If you can’t do something well. Don’t do it.
That’s been my philosophy on game development from the beginning. In Galactic Civilizations, it meant not having any multiplayer. We didn’t have the budget and resources to do multiplayer well. So we didn’t do it.
In Elemental, single-player is our focus. But we have decided to have multiplayer and that means we are going to do make sure it is done right.
Real-Time strategy games do well in multiplayer because the game continuously moves forward. Players don’t have to wait for other players. In turn based, players inevitably have to wait and that makes them less ideal.
From a design perspective, having lots of different options for handling turns is going to be our focus. From a sheer budget point of view, we cannot justify the resources required to do multiplayer if only hard-core grognards are playing it online.
So let’s look at the different options and then we can discuss your ideas on how we can make a turn-based strategy game fun in online multiplayer.
Elemental will be able to support multiple different turn options so we don’t have to pick one (though we will ultimately *default* to one).
Option #1: Traditional Turn-Base
This is where each player gets their turn. They hit the turn button and then the next person is able to move. There is typically a time limit on turns.
Option #2: Simultaneous turns.
This is where all players move at the same time. When done, they hit the turn button. There is typically a time limit involved on turns or a timer that starts when the first person hits the turn button.
So what are some things we can play around with here? What are some other OPTIONS we could have?
I like the idea of a time bank. You get N seconds per turn. If you finish your turn early, you get to add those seconds to your time bank. If you run out of time, it starts to cost you gold. Like 10 gold per second. If you run out of gold, the turn goes automatically.
There could be city improvements that give players additional time to take turns.
Example:
The default time you get would be based on what “League” you were in. 5 seconds for the “gold” league. “10 seconds for the “silver” league and 15 seconds for the “bronze” league. We’ll talk about these leagues more at GDC.
Player could build a Time Bank improvement that adds 1 second to what they get.
Each second they don’t use, goes into their global time pool. Players could “cash in” seconds at a rate of 5 gold per second they want to exchange for.
Obviously, the above would be for experienced online players of the game. Players could choose a variety of options here but what we are looking for is a way to satisfy players who know the game and want to play online with other people and not have it be a long slog.
Certain things would need to stop the clock. Namely, battles. We are inclined to have tactical battles turned OFF by default for online but players can turn it on depending on their setup.
Tactical Battle Options would include:
We will also have a Tactical Battle Threshold for minimum battle rating necessary to turn it into a tactical battle (ranging from 0 to 1000). You may not want a tactical battle of two soldiers but you might want a tactical battle when it’s two grand armies.
A lot of you, like me, have tried to play turn-based games multiplayer. And a lot of you, like me, found them very tedious and not fun because of the pacing.
I like playing mulitplayer RTS games and FPS’s but multiplayer turn based just has never made the cut. So, what do you think would make it something that would be compelling to a larger audience that you would enjoy?
I play multiplayer RTS, FPS and MMO games all the time, but I've never really played a TBS online before. Love the genre, but multiplayer for it always seemed like it wouldn't work right.
If I were to play Elemental online, it would be casual. Different colored leagues, gold/time bonuses are things I probably would never touch. As many have already mentioned, Grayghost described the multiplayer mode that seems most natural, and the one I could see myself playing in.
How about a mini card game that allows people to bet in game gold?
This isn't an MMO. And I hope they don't release a cash in TCG based on elemental (with in game loot rewards!!!)
I like this idea. It could be used for other purposes too. Say there is a hard limit of 5 minutes for tactical battles. If there is no clear winner and both sides still have X% of their team left, then the battle continues on into the next player's turn, and so on until it comes back to one of those players in the battle. This "time limited/multi-turn tactical battle" could also be an option for single player as well.
[quote who="=Outlaw=" reply="154" id="2556491"]Quoting LetRBuck, reply 115This is slightly off topic, but what if it were possible for battles over a certain size, or taking more than a certain number of tactical moves, to encompass more than one turn. In addition to being realistic, it would offer the opportunity for reinforcement, etc. Also if razing cities is part of this game, I think it should take more than one turn at least in some cases. Nothing is more frustrating and unrealistic, than having a single group of spearman raze your capital when you were stupid and had a massive stack one square away (not that I've had that happen mind you). I like this idea. It could be used for other purposes too. Say there is a hard limit of 5 minutes for tactical battles. If there is no clear winner and both sides still have X% of their team left, then the battle continues on into the next player's turn, and so on until it comes back to one of those players in the battle. This "time limited/multi-turn tactical battle" could also be an option for single player as well.[/quote]
I'm also for this idea.
He was referring to the idea of a mini game while waiting for someone elses turn.
Though personally I don't think thats necessary. Simultaneous turns drastically reduce the amount of time you spend waiting, and the liesurly pace of a TBS is one of the appeals of playing it anyway. You don't need to have a constant barrage of something going on.
I knew what he ment, I was lighteming the mood.
I don't see why you would need a mini-game inside the not-mini-game if the not-mini-game is good enough. People should have stuff to do or check or fine tune while waiting unless your in a unlimited or long game and thats your choice to go afk and read forums and stuff.
"You really need an "intercept target" option so your army actively tries to"
This, and the "Zone of Control" idea could work well if it were possible to provide "Action Orders" to any army group based on either thier Movement or Sight Range modifiers.
Example would be as such.
I request army group A to move 50% of total alotted squares next turn, then right click the group and select an "action order" from a list of 4(?) items (just some quick ideas really)
- Scout ((Maintain Max. visual range on any target and move accordingly, forwards or back (using remaining moves as required)) to avoid possible enemy detection.
- Hold ((retreat (use remaining 50% move) if attacked))
- Defend Area (fight with Defensive Stance until next turn)
- Attack (Advance (the 50% remaining moves) to engage the enemy)
- Retreat (immediately. ((A small force you don't want overwhelmed)) Scouting has revealed a large enemy force in the immdeiate area)
I like NTWs system, though I'd tweak it a bit.
Basically, make every possible action available at any time except troop movement. Troop movement can only be done on your turn. So everyone should be occupied with something til their turn, and then they manage armies and you're pretty much good.
I like the idea of silmultaneity, but I also love tactical combat. In order to keep the game from bogging down, and to avoid giving people a tactical advantage based upon when they click done, the turns must actually be resolved in a simultaneous fashion, with ties potentially broken by the order in which moves were made for the turn coupled with the order in which people were done (although you may want to let the person review their action ordering). Thus, having player A move onto a unit stack of player B's while B decides to move the stack could lead to combat or not. This could be resolved using the tie breaker above, or it could always lead to combat (but then player B should get to change their move / apply additional spells to the stack if they win). Frankly, if a unit stack is visible to me, and I want to attack it, it would be quite irksome to be unable to change my move to pursue. So, without fog of war keeping a move hidden, it would be necessary to allow one to specify intent ("get that unit stack!", "take that hill"), or resolve movement of close / visible units one square at a time (with the moves showing up as they are made).
Within the tactical combat itself, I prefer per unit initiative instead of per-side turns. Note that the wizard (sovereign) would also have to be assigned a time slot in which to cast a spell / spells. Particularly fast units might actually get to act twice before particularly slow units. This is akin to the way turns are resolved in Final Fantasy Tactics (which had the added twist that certain actions took time to process, so one had the decision time slot and then a later time slot for the result). This mechanism is also a fair way to resolve tactical combat in the case where two unit stacks move to the same space during a simultaneous turn (unbeknownst to the players ahead of time). Alternatively, I suppose one could give the first turn to whoever moved there first according to the previously mentioned tie-breaking.
Longer contemplation leads me to an alternative design: let people move each unit its once per turn (and take time to cast spells, manage cities, etc.) and let the movements and spells resolve as they play out. Tactical combat can be held until end of turn, resolved in the order in which they occurred (although I suppose a player might choose to resolve more than one at a time if they are up for it). It might be more fun if other wizards can meddle in a combat - heck, there might even be more than two factions involved in a combat! In those cases, the tactical combats may be enjoyable enough for all involved that they don't get frustrated.
Turn limits are probably necessary (although care should be taken not to favor people who don't have any complicated fronts over those that are interacting heavily with other players). In tactical combat, I don't think time banks or gold costs are necessarily a good thing - if play is done on a unit by unit basis, then a unit can just forfeit it's time slot and perhaps get its next time slot a little earlier.
Forgive me the brain dump.
BTW, TinyMCE rocks.
If we end up using "turn rounds" or something, this idea could work well. I mean ... in FFH we never seemed to have a problem with attacking/killing each other, but most of those battles were inside cities ...
Sorry, I had started that post last night and got interrupted, so I actually started it before all of these great ideas from other posters.
I think the idea of larger scoped battles that span multiple turns (perhaps even adjacent squares) is a very good one. Allowing the tactical battle to continue into the next turn lets epic battles take the time they should and allows for a more realistic battle in terms of reinforcements, being resupplied with mana, etc.
I believe that MoM has a 100 turn limit within a tactical battle until "your armies retire from the field, exhausted" - essentially a stalemate in case neither side was willing / able to attack or someone kept running a fast, regenerating unit around the board like a sissy in order to defend against unusually strong rampaging monsters . It might be nice to have an option to mutually withdraw instead of just forcing one side or the other to retreat; the effect would be much the same as a retreat without any penalties or parting shots.
For some reason, Chrome doesn't do anything when the "Quote" button is hit.
Using phased or round-robin phased turns is also interesting. Troop movement could be phase one, followed by changes to production, economy, research, etc. Other players could manage non-combat actions during other players' tactical battles. Of course, spellcasting needs to be accessible all of the time...
Simultaneous + Time Bank would be good. I don't think "hotseat TBS" is as viable today as it was 10 years ago, simply because a far greater percentage of people are likely to be online or LANed than playing multiplayer on the same PC, which was really what hotseat was for. Simultaneous play removes a lot of deadtime from the game.
NOTE: Quoting hates me, and I don't know why.
I agree, and I think this should really be a basic component of giving orders. Given how enthusiastic Brad is about the A.I. in this game, I really hope some of that will apply on the player's side, instead of just being limited to the computer-controlled enemies.
Units and cities should react intelligently. We imagine that we're playing the soverign, and we dispatch an army to fight our enemies. Does the king need to dictate precisely where the troops go and how they get there? No, the king says 'Go north, find the enemy, and destroy them' and the general carries out the order.
I'd prefer it if the user interface was as natural as possible. And I don't mean, as other people have suggested in the past, that you obfuscate the numbers with descriptive prose. What I mean is that I, as the Soverign should be able to gesture at the map and say 'Go there, kill the enemies' and have a unit carry out my order in a reasonably intelligent manner.
Likewise, I don't necessarily think we need a whole bunch of options on every unit, specifying exactly what their behavior should be if an enemy approaches. Isn't it more intuitive if the unit just asks me 'Enemies are approaching, they outnumber us, shall we attack or retreat?"
I do hope that the world map will have an influence on tactical battles, as you describe. Having the two units come together and then fighting out the tactical battle in a generic 'forest' map, or worse yet in just a flat abstract 'battlefield' map, would get old pretty quick. I hope that the tactical map is somehow based on the world map, so that if you fight at a bridge or a city's walls or whatever, it actually creates tactical options. I also hope that this would be predictable and repeatable, so that players would be encouraged to seek out desireable locations to fight.
[quote who="=Outlaw=" reply="154" id="2556491"] Quoting LetRBuck, reply 115This is slightly off topic, but what if it were possible for battles over a certain size, or taking more than a certain number of tactical moves, to encompass more than one turn. In addition to being realistic, it would offer the opportunity for reinforcement, etc.[/quote]
I definitely agree with this here.
This would be nice, too. In fact, I feel like that should be a fairly common option - enemy troops route, or retreat, or are driven off, instead of every battle ending with the defeated side killed to a man.
I'd like to include thses options:
-close and engage with enemies (enemies = declared war) -- move directly towards the foe to intercept.
-stop and dig in when see enemies (with an option to select the most defensible terrain instead of just stopping where you are when the enemy is first observed). Option to hide if stealthy.
-avoid contact with enemies (reverse movement path, or if not possible then move directly away from enemy).
Part of this depends on how many hexes a unit can move in a turn. Currently a Sov doesn't move very far. As the number of hexes/turn increase, the need for these options increases with simultaneous moves.
What turn based strategy games have you been playing where turns are being completed in 10seconds? From playing HOMM and Colonization with friends and family almost every turn easily goes into the minutes. And 1/2 hour turns happen, not that often but they do happen.
I wouldn't mind this as an option but I wouldn't want it in my games. The main reason? I shouldn't know the composition of your army that I have never seen because you just fought a battle. Seeing a battle because of a spell or a spy in the army would be a nice touch though.
What if we went for a little realism. Phased turns or being able to do everything but move and progress when it isnt your "turn." Make units, set research goals, engage, observe battles you can see. The new idea I have is that the ones you cant see would generate a message that pops up telling you of a great battle that has recently taken place. You would actually hear of battles in the old days by messengers that sent out news or traders and travelers looking for a quick coin. So that way even if you hadn't even met a rival kingdom, you hear of their battles and have something to do during their turns.
If say, I was at war with my neighbors and a message came to all of us saying our distant neighbor was getting crushed every turn by some unknown force, we could end our petty rivalries and band together against one kingdom that has been perfecting its economic model throughout the beta and is now nearly unstoppable, I'm talking to you Tasunke.
Wouldn't that be just epic.
I would simply make it simultaneous tourns, where all unit movements, DIPLOMACY and MARIAGE would take place after players are done with their round. After end of the turn, all units would move at the same time, and after that, when players are waiting for other which fight etc... players would be able to use diplomacy and do mariage.
Being able to set how many battles per turn can player control, with battle ranking would be best I think.
Some extra games are not necessary, at least for me. I always play TBS in MP in window mode, and during the turn, I am using internet, or watching telly etc.
This system would alse be fastest I think and most fair.
Streamlining multiplayer and turn interaction.
Those of us who have experience in TBS multiplayers know how tedious it is to sit waiting for the opponent to finish their turn. Streamlinig is an exponential problem, as players resources grow their management grows and thus the length of 'off turns' grow. I personally regard it as one of the most important aspects of creating an enjoyable multiplayer experience. MP components can fly or die by this issue alone.
Previous TBS titles have run the gamut from being able to do nothing in your 'off turn' to fully fledged mini games that influence resources and heroes in the main game.
I can think of four main components that have defined multiplayer streamlining in previous titles of this genre:
Simultaneous Turns.
I've encountered two types of ST formats personally.
The full format, like in Age of Wonders 2/SM which allows everybody to take turns and move troops at the same time and the partial format, like in HOMM V which allows everybody to move at the same time until such time that a conflict becomes possible (conflict resolution), then resorts to classic mode (and never back)
The advantage of full is that games will move even faster, the disadvantage is that troop movements are based on a 'first come first served basis'. That is to say, in the AoW series, only one troop can actually move at a time and thus the first person to click moves first and this introduces issues of latency /reaction time etc.
I would personally love to see a compromise of these two systems developed some day, which allows free movement but resorts in and out of classic dynamically based on conflict resolution.
Kingdom Management.
Being able to browse your kingdom and review statistics, and to possibly change selected [on next turn, like training/research] options does a lot to alleviate the tedium of waiting on an opponents go. You can review your kingdom and ponder future strategies. Some games, like HOMM V did not even let you look at or browse your kingdom whilst in off turn. This is the sort of the thing we really want to avoid.
Mini Games.
Already a subject of controversy but like it or not mini games do address the problem of streamlining and some people want to use them. It is generally agreed that if such an option is included it should come with an on/off switch rather than be integral to the MP. If these mini games effect the game in someway it is genuinely agreed that this should be in only a small way and this element of 'in-game' reward should also come with an on/off switch. If mini games are themed in the same way as the game they can preserve immersion and add a fluency to the flow of turns in MP.
Seeing each others battles.
There are games where every single battle is displayed for all players to see. The advantage of this is that it gives players in 'off-turn' something to watch. The obvious disadvantage is it gives each player the ability to size up information about their opponents armies, what they're fighting and their success rates etc (although all players are affected by the disadvantage/advantage).
I've seen variations of this in games. Some show all battles, some show only allies battles, some allow you to right click and watch the units HP go down and up but not actually watch the battle (I'm looking at you Disciples 2).
It seems the most balanced option would be three options - Show All Battles, Show Allys and Own battles only, Show Own Battles only. This allows players to streamline the game to their own tastes.
Of course there are numerous smaller issues that can effect a game. Like setting to decide the density of resources or the power multipliers of spells, the abundance of towns etc etc etc but I think these are the four cornerstones of the streamlining problem. All things considered the over arcing ethos is options, options, options. The more the better.
Hello. First sorry, i've not read everything, i don't really have time to read 170+ posts, but i wanted to post a few thoughts i have on the TBS waiting "issue"
First, as a board game player, i like true turn based strategy, and i don't mind waiting a few minutes for others to play, however, with as much as 32 players, waiting could become a real issu. I think to make waiting less tedious, you should simply allow players to do something. As posted by srw46 just above, there are a few things you could allow people to do during other players turns without resorting to the buggy-pseudo-real-time that simultaneous turns often becomes. A few such things :
Of course, you could go simultaneous; but i don't really like the way simultaneous is done most of the time. One game i've played that used an uncommon but interseting simultaneous turn is "dominions : the ascentions war" Basically, every player gives orders, and only after all orders are given and every player has pressed the "end turn", orders are processed. this way, no player has an advantage because he, or his connection, is faster. However this introduces other issues.
Those are just ideas and my personal views. I understand everyone won't agree with me. I just hope you can find a system that everyone will enjoy, or you can get two systems working. Personally, i prefer real turn based, as long as you give me something interesting to do while i'm not moving my units on the board.
Good luck on this game, i'm eager to play it.
This ... made me smile. Kragroth?
Anyways, I don't think their should be a "hard" limit on Tac Battles, but after the first one or two, any additional tac battles need large armies on both sides, or else you have to autoresolve. (large decided more by a culmination of battle rank than by numbers)
HI, new here
I remember playing the old Star Wars Rebellion. How I would describe it would be as a real time turn based strategy game. It had turns, but they would automatically end after a certain time and be seamless; the player could select the speed by which they changed much like he could in some RTSes.
What made it work was that the turns would go by somewhat rapidly (compared to most TBSes) but it took several turns to get something done, so if while micromanaging somewhere else you may miss setting some production elsewhere, but missing a turn or two wasn't a big deal. It was also simultaneous turns, with movement and such happening at the end/beginning (however you look at it).
So perhaps Elemental could use a similar system; divide the effects of each turn into smaller mini-turns. For example, let's say we divide the turn effects by 4, so everything happens at 1/4 speed. So in a normal turn you'd get 100 gold but in the mini-turn you'd get 25. Not sure how well that might work with the unit movement, perhaps that still might have to wait till the end of the full turn.
Which brings to mind, if there's still the sense of a full turn, perhaps if a player is in an early mini-turn but decide they are ready to advance right now they can set an end of turn. If they all set it before the mini-turns are finished, then they all advance at once to the end of either the full turn, or a full turn's worth of mini turns.
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