I’ve hit a patch of bad strategy gaming lately, which is probably inevitable when you cover any genre in depth. But why
are so many games bad in the exact same way? Why are
PC strategists subjected to unfinished games destined
to be patched into forgettable mediocrity, interfaces and
designs that only make sense to the people making the
game, and missions designed to trick you into failure? If
developers want their games to be enjoyed rather than
endured, and hope to avoid getting lambasted during
review season, they should keep some basic rules in
mind.
system. But I did not understand just how arcane they
were until a few friends bought them. Five years of
playing that series had blinded me to a first-timer’s
experience. Through my friends’ eyes, I realized these
games use an interface and a game design that’s built
for people who already know what they’re looking for.
It’s understandable why developers would create
games for committed customers, rather than alter a
winning formula. But we end up with better games
when developers seek outside views. Not every game
should be accessible to every gamer, but developers must
be aware of who they are excluding, and how. Someone
needs to ask, “Why?” That’s how games get better.
Rule 1: Puzzles are not strategy
The best strategy games allow improvisation and creativity in the face of challenging problems. The road to
victory should never be so narrow that it becomes a
tightrope.
Playing A Game of Thrones: Genesis back-to-back with
Stronghold 3, I got more than my fill of “tightrope”
mission design. Each game used punishing twists in
most of its missions. Surviving them requires figuring
out the exact right response to each thing that is going
advantage
People need to ask
‘Why?’ if games are
going to get better.
tac tic al
to happen. Completing some missions might require
dozens of attempts, doing the same thing over and over
until I knew the mission script down to the second, and
the precise responses required at each step.
This is a wasted opportunity. Campaigns are a great
place to teach players how a game works. They
can also create memorable narrative moments
and dramatic scenarios that would never crop up
in a multiplayer match or a skirmish. Unlike
adventure games, where the goal is to solve a
puzzle with a single solution by using careful
clues and limited tools, a strategy game scenario
should be collaborative. A challenge is set for
players, who use the tools available to craft
varying solutions that reflect their own play style.
Rule 3: Finish the damn game
After a disastrous launch, the Sword of the Stars II
forums were full of die-hard fans treating each patch
like a gift from a benevolent god. It was an expression
of faith in Kerberos, the game’s developer, and its
ability to patch greatness into a broken game.
The broken launch, to me, obscured other, deeper
problems with that game. It explained itself badly. The
interface hid important commands, and a lack of
tooltips meant they were undiscoverable. Worse yet,
very little about the game made me want to discover
anything more than the exit.
I’m increasingly skeptical of the idea that patches can
ever really fix a game. When a broken game comes
out, the first several weeks of its life are consumed
with restoring basic functionality. And that means that
the most important question—is this
actually fun?—has already been lost.
When I went back to Elemental
several months after its release, I was
surprised at how little my views had
actually changed. It worked better, but
it was not a better game. Stardock had
fixed a lot of bugs and poor perfor-
mance, but something was rotten at the
core. Elemental was only mildly enjoy-
able. Playable, but not intuitive or
smooth. When developers are fixing
major technical issues with basic game-
play even as they launch the game, how
can they recognize the deeper problems of design that
will ultimately ruin the game for players, no matter
how “stable” the program? Customers should not have
to buy broken software and hope that patches can turn
it into a game. n
Rule 2: Look outside
your fanbase
Last year, I really enjoyed Revolution Under Siege
and Pride of Nations, two turn-based strategy
games that use the five-year-old AGE wargaming
Is Stronghold 3 bad, or is it just that the interface doesn’t work and the missions are unfair? OK, trick question.
Rob Zacny hosts the
Three Moves Ahead
strategy podcast.
He’s recently been
disliking Sword of the
Stars II and Stronghold
3. Skyrim is cool,
however. Email him at
tacticaladvantage@
pcgamer.com.
www.pcgamer.com
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er.com
www.pcgamer.com
FEBRUARY 2012