Category Archives: The Android’s Second Ledger (Management)

Banished

A few days ago one-man indie outfit Shining Rock Studios published their medieval city builder Banished, a game which I had been looking forward to since coming across it a few months ago. So after spending a few days messing with it and giving a couple of villages a go, I’m here to give you my report on the thing.

I want to begin with by observing that Banished is, for me, a highly polished product. I have encountered no crashes, no slowdown, and no bugs, even of a graphical nature. It’s a small thing really, but it’s both impressive and a little damning that a one-man outfit can produce a game which in this regard is up to snuff where huge mexabux companies sometimes seem to struggle with it. Obviously my experience is an anecdote and in no way representative, but still nice to see.

Now to the game itself. You start with a handful of villagers, some food and tools and clothes and, depending on your difficulty level, a few starting buildings and useful things like seeds and livestock. Your task is very simple: survive. You do this by building houses, making coats, and chopping firewood to keep warm, by hunting, fishing, gathering, and farming to provide food, and by establishing the secondary industries needed to perform those tasks most efficiently, like making sure you have an educated populace using good tools, and making sure they’re healthy by providing a good mix of foodstuffs and having some medicinal herbs on hand. And you have to carefully balance and plan, otherwise you’ll be in some trouble. Expand too fast? People starve. Expand too slow? People don’t have enough kids to create the next generation. Not enough firewood and winter coats? People freeze to death. Plus there are disasters like fires and tornadoes, and they can really do a number on you. It’s a game about survival, and survival can be a brutal struggle.

A pleasant, bustling idyll. Until a tornado arrives.
A pleasant, bustling idyll. Until a tornado arrives.

One of the words I’ve seen in connection with this game is “shallow”. This game has no overarching goal beyond survival, there’s no kings to overthrow or Orcs to fight off (no combat of any kind), there’s no grand monuments to build, your only task is to keep your village going and grow it as much as you can. It’s refreshing in its simplicity and for the most part I like the lack of direction as precisely what a good city builder should provide, but it does go a bit too far in that direction, I think. There needs to be at least some higher-tier content to work towards; a grand cathedral, a big phallic monument, stuff like that. There also needs to be a bit more in the way of random decorative stuff like trees and small statues and whatnot. This sort of thing would be pretty pointless in the early game, but would help prettify your city a lot, and isn’t that what a city builder is ultimately all about?

I’m a little hesitant to just call the game shallow and leave it at that though. It’s a solid, compact title that I’ve already more than got my money’s worth out of, and I recommend it to anyone looking for a game in the genre, especially those burned by SimCity 2013. It’s by no means perfect, there are some balancing issues to work out, and the pathfinding probably needs to be tightened up. There definitely needs to be more content of some sort as well, but the dev has voiced support for modding and hopefully we’ll be seeing modding tools soon to aid in that. All in all I don’t expect this game to overcome SimCity 4 for city builder addictiveness, but it’s a very nice starting point that’s entirely playable right now and will, with some time and affection, almost certainly grow into something really special.

Y’all can get Banished on Steam, or GoG.com, or from the Shining Rock site directly: http://www.shiningrocksoftware.com/

On Game Development and Rusing

A small game which came out recently hit the headlines for a reason that wasn’t to do with the game itself so much as the game’s response to piracy. It’s pretty hilarious! But let’s have a word about the game itself before we get into that.

Game Dev Tycoon takes its cues from Game Dev Story, an iOS/Android game wherein you control a videogame development house with the intent of making money and great games. I’ve not played GDS but GDT is a very enjoyable little game that’s well worth the few bucks it costs to get – in fact it’s got one of the better money-to-time ratios of games I’ve recently shelled out for. The game starts you out in around 1980, working out of your garage, making games for the C64 era – you decide on the theme and genre, hopefully ones that go well together (Although I did once put out a Fashion RTS that sold surprisingly well) you choose various base options such as whether the game will be text based or 2D or what have you, and then you assign time to various aspects of development, so you can spend loads of time writing backstory at the expense of graphics. Then you watch your little girl or guy beaver away as the game gets made, and it gets sent out for review and release – your choices in development influence how well it does, and high review scores translate into high sales, and that means money – allowing you to invest that much more into your next game!

Where GDT triumphs is that it is constantly tantalizing you with some new aspect you can work with in your games. Your first few games will be very simple affairs but soon you’ll be able to knock together an engine that affords you more choices, better graphics and sound options, and so forth. New consoles will start to come out, loving parodies of real ones such as the Vintendo Super TES, and different systems tend to appreciate different genres and so on. Then you’ll move into a small office, which is where the game really opens up as you can hire new staff, train yourself and them, and start making bigger and better games. Ultimately you can create MMOs, put out your own consoles, invent a Steam-equivalent, and spend tens of millions on Triple-A games that take your team a year to make only to result in 5/10s across the board and imminent bankruptcy.

>mfw upon being offered a loan with a 100% interest rate.
>mfupon being offered a loan with a 100% interest rate.

Indeed, the main failing I can point to in this game is that there’s just not enough of it, which is hardly fair to say of something made by a two-man outfit and is faint damnation anyway. But I do hope they think about an expansion pack or at least some more patches, just to increase your choices and options. Anyway as I said it’s an enjoyable little game and if you’ve got a few bucks and want something that doesn’t strain the brain but will keep you engaged for awhile, there’re worse choices than this.

Now, let’s talk about how I heard about the thing – as an indie game it’s obviously going to struggle to get much media attention, but a very clever little play on the devs’ part got it out there like whoa. See, the devs – brothers Patrick and Daniel Klug – were well aware they would suffer from piracy when this game hit the torrents, but rather than making a lot of bluster or seeking out an attackdog lawyer they did something subtler and cleverer. What they did is upload the thing to torrent sites themselves. Crazy, right? Well the thing is the version they uploaded played normally up to a point, but after awhile in-game you would start getting messages about how all your games are being pirated and you’d start losing money due to it no matter how good your games are. You wouldn’t be able to finish the game due to this, instead going into ignominious bankruptcy.

So, this is a pretty neat solution anyway because it’s essentially a fairly decently sized demo that might encourage a few purchases they wouldn’t otherwise get. The real comedy gold started when people on the forums began to complain about the pirates in-game, as apparently self-awareness is something some people utterly, totally lack. Perhaps the greatest line I’ve seen written is the simple, plaintive question, “I mean can I research DRM or something?” Beautiful. You can take a proper look at the whole story on the dev’s blog here if you’re interested, it’s well worth a read if you want a laugh!

Prison Architect or, Jesus Christ How Did You Smuggle A Shotgun In Here

Introversion, makers of widely-acclaimed games such as DEFCON and Darwinia, are currently working on their newest game, called Prison Architect. In another case of games being accurately named, in PA your job is to design and run a penitentiary, somewhat in the vein of Bullfrog’s Theme Hospital. But the comparison isn’t totally accurate because although Prison Architect has a fairly goofy graphical style it plays the prison theme fairly straight, unsettlingly so at times.

The basic premise is as you’d expect from any such management game – you need an array of services (divided into rooms in this case) such as cells, kitchens, canteens, admin offices, etc., and you need to plan these out in a way that is efficient with regards to the space you’ve got to work with, your finances, and to ensure things run smoothly. This last point is where Prison Architect is clever and differs from a lot of similar games. Prisoners, of course, are not there by choice. Many of them are there for violent offences, and the stresses of prison life will mean they’re often close to breaking point and minor provocations can set them off. Prison Architect is rare, perhaps even unique, in that rather than designing a theme park people want to visit or a hospital people want to move through easily, you’re fighting against your inmates insofar as you’re trying to keep them in the prison and out of trouble.

Shape up Hannevig or you're back in Solitary!
Shape up Hennevig or you’re back in Solitary!

This creates a lot of interesting dynamics that work against each other to create tension. You want a prison that keeps your inmates in, but you also want one that minimized time spent moving around and which your staff can navigate easily. You want to keep your prisoners out of trouble, but the same gentle hand that might reduce their propensity for it will also make it more difficult to rein in if trouble does start. Conversely if you’re a brutal sonofabitch that seems fine to begin with, but your inmates will find a way to express their anger and then you’ll have to repair their toilets or replace their beds or even inform some guard’s family that he’s a goner.

Part of the reason PA is a fascinating game is of course the subject matter. Introversion have said they intend to tackle most of the issues which might arise in a prison – violence, gangs, smuggling, and so far that does seem to be borne out. It stands in contrast to games like Theme Hospital, as disease and death are serious issues but can’t be taken terribly seriously when the diseases are things like Bloaty Head Syndrome and Hairyitis. In this game your inmates are there for crimes like armed robbery, murder, and assault, and the tutorial revolves around a repentant man being sent to the chair. It’s rather affecting stuff and it’s going to be very interesting to see how the game tackles these issues at it continues to develop and more mechanics are implemented.

You may also be interested in watching this presentation by the Introversion devs; it’s a fascinating look at where PA came from and what they’re hoping to do with it.

Prison Architect is still in alpha, and it’s rather pricey for an alpha, but it’s already a very enjoyable and playable game and it’s from an eminently talented developer. If management games of this sort are your thing then rejoice, because there’s finally a good new one in the works.

I don’t want to know where Lim was hiding that knife whilst naked.

Bored Receptionists and Smelling Faintly Of Cabbage

It bears mentioning that Theme Hospital has very recently become available on Gog.com and I urge you all to purchase it at your earliest convenience. I did and have barely been able to put it down since, it is if anything even better than I remembered it being.

Theme Hospital is the sequel – after a fashion – to Theme Park, two of the games Bullfrog put out in the 1990s during their golden era, a short but incredible catalog that I’m not convinced any other developer has ever matched; Populous, Syndicate, Magic Carpet, Theme Park, Dungeon Keeper; it’s a truly illustrious list of games that are not only classics, but that in some cases defined and defied genre. In Theme Park your job was, as the title suggests, to construct a profitable Theme Park. Theme Hospital is obviously a preposterous notion, but that gives a good indicator of the humor at the game’s core. Your job as manager-god is to design, staff, and run a profitable hospital, dealing with such absurd conditions as Bloaty Head and Uncommon Cold, keeping your staff and patients happy (And alive), and coping with the sometimes rather restrictive layouts you are given.

The gentleman dressed as Elvis will die ON THE SPOT if his shrink gets it wrong.

It’s a management game of the kind that became so widespread in the years after Theme Park/Hospital and Railroad Tycoon were successful, but make no mistake, this is the genuine article. We are not talking about Waste Management Facility Tycoon here (though you do need to build toilets), we are talking about an exceedingly clever, enjoyable game that gets challenging fast, all with a strong streak of humor running through it, from the perfectly bored tannoy announcements to the amusing descriptions of staff.