want peaceful victory it is through maintaining the defense of your territory and allowing the civilian economy to flourish (mostly out of your control, although you could tax it into oblivion with military demands). The entire 'world' is the battle map, and it can encompass the territory of a small country, so you may have simultaneous battlefronts at any point in time as well as lulls and stalemates. In larger maps supply lines and protecting civilian assets are the crucial factor in logistics, not 'building so and so in x quantity'. Strategies such as ambushes, destroying production facilities, blockades, sieges and so on have a much greater emphasis than in other games where the ability to win a stand up fight determines victory.

The artificial intelligence project will be invested in making computer opponents (and underling officers) that are capable of interesting and adaptive strategies to make the combat aspect of the game interesting. Also the automated economy and supply mechanisms will be driven by an AI as well (for instance, if you raid a village and start burning it the villagers will flee and may either take up jobs in other cities, become beggars and drain other cities, they may join you, or you may slaughter them all just to be safe... but some reactions will be made for each little simling to keep that underlying game economy world chugging in amusing fashion).

Successful AI would be one that manages to catch you off guard once in a while, for instance feinting as if to attack your Maginot line style fortifications and then sneaking a small force around the end to cut all your supply lines and force you to spend resources defending the open territory. Also I'd like the AI to respond realistically, some crazy generals will rather commit suicide than deal, but many will save their troops (and themselves) by surrendering when it makes sense to. Or using diplomacy to hold off war so they can keep their country alive, or deal with another threat.




Okay, so thats a lot of blabbing, curious for what the folks would vote as the game they would be most curious to see. Feel free to elaborate or ask questions, and of course this project is probably a year or two out there before it will see the light of day.

DaddyTorgo
02-24-2009, 09:04 PM
i think you'd have an easier time doing an RPG - it'd be easier to set in a fantasy setting versus a strategy game where people might be demanding of real-world

Izulde
02-24-2009, 09:16 PM
The RPG sounds much more interesting, especially the generational aspect.

DaddyTorgo
02-24-2009, 09:21 PM
and there's that too... :-D

Big Fo
02-26-2009, 01:00 AM
I enjoy both genres. Your ideas for a strategy game sound pretty cool. Your ideas for an RPG sound awesome, especially the parts about NPCs forming towns, banding together, etc.

I didn't see it mentioned, but are you thinking more action-style combat, old-school turn based, some kind of ATB system, or something else?

Neon_Chaos
02-26-2009, 01:12 AM
The RPG part sounds familiarly like what the author of Dwarf Fortress is trying to do.

Bay 12 Games: Dwarf Fortress (www.bay12games.com/dwarves)

gi
02-26-2009, 07:34 AM
Storybased RPG with multiplayer co-op. System Shock 2 would be a good example of what I'd look for, though having a 3D environment isn't a requirement. Something that captivates me. Since graphics are can't be the selling point, the story should. Playing it with my wife would make the game a 'must' purchase for me. I will say the fantasy theme is getting a little old and for seperation on the market place, some other setting should be considered. Cyber-punk, Modern, or wild west (ala Deadlands) haven't been tapped as much. If you have access to good writing skills (yourself or someone else) horror themed could be appoarched. Imagination over fancy graphics could make it work.

Honolulu Blue
02-26-2009, 11:43 AM
Both sound good, but I have a weakness for business strategy games, so I'd choose that one.

Travis
02-26-2009, 11:49 AM
I'd vote RPG, but both sound pretty sweet.

gi
02-26-2009, 11:56 AM
Looking at it again, business strategy would be nice to see.

SportsDino
02-26-2009, 04:14 PM
Combat: For the RPG it would be an ATB system, you can adjust the scale from pause at every decision, to various increments up to real time. It is not live action, all combat and orders are executed according to skills/stats, so unlike say Fallout 3 your shooter skills would have no impact. This is the same even if i go to a 3D interface (you basically point and click targets, but do not actually swing the sword, perform blocks, etc....).

Dwarf Fortress sounds awesome, but the diversity between the two games is such that I would not consider them similar enough to be a problem.

I'm a big fan of internet based coop, I wouldn't call it 'multiplayer competitive' even if I allow up to say 32 players because I am not going to change the engine to balance it for competitive play. That actually involves a lot of gameplay design choices and might hurt the particular brand of awesomeness I would like to deliver (although I would love a multiplayer oriented design as a future project).

My intention is to build a low art-required 2D version, and either polish that up into a low cost game (think internet distribution with a try and buy model), or take the gameplay engine and move it into a 3D graphics system for a retail edition with a highly playable demo and the full game available as a box you can order off of Amazon or some other online store. The gameplay I want to build does not really depend on 3D, and really so many companies can do graphics these days that I would be spending a lot of effort on work that others would obviously do better. Deferring the jump to 3D is in the plan and may allow me to jumpstart the momentum I would need to get a full graphics game into development (i.e. assembling an art team and working with some third party engine).

Fantasy setting is to avoid limiting my market too much up front. With a non-traditional setting I have to worry about turning off people that just are not interested in cyberpunk, wild-west, or others. Also I'm banking on people finding the gameplay initially familiar, so they just go out and explore the world/engine and find it awesome, and then digging into the gameplay to see how rich it gets. Whereas, in something less familiar they may be put off from learning how a wild west universe should play for instance, and not give me the initial time investment to snag their interest. So, since I'm already in a niche market anyway, I'd like to avoid further subdividing that while I am still some generic nobody from bumtown.

I'm a big fan of RPG story, I'm not sure if the technology will support my full ambition, so I could very well lean in two directions:
1.) A flexible story-telling model that relies on injecting characters and situations into the game world which generate story from their interactions with the player and world. However, this has a large probabilistic component and may just need more tech than I can develop in one game. The failure chance ranges from complete explosion of the technology, to very sub-par quality story at a very high investment of work.
2.) Traditional 'main quest' and 'sub quest' design, like you see in Oblivion or Fallout 3 for instance, where I rely on the highly dynamic world engine to provide a lot of color, but the locations/characters/events are to some degree fixed, either a standard world map with scripted triggers or a completely variable game map with procedures to generate the fixed instances necessary for the plot. So the standard world map is your average massive RPG of the day like Elder Scrolls, the variable map means that yes their will be a great evil tower of doom, but it might appear in completely different locations in the world and take completely different forms, since everything is generated at game start.

The most likely plot method I'll choose is 2-b, as I described earlier I'm considering having a pure sand-box with injected characters (so method 1-lite) and then another mode with optional 'campaigns' that follow the 2-b pattern (a collection of pre-generated game-worlds with a collection of fixed plots hand-built into each). Obviously I'm really banking on selling this idea of very interesting 'randomly' generated worlds, even if I have to cheat a little bit to get a cool RPG style storyline into the game. I do love to write, so I think I could pull off some good fantasy storylines (and assemble others who would be good at that).

For many a year this engine was being coded as 'Universe Tycoon', think Railroad Tycoon with spaceships, aliens, and some light political/military interaction (some versions were economics oriented empire sims, others were pure trading games in the tycoon mold). I love business strategy, and the engine is a natural fit, but I'm trying to tackle some problems in AI that the gaming community seems to think are unsolvable, or have not tapped (namely better AI agents across the board). My concern with going ahead with a business strategy is that people will liken the engine too much to 'just a really good tycoon game' and think I'm doing the same old stuff those other great sims have done, when really underneath its doing a whole lot more.

If I were to do business strategy, I would salvage my lite-3D engine (because I already have collections of 3d spaceships I made) and probably finish off Universe Tycoon (and obviously rename it something awesomer, that is just a project title). Would people be impressed though with a very very well done Railroad Tycoon though with slightly cartoon sci-fi graphics paint, because that is the inevitable comparison? Well obviously I have a few bells and whistles and more gameplay, but I'm concerned it won't be different enough from what is out there to draw a crowd.