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

PC Hardware Woes

Ever since I bought my latest PC, it has been very rarely, but annoyingly susceptible to random power-shutdowns. The PC then reboots fine, although when it is in the mood to do so, it may then power off after a few seconds (or minutes), and basically be unusable until I get grumpy and leave it for a good few hours, or overnight. It’s very rare, but very frustrating when it happens, and I don’t like the worry that one day this could actually nuke the hard drives or graphics card.

(I’ve pretty much ruled out any other cause of the shutdowns also, it’s definitely hardware, and definitely inside the box)

The PC cost £1,000 mostly because I had a big RAID array and an SSD and a meaty video card put in there. It never occurred to me that the PSU might suck. It’s apparently a ‘powercool pc-650auba-m’, which doesn’t mean much to me, except that it’s a brand nobody has heard of, which is a bad sign.

I finally lost patience with it this morning and ordered a new corsair PSU, which I will bravely try and fit myself. I used to actually work as a PC hardware engineer, so you might imagine I wouldn’t give this a second thought, but that was long ago, when PCI was a fascinating new technology, and USB was still a cutting edge feature. PSU’s now look nothing like the ones I remember. That’s reason #1. Reason #2 is that inside the case it’s cable city Arizona, and fairly squashed. I’m probably going to have to work out how the SSD is attached to the case, and remove it in order to get the PSU out, and re-running the mess of cables will be a pain. I think I should use all new cables, so I can rule out that as a potential cause. (kinda scary because the SSD is the boot drive)

Theoretically, the whole PC is under warranty, but I’ve done the PC hardware job myself, and I don’t rate much the chances of them actually caring, or agreeing to swap it out, and certainly not swapping it out on site (even if I pay), because I can’t be without a PC for any period. Plus, they will likely only do a like-for-like swap with another cheap PSU anyway…

So right now I am staring at a depressing progress bar while an agonizingly slow backup copy of all my source code (to an external drive) takes place. I have it all backed up online anyway, but the art assets are only local (and with the artists as original files) and haven’t been fully backed up for a while, so I’m going the extra mile. Realistically, the chances of really screwing up a PSU swap-out are pretty minimal, but this is my work PC…

In future, I shall be buying PC’s with really good PSU’s. It’s a silly thing to skimp on, and given current PC prices, and positechs sales, it’s madness for me to think about economy when buying a PC for my job. You live and learn etc….

Democracy 3: Voter type income design…

Sooo.. I found myself almost sleepwalking into adding a new feature to Democracy 3. I honestly can’t remember actually making the decision to include it, it just seemed to ‘happen’. In democracy 2, the model for income of voters is fairly basic. You can implement policies which affect different levels of income (luxury goods tax hits the rich, for example), and that would affect the membership of the poor, middle income and wealthy voter groups. So far so good.

But it turns out that life is more complex than that. My example of choice is ‘agriculture subsidies’. In the current game, Agriculture subsidies make farmers happy, and they also encourage people to become farmers (so farmer voter group membership rises). This is accurate, and logical and works well. But it has no actual effect on anybodies personal income. This is clearly wrong. So in Democracy 3, I’ve changed things so that each voter group has an ‘income’ value, and policies (and events) can feed directly into them. You also get an extra tab on the graph, and list of effects to see these things happening.

farmers

So now… Agriculture subsidies have their usual effects, but also they make farmers wealthier. The subtle effect is to push farmers out of poverty, and towards wealth. This may be more logical, and detailed and accurate, but why is it good game design? what does it add?

let’s say you have identified the poor, and farmers as two ‘core’ groups that you will base your support on. They are the bedrock of your voting block, and you will keep them happy. So far so good. One of your policies, as demanded by your poor farming supporters, is higher agriculture subsidies, and so you do their bidding. One of the side effects is now that a chunk of those poor farmers are now not so poor. They start joining the middle income or even wealthy groups, and that brings with it a host of other influences to their thinking (voters are in multiple groups, at varying strengths). Suddenly, there are more farmers thinking ‘hold on, I don’t think I appreciate this luxury goods tax, or inheritance tax. What were you thinking???’. Your policies that subsidized the poor and hit the rich (including those taxes on the rich you levied to pay for the subsidies) are now inadvertently affected the very voters you were trying to help…

it’s a subtle effect, but I think it’s real-world, and also represents an interesting trade off. I see this in British politics a lot. The left were concerned about child poverty and pensioner poverty, so to combat it, we got better provision of child benefit and winter fuel benefits for the elderly. Worthy goals, but they also push up the living standards of parents and the retired. This has side effects. Now, in a time of austerity, the government finds it extremely hard to reduce either benefit. This is the problem of so called ‘middle-class’ benefits. A policy designed to do one thing has had other effects, due to the changes on people’s income.

I think this is an effect worth modeling, and it’s fascinating to see it in game. When trying to make environmentalists happy, all my feed-in-tariffs and grants also make them better off, and suddenly I’m the champion of the wealthy and not the poor. I love trade-offs and compromises like that. They are the key to what makes Democracy interesting to play.

Gratuitous Space Battles FREE weekend on steam

…has now started. behold:

gsb_free

I could (and probably will) talk at length about the reasoning behind doing this, from a business POV. Suffice it to say for now, that there are always people who are skeptical of buying a game based on reviews, or a demo, and feel they need to play the whole game properly before they can commit to buying it. I guess this is the appeal of pay-what-you-want in some ways (I guess retrospectively…) and also FreeToPlay games. Never let it be said that cliffski is an old man afraid of trying new things :D

If you don’t know what I’m talking about here, Gratuitous Space Battles is my best-known game. It’s a space strategy/management game, that in some ways is like football-manager with space fleets, and in some ways it’s a puzzle games, and in some ways it’s an RTS. You can control the ships mid battle these days, by the way. The game has sold VERY well for a small indie, and won awards and stuff. You can check it out for free this weekend on steam (and there is a nice tasty discount to tempt you too).

So as to show off some of the latest shininess, here is the video for the last GSB expansion pack: The outcasts again… PLEASE TELL EVERYONE ABOUT THIS FREE WEEKEND!

Designing Pressure Groups in Democracy 3

Sooo… the system for pressure groups in Democracy 2 was fairly simplistic in comparison to this. See how this sounds.

There are a host of different pressure groups in Democracy 3. Some are relatively harmless and are mostly a way of registering dissatisfaction by voters. Some of them are more aggressive, some are extremist groups that are actively dangerous to your government. The extremist groups contain the rioters, the assassins, the corporate mega tycoons, fascists and crazies who will try to blow up your presidential car and so on…

Every voter in the game has a predisposition towards militancy. Each group has a required militancy level for people to join it. if you are mild mannered, no matter how upset you are, you will not join the peoples revolutionary army, although you might join the peoples socialist party (for example).

Here is the fun part…

The extremist groups (revolutionary army) have parent groups that are used as a ‘funnel’ into their membership (and that is the only way they get members). So if you are a member of the relatively harmless peoples socialist party, you will, providing you stay angry at the government, get ‘radicalized’ over time. If this radicalization meets a certain threshold, and your innate militancy is high enough, then you become a recruit of the more extreme group. There is also a point at which your radicalization will fall enough for you to quit the extreme group. Only the extremist groups are really worrying.

hamza

I think this is much more realistic, and should give rise to some interesting phenomena, especially ‘lag’. By this, I mean that carrying out an action that really upsets a group of voters (say… a war for oil) will have long term effects because it will push people into radical groups where previously they were happy to just shout slogans. The key is that the ‘leave’ threshold is way below the join one (giving groups some internal momentum) which means that once someone joins the revolutionary army, you need to really cheer them up if you are going to reduce the long term threat and have them leave.

It also means that a large and growing ‘harmless’ pressure group, is a warning sign that you could be looking at an extremist faction developing if you do not take steps to keep that group happy. If the peoples socialist party is huge, you need to be careful what you do to upset socialists further. if it’s tiny, you can probably risk it.

Obviously it will be fun to code stuff like the effects of intelligence services on radicalization, and dilemmas etc. If we arrest a radical without trial, that should accelerate radicalization, as should war. The trouble with this game is it could balloon to be the most complex software in the universe :D