Game Design, Programming and running a one-man games business…

Democracy 3 and Nationalised / privatised industries.

Democracy 3 has *some* support for different stances on what should be a nationalized/privatized industry, but I’d say not enough. Right now you can have State Schools, State Prisons, State Health Care and State pensions, or you can provide none of those and the private sector provides them instead (except to the very poor, who generally cannot afford them).

This is probably just a reaction to the situation where I live, in the UK. We have a national health system but optional private health care, and the same with all those other options, although AFAIK the prisons are all state run, at least in terms of overall management.

During my lifetime, a lot of old state enterprises in the UK got privatized. British Rail, British Gas, British telecom. They are now talking about the Royal Mail going the same way. I’m not going to argue the merits of the case here, that’s too partisan :D, although I will say that the ‘older’ you are, the less likely you are to have a rosy view of the old nationalized rail and telecoms businesses. BT used to take MONTHS to set up a new phone line for you, and you had no other option. they even owned your physical phone, which was rented, and you had no options there either. It sucked.

Not that I can make much of a case for rail privatization being a resounding success, but YMMV. ANYWAY….

How can I incorporate more of this stuff into Democracy 3? Lets take an example of the banking industry. Assume you are playing the UK. Should ‘nationalize the banks‘ be an option?  If so, what should the implications be? We could argue all day. Off the top of my head:

Protesters at Bank of America shareholders meeting in Charlotte

Reduction in poverty. As an instrument of the state, the bank can cut out punishing overdraft rates and fees for the poorest, whilst also ensuring everyone is approved for a basic bank account, whilst also out-competing loan-sharks and providing banking to the poor at a loss.

Reduction in GDP? (ooh -controversial). Traditionally, state-owned banks have a bad track-record of ‘picking winners’ when it comes to financing business loans. There would be a tendency to support failing businesses because they employ lots of voters in marginal voting areas, or are politically sensitive. The lack of a profit motive will skew the bank to make worse decisions and thus reduce the effective access to finance for private enterprise, reducing overall competitiveness?

Fury by capitalists. Suddenly the government controls access to finance. that must scare the hell out of hardcore capitalists, who might fear the next step is *their* business being taken over by the government?

Joy by Socialists. The reverse of above, Happiness that the financial sector now has a social element.

Unhappiness (maybe) of self-employed. Government departments are well known for their bureaucracy. they like dealing with big multinationals, not someone who works as a plumber. The sheer incompetence of the UK tax office is already evidence of this. the idea of them being the sole provider of banking should upset small business surely?

Huge Cost. Presumably existing bank shareholders will be the subject of compensation (I’m thinking consensus politics here, not a revolution with guns), which means the government pays out a good few hundred billion pounds (or trillion dollars) to buy up the banks. I’m thinking the net GDP impact here is negligible, as money people previously held in banking shares suddenly becomes cash, which presumably gets invested elsewhere on the stock market, meaning so sudden retail windfall?

The problem with Democracy 3 is you need to come up with policies and systems that are balanced, fun, understandable and also areas where there is at least some broad agreement as to the effects (if not the desirability). So I throw this out there. Does that sound like a reasonable reaction to nationalizing the banking system?

If I was to add this to the game, it would involve some coding, as it effectively means having a policy with a one-off implementation cost, and one-off cancellation income (privatize!), which the system doesn’t currently support, but is certainly do-able…

Adding better curves to the Democracy 3 equations

Happily there seem to be very few actual bugs or crashes in the Democracy 3 beta. I  have already fixed the only 2 actual crashes I know about, pending the first patch, which I am aiming to release for PC tomorrow or Monday, with Linux/Mac to follow. Sales seem really good, and people seem happy, which is all excellent news.

What surprised me is how many people say it’s too easy. Nooo!!!! I didn’t think so, but you can’t argue with peoples savegames. Plus, there are a number of anomalies. parents making up 100% of the population, and 100% being retired too. Ooops, clearly that isn’t part of the plan D. I have a big long list of tweaks and adjustments already implemented for me to test today/tomorrow, but I also have some subtler changes to make…

Democracy 3 is essentially a huge web of interconnected things (‘neurons’ in code…) and each of those connections i governed by an equation, and an input/output throttle. The equation is where most of the magic happens. For example, with State Schools, the effect on education is “0.07+(0.3*x). Which essentially means a linear effect from +7% to +37% on education, in line with education spending. Obviously this is a bit simplistic, as well as making for less interesting decisions. Gamers have mentioned (and I agree) that too many policies are Min/Maxed, in that the actual slider is rarely set sensibly somewhere in the middle. It’s the linear nature of that equation that causes this. Ideally, the first few dollars spent on education should have the most effect, trailing off until you are eventually just throwing money needlessly at an already over-funded program.

The chart below shows my proposed solution:

graph

The red line represents the original equation, the green line is the new one, which is 0.03*(x^0.6)+0.07.  This is not possible in Democracy 2 because it couldn’t process that many variables in an equation, but luckily I added this capability as part of the re-write of the code for D3, so this sort of thing is now possible. I think this is a step forwards, and something I need to look at replacing a lot of the linear equations with. Does this make sense?

One final Democracy 3 feature just got added

So my final Australian play through for democracy 3 had me feeling that a feature I had mused on, but quietly and subconsciously thought ‘that would be a nightmare to do’ was actually something it would be almost cruel not to put in, after I had the idea. You can just about spot the feature below:

icons

That row under the chart with the icons is the new feature. Now you may be thinking you’ve seen these before, and you kind-of have, on the polls screen, where everything that happened gets added to this ‘timeline’ under the polling graphs, but this is different for two reasons. Firstly, it’s for a simulation value or situation and ONLY shows up if your monitor resolution is big enough to squeeze it in. Secondly it is actually ‘filtered’ to only show events that directly impacted the item you are looking at.

So in the example shown, there were loads of icons left out because frankly they had no impact on GDP, and here you are looking at the GDP screen, so it makes sense to think that you want a more specific and limited view of what could have caused those graph changes. Now the problem is, as hardcore Democracy players will know, the simulation is not that simple. There are a multitude of indirect effects. For example, tourism affects GDP, and tourism is affected by crime rates and air taxes. So if you change air taxes, that will change tourism which will change GDP, but this is indirect and so you will not see any icons for that here. If you did, the whole filtering idea would break down, because indirectly, everything affects everything. I did worry a bit about this, but decided that actually it would still be helpful. A lot of the major impacts, that would show up on a graph ARE actually direct, and if you want to be reminded that you doubled corporation tax the day that GDP chart nosedived, now you will be.

That’s the last code for the beta though. Now it is in the hands of the mac and linux porting gods, in preparation for beta release.

Those who are excited about Democracy 3 could read this recent rock paper shotgun coverage or maybe this interview from rezzed.

 

 

Just one pesky stat

The trouble with designing games like mine, is you often find that the game ends up focusing on just one stat. This is a problem, in my view, because it makes the game a bit too single-minded, and decisions a little too easy, or frustrating.  let me explain what i mean…

In a game like Prison Architect, theoretically it’s a very interesting and fun balancing act. You need to balance your budget the ratio of staff to prisoners, the happiness of the prisoners, the safety level of the prison, the  cleanliness, the number of prisoners you can feed that day, etc etc. It is a great game with a lot of appeal, and theoretically you are spinning all of those plates at once, trading X against Y and Y against Z. This is what makes for exciting, fun and unpredictable gameplay.

prison

HOWEVER. Like all games of this sort, including my own such as Democracy and Kudos, and no doubt Democracy 3 and Redshirt, they often (at least during development and beta) bump into a problem where for long periods, gameplay becomes all about just one pesky stat. In Democracy 3 it is often GDP or the deficit. In Redshirt, it is often happiness. In Prison Architect, for me at least it is always budget.

This is a problem that it’s worth keeping an eye on. Some games deliberately ‘cheat’ it. If your budget has been a ‘limiting factor’ for X turns, why not alleviate it a bit with a grant from the government? If happiness is ‘stuck’, then why not have the player invited to a happiness-inducing random event? The very interesting question is…. Is that good game design?

Personally, I think it is, at least in a single player game (obviously). In the real world, we can become ‘stuck’ and frustrated with one part of our lives, one single problem, but when we are game designers with total control of the universe there is no rule saying we must make the player suffer in this way. racing games often cheat with ‘catch-up’ physics. Is it ok for simulation and single-player strategy games to do so too? I would say yes, but I’m interested to know what people think. When you are stuck with 4,000 fuel and 9,000 munitions and zero manpower in Company Of heroes 2, and this is your tenth go at that mission, would you be offended if the manpower stat artificially sped up a bit?

Polishing what you have

I sometimes think indie game developers get a little bit carried away with new features. They cram in new stuff, in an excited and passionate way, without stopping to think that they should probably get last weeks feature working better first.

I hate to name names. Finishing ANY indie game is impossibly hard. You might notice that generally speaking, developers don’t criticize each others games. I did some twitter ranting recently about how Assassins Creed III seemed to be designed to torture me, but I try to avoid such rants. And most of that was ranting at stupid business decisions (unskippable crap, uplay, etc), rather than poor game design. I couldn’t get far enough into the game to even really play it…

…So I won’t name names, but I have played a few indie games recently where I wonder why they bothered adding new feature X, when old feature Y was half-assed. I am of the opinion that I’d rather have a feature not included until it can be done right. Feature-lists do not sell games. Quality, fun and atmosphere sells games. I thought GSB would sell better if I added the ‘feature’ of direct-control. It made no difference. (BTW the game sold VERY well, I’m not complaining…).

The problem is, developers come up with a new idea, and all they care about that week is the new idea. In a big studio, you have some dude in a suit (metaphorically) with a clipboard (ditto) who says stuff like “Dude, X is not on the approved feature list for this build. We need you to improve the agreed features so they pass QA”. As an indie nobody says that. You dream up some mad idea, and you race off to do it, forgetting that none of the buttons in the game have mouse-over tool-tips or a highlight state or crop text to fit because… fuck that’s so BORING! and the new cool feature is both NEW and also COOL.

I believe this to be a mistake. When you come up with a cool new feature, just write it down. When the game is finished, polished, bug-free, optimized, awesome… if you still have the time/energy and money, you can look at the idea again and see if it still feels so ‘must-have’.

A lot of indie games have historically shipped in an unpolished state because the developer is

  • bored or
  • penniless.

Now we have kickstarter, people can say it’s a beta and who cares :D But I’m still a believer in making sure you polish what you have. There are some hit games out there which are not at all polished, but I’d rather not gamble on making one of them. Polish is GOOD.