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

Communicating complexity

I have a dilemma regarding a feature in Democracy 3. I LOVE the way part of it is simulated, but like most simulations of true complexity, the results often seem like you just rolled a dice.There are basically 3 stages to a voters support in D3. They can like you enough to vote for you. they can like you enough to join your party, and they can become activists. If they like you enough to vote for you, this isn’t a done deal. They may be happy…but not ecstatic. In short, they are apathetic. They might vote, but then again…it might rain. Turnout for them is variable.

Party members will always vote, and always vote for you (obviously). But that is where their influences begins and ends.

Activists are the engines of turnout. they will persuade other people to vote, by campaigning and canvassing. They don’t change minds, but they do encourage higher turnout. As we all know, in a close election, turnout can make all the difference. This is a good gameplay mechanic, in my opinion because it acts as a drag and fight against another mechanic in the game…

Every voter in D3 is in multiple groups. You cannot therefore win by saying “I’ll be the party of the poor, screw the rest!’, because the poor are also retired, also ethnic minorities, also young, also motorists… and all those opinions come together to form their voting decision. In other words, every voter is a complex decision-machine. As a result, you have to ensure you have broad appeal. Having a niche party with extreme views is not going to win an election, you simply won’t get the votes. So the lesson is… have broad centrist appeal…

BUT!

The activist mechanic drags you slightly the other way. having broad appeal is great, but nobody knocks on doors and puts up posters for a middle-of-the-road all-things-to-all-men candidate. You need a vision, a tribe, a group of people who are inspired for you, support you fanatically and will campaign for you.

This all works great…but explaining it is hell. My last playthrough had me lose the election. I had a lot more party activists than the other guy. They gave me an election day turnout boost of 18%! whereas the other party had a boost of just 5%. But… My turnout was actually lower than their turnout. Why? Because a lot of my potential voters just were not excitable enough to go vote for me. I’d REALLY upset the oppositions supporters, so they were motivated (despite their weak activist base) to go vote, and my bunch were not. As a result, an election that looked 50/50 in the polls went to the opposition.

Activists take time to be recruited, and the groundswell of anger at me had created a big voting block on their side, but not many activists (yet).  The result was a slight surprise, although i found it cool, because I understood the mechanics. However, I need to do a lot of work to make sure the player understands WHY they won or lost. Complex systems need very careful GUI’s and tutorials and help.

 

Changing the voters opinions (long term changes)

So…democracy 3…

There are a whole bunch of voter groups. here is a nice shiny image showing what they are.

voter_groups

My current dilemma is adding enough effects that determine the changes over time in the membership of these groups. Some are pretty obvious, as in the three income groups membership is determined by the underlying economic simulation regarding income / redistribution / your policies on tax etc. But many are more subtle. For example, what would increase the number of liberals in your country? I already have a bunch of ‘membership’ effects, but I think it would be cool to add more, without it requiring adding tons and tons of new policies. Here are my current ideas, and I welcome more, or criticisms of my reasoning:

  1. motorists should be increased/decreased by traffic congestion (more pleasant way to travel)
  2. commuters increased by bus subsidies and rail subsidies (presumably making it cheaper / nicer)
  3. liberals increased by race discrimination act and community policing? Also boosted by teaching evolution.
  4. Environmentalists boosted by recycling, hybrid cars and micro generation grants. (daily routine or economic benefits to being green)
  5. Retired boosted by pensions (afford to quit early)
  6. State schools and childcare provision should boost parents membership (having kids less expensive or hassle)
  7. Vigilante mobs should boost conservative membership (fear of the mob!)
  8. Winter fuel subsidy should slightly boost the retired, as they live longer!

Like I say, I’m looking for long term effects on membership of a group, not just happiness of existing members. For example, car tax pleases environmentalists, but I doubt it persuades anyone to take up the green cause who wasn’t already persuaded.

The re-using old content dilemma

Where do you stand on content from game A turning up in Game A: 2 The sequel? I really do not know where I stand myself. Generally,  I don’t care. if it turned out that the tree models in Company of heroes 2 were the same tree models from COH 1, I wouldn’t mind. Ditto some of the sound effects. A tiger tank gun sounds the same as it did when the original game was released, and sound playback technology is the same now as it was then.

But what about the same music? Is that ok? I suspect not. And some of the same text somewhere? hmmmmm

I ask this because I built democracy 3 on top of the data for Democracy 2. With the exception of the new events, dilemmas and voter groups and policies, existing data is currently being carried straight over to the new game. obviously it might be re-balanced, but I’m not sure I need to re-write from scratch the descriptions of all policies or voter groups. That seems silly.

I *have* totally binned all the sound effects, and got brand new ones, because I think that makes things sound newer and fresher. All of the policy icons are the same, but totally re-done in 4X the resolution so it’s all much crisper. That was definitely worth doing.

but I do worry that somewhere, someone will rant on reddit that D3 is a rip-off because the description for income tax is the same as Democracy 2, and thus the game is just a ‘re-skin’. Obviously it isn’t, the underlying sim was dramatically redesigned and works very differently, but you can’t tell that without stepping through all the source code. Am I wrong to panic about a tiny percentage of pedants who might feel that way? or do you expect sequels to games to be done completely from the ground up in terms of data and artwork?

Cynical Blog Post (Democracy 3)

Ahahaha. See what I did there? I’m blogging about cynicism in Democracy 3. It’s much better than cynicism in democracy 2, or at least the developer claims it is, it probably won’t be…amirite?

Enough sad puns. Anyway, cynicism in democracy 2 worked like this: If the player raised taxes just after being re-elected (or at the game start, which is the same thing) or dropped them just before an election, the level of global cynicism went up, and this was a factor in deciding who to vote for at the next election. Simple.

The trouble is, it was too cynical. if you cut inheritance taxes just before an election, the middle classes and wealthy may well find it cynical, but will people unaffected by the change (the poor etc) really even notice? And there are other policies than tax. If you introduce armed police just before an election shouldn’t patriots and conservatives be a bit cynical about that?

So Democracy 3 introduces 2 radical changes to the way cynicism is calculated. Firstly, it is per-voter group. So you are only made cynical by changes which actually have some effect on your beliefs and situation. As a non parent, you won’t care if child benefit goes up or down or when it happens, you ignore it. Secondly, cynicism now acts on all decisions, not just tax. So laws, government spending…anything that has a noticeable effect on the opinions of a voter group will trigger a rise in cynicism for that group.

That’s the theory. Right now it’s buggy as anything, but I will fix it today. No seriously…I’m sure it will get fixed today.