The Pen is Mightier Than the Axe
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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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Mind Games
The most important fact to keep in mind when designing diplomacy is that it is simply another mechanical gameplay system. It might be more complex than most, but the rules are no different. And this is why it's very much possible to accomplish those competing objectives we outlined above.
Interesting, difficult decisions are what make or break a strategy game. And players need information to make strategic choices. If you don't know what the situation is or what the consequences of your actions are, what meaning can there be to your actions?
For this reason I chose to take a very mechanical approach with diplomacy. I started with a fairly traditional "relations" system similar to that found in most other 4X games, where you have a single number that determines whether a player likes you or hates you.
The behavior of the AI is very much dictated by this metric, and your primary goal as a player is to find ways to shape it in your favor. "The game" is finding fun, efficient ways of earning friendship, rather than trying to suss out what your opponent is "thinking." There is still randomness and personality also very much comes into play, but all of the important elements are clearly laid out.
If a powerful AI doesn't like you, there's a very good chance it will come and attack you. But if you are friends, there's no circumstances under which this will occur. For investing in a relationship to be worthwhile, it must provide reliable benefits. If not, then why bother with diplomacy at all? Suspense is important, but it must take a backseat to strategy. I acknowledge that this will seem too artificial for some, but the truth is that there's really no adequate alternative that makes the player's role the key ingredient.
It's impossible for a game to appeal to everyone equally. As a designer the best you can do is identify your audience and goals and try to hit that target as best you can. With AtG I decided my objective would be a game where every decision is important and difficult - and this is also approach with diplomacy.
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Personality
In our everyday lives we form very clear opinions of those we regularly interact with. Diplomacy in games is meant to model diplomacy in real life, and a crucial element of that is also modeling the personalities involved. Individuals can be generous, stingy, cautious, treacherous - and players expect AI leaders to be the same.
Another benefit of clear personalities is that they provide information. If you know that Drest of the Picts is completely insane, you also know that steering clear of him is probably a good idea. Or maybe you're in a bad situation, and working with him is a risk you're willing to take.
The two alternatives to strong character personalities are leaders that all behave the same, and leaders who simply act randomly. The former is boring and the latter is inappropriate in a strategy game.
The model I'm currently favoring for AI leader personalities in AtG is to have a collection of traits, such as generous, honorable, treacherous, etc. These traits would be clearly displayed, allowing you to roughly gauge the value of befriending or making enemies with a leader.
This approach is a great example of how I like to design: chunky, discrete and labeled "things" which immediately suggest their purpose. An alternative would be to have a ton of small numbers feeding into the system, but there's no way to clearly represent this to players. Additionally, you as the developer probably don't even have a full understanding of how all of these small pieces factor in.
I know that figuring things out is part of the fun for some players, so I'll also be adding setup options to randomize the traits and make them invisible.
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A Favor, Please?
AtG includes the traditional diplomatic knobs that you'd expect (giving gifts, asking players to declare war, etc.) but our big innovation with diplomacy are the context-based requests. The example I've used frequently is that when another leader is running out of food, he might ask you for some and should you do so you can earn a huge bonus.
In the most basic sense this isn't unlike an AI leader asking you to declare war or convert to his religion in any other 4X game. So what's the big deal?
The difference is one of scope. Nearly every leader will have several requests you can complete for them to improve friendship. In other titles your ability to shape the situation is quite limited. You can declare war when they ask, but that's not going to come up very often. You can switch religions, but you're probably not going to do this terribly often. But thanks to requests, the diplomatic market in AtG is always open for business.
Not just that, but many of the simple relations modifiers have been turned into requests. Instead of mousing over another leader's relations stat and seeing that he's mad at you because you built cities nearby, you'll see a request asking you to move away. Not only is it clear why the AI feels the way it does, but it's also now obvious what you can do to change that.
The goal is to always have the player in the driver's seat. What's going on? Why? How can I change that? The answers to these questions should always be obvious - and empowering.
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God From the Machine
I was excited by the possibilities of the requests system, but I wasn't yet satisfied - I wanted even more knobs. And bigger. And so religion was added to the game.
My original thinking was that religion would be a complex system as in the Civ series or a Paradox game. After all, religion was pretty important in this era, and there's a great deal of interesting gameplay possibilities.
But after ruminating for a spell I came to the conclusion that a complex system wouldn't be a good fit for this game. When you think of this era do you think of missionaries running around converting people? While that certainly did occur, but it wasn't a defining element.
No, the main impact of religion during this time was political. Leaders would shift religions in order to forge alliances. And in the end, this was the thinking behind the model chosen to represent religion. There are no missionaries, conversion timers or anything fancy like that. All there is is a state religion for each leader, and leaders who share one like each other more and leaders who don't naturally dislike each other. And that simplicity is what makes the system so important.
Players have the ability to switch religions at any time, but this is a decision that should not be made lightly. Not only do you receive a relations penalty with every leader who doesn't share your religion, but if you switch away from one the members of that faith are even more upset, as not only are you wrong, but you've publicly turned your back on them.
You nearly always have the ability to completely reshape the diplomatic landscape - but the cost for doing so can be high. Choose wisely!
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First Impressions Last a Lifetime
The last diplomatic feature I added to the game was the "first meeting minigame." It might also be AtG's most unique.
A problem shared by every 4X game I've ever played is that when you make contact there's almost never anything you can do besides declare war. Economies are rarely developed enough to allow for trade, and forming agreements would be premature - how do you know whether it's worth allying with someone before you have idea of what their situation is? They might be a turn away from starting a world war!
So the answer I came to was a new type of exchange - that is not optional. Players are forced to make a decision right then and there, and have to be prepared for the possibility.
Each side that has just made contact has the choice of whether to give a gift or not. The gift is a lump sum of wealth that is always a fixed amount, so that it can be planned for. If both players give the gift, there is a large boost in relations and the economic situation is a wash. If the one player gives a gift but the other does not, there is a smaller relations bonus. If neither side does so they simply move on with nothing gained and nothing lost. But if the AI gives a gift and the human does not, this is viewed as a major insult. You have a few extra coins in your pocket, but the long-term consequences might be far more significant.
There are several considerations that must be taken into account when making this choice: how much wealth do I have? What can I afford to give up in case the other leader doesn't reciprocate? How much do I want this new guy to like me? How likely is it that he gives me a gift based on his personality and situation?
All of this boils down into a single decision of whether to give the gift or not. This might sound simple - and once again, that's exactly the point. The idea may not work out and we have to try something else, but the goal is to engage players and force them to choose.
Diplomacy in every 4X game involves a great deal of hidden information and a certain amount of randomness. Adding further complexity to that makes the system inscrutable.
The approach we've taken with AtG's diplomacy is to present tough choices laid over a transparent canvas. The experience is driven not by the game's systems - but the decisions players make for themselves.
- Jon
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If you’d like to discuss this topic further (or anything else related to AtG!) be sure to stop by the official Conifer Games forum, and become a member of our growing community!
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Comments
Creator Jon Shafer on March 4
@Ivan Yagolnikov:
Ahhh, great idea! I love simple solutions. That sounds like the best approach, although there's no way to know for sure yet!
- Jon
P.S. 396 projects backed? My god man, you are the Kickstarter king!
Creator Jon Shafer on March 4
@William Schneider:
That is certainly one possible approach, although I tend to favor chunky labels over more granular metrics. With a metric system like you suggest, you get a rough feeling for what each leader is, but it can be hard to form a metal picture in your head. What is a leader that is roughly in the middle of everything? On the other hand, knowing a leader is "X" and "Y" and "Z" gives you much more to work from. There's not much wiggle room, and that's both a good thing and a bad thing.
- Jon
Creator Jon Shafer on March 4
@Taragon:
Given that the religions of this time tended to be fairly obscure sects of Christianity that really weren't very different, probably not. If there's something fun we can do with it gameplay-wise though, it'll definitely be something I consider.
I can see how you would think that having it serve as a label relegates it to footnote status, but I would disagree. It's impact on diplomacy is SO big that that small piece has a very important role to play. It'll be on us to make sure that's properly conveyed though, as without a complex system behind it I can see how some players would make that mistake.
- Jon
Creator Jon Shafer on March 4
@SeanPaul:
I agree, the city-state requests weren't particularly interesting. They were also rarely based on the city-state's current situation, since they tended to be small and isolated. Larger kingdoms in AtG will have more going on, allowing for more options. I'm sure we'll still end up going down some dead ends though, which is why getting to the playtesting stage ASAP is so important!
- Jon
Creator Jon Shafer on March 4
@Chris Rusnak:
Haha, those are the two Anno games I haven't played! Thanks, I'll be sure to check them out.
- Jon
Creator Ivan Yagolnikov on March 4
@Jon: Perhaps not allowing players to end turn until they complete the first-meeting minigame?
Creator William Schneider on March 3
About the 'displaying peresonality features' thing.
How about displaying it as a sort of 'somewhere in this region'. So for example, for each trait, there is a bar. Lets give the example of generosity. When viewing the leader, you see a bar for generosity, ranging from -100 (stingy) to 100 (very generous). In this bar there is a zone coloured in from, say, 30 to 60. This indicates this person has a generosity value somewhere between 30 and 60, but you don't know where exactly.
This would be fun as it would allow players to work out and it would be important in taking risks - do I make an effort with this guy, I know he's somewhat generous but to what degree?
From the 'realism' standpoint, this is a guy that people have told tales about, and so you (or your advisors) guage him to have around that much generosity but of course you cannot be sure. You wouldn't know a person's exact 'generosity' metric, you'd know they're kinda generous, but some people have told more 'generous' tales than others.
The same with insanity, greed, cautiosness etc. You'd know they're kinda that much, but not have an 'exact' value. Imagine dealing with a leader that was 'insanity' between -20 and +30, you just can't be sure that they are sane, but they may be sane and you're avoiding them like an insane person!
Creator Taragon on March 3
are their going to be any bonus/penalties for individual religions? i can see the argument for both, you dont want their to be better and worse religions, with everyone going for the optimal one. On the other hand, just having religion being only a word you stick on your screen, with no effects beyond who likes you and who does not, seems like its reducing it to nothing more than a footnote
Creator SeanPaul on March 3
I like clarity in every aspect of games. My idea of good diplomacy gameplay is a little bit like city-states in Civ 5. It is easy to see what a city-state is thinking. City-states give simple requests that are more often difficult than easy to fulfill. It is good that the difficulty of such gameplay comes from the request itself and not from having to guess that the AI is thinking. However, the big problem for me with city-states is that the requests are not that fun to fulfill. Of course the system could be more complex as well. I will be interested to see what the diplomacy gameplay will finally be like in At the Gates.
Creator Chris Rusnak on March 2
Anno 1701 (Dawn of Discovery in US) and Anno 2070.
Creator Jon Shafer on March 2
@Paul Roberts:
I agree 100%. This is why in Civ 5 we went away from "modal" popups that you HAD to deal with to a notification queue system. I'm not sure what our approach will be in AtG yet, but you can be sure that you'll be able to get at all the information before you have to make a decision!
- Jon
Creator Jon Shafer on March 2
@Chris Rusnak:
I've played the Anno games, but none of the recent ones, so thanks for the suggestion! I'll be sure to check them out. Which specific titles are you referring to?
- Jon
Creator Paul Roberts on March 2
One thing I've always disliked about turn based strategy games is that many times you are in a situation where an action is required (like the meeting engagement discussed above) and you can not move away from the action window to go verify what you know about the situation before you have to make a choice. A system whereby the player can move out of the action window to go check the status of things or what his intel is on the opposing leader or force, etc. would allow players to make more informed decisions on critical items. It can certainly be that you can't make any other actions, but being able to step away and check things our before committing to anything would be a real boon to my appalling old memory. :)
Creator Chris Rusnak on March 2
I'm really happy with this approach. Too many times 4x game diplomacy feels wooden or pointless. If you're not familiar with the Anno series' diplomacy system you may want to look at that. For single player, the player is neutral with many of the factions at start. You can bribe a faction to increase relations at great expense but sometimes it's best just to do things that align with a particular faction's goals, such as building a large economy, expand peacefully, trade with many factions, or even attack other factions, etc. Another feature it offers is competing quests where two factions offer the same quest but you can only turn it in to one faction, thus increasing relations with that faction and decreasing the other. Just food for thought.