{"id":1422,"date":"2011-08-26T21:08:44","date_gmt":"2011-08-26T20:08:44","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=1422"},"modified":"2011-08-26T21:08:44","modified_gmt":"2011-08-26T20:08:44","slug":"stripping-back-the-game-to-a-simple-start","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2011\/08\/26\/stripping-back-the-game-to-a-simple-start\/","title":{"rendered":"Stripping back the game to a simple start"},"content":{"rendered":"<p>I&#8217;ve been having a few days of angst (ok a few weeks) regarding game design and &#8216;fun&#8217; in Gratuitous Tank Battles. I guess I was panicking at the intangibility of &#8216;fun&#8217; and thinking I might be constructing a huge and very elaborate &#8216;system&#8217; and &#8216;simulation&#8217; rather than a game. Essentially, it became clear to me that the game was a bit too much like company of heroes and not enough like chess.<\/p>\n<p>Now COH is a great game, but I think it suffers a bit from unit-balance hell. This is something GSB really struggles with, especially for new players. Chess, on the other hand, is awesome in this regard.<\/p>\n<p>Chess only has a handful of unit types, and their capabilities are simply explained. Chess is all about the complex interactions between simple units. This is a good game. COH and GSB are about the super-complex interactions between complex units, and a huge number of them. This is a deep, but also hard to learn, and possibly frustrating game.<\/p>\n<p>I&#8217;m pretty sure I&#8217;ve sorted it all now :D. Essentially, GTB needed the starting game stripping back to very few unit types. Maybe 9 units to attack with, 9 to defend. That already makes it a fairly complex tower-defense style game. The joy of GTB is that there are so many more layers for the player to explore beyond that basic game. For example:<\/p>\n<ol>\n<li>After the player has got the hang of the basic UI and mechanics, we can flip things and make them the attacker instead of the defender. yay!<\/li>\n<li>After that, the player can unlock extra units on top of the starting nine. Yay!<\/li>\n<li>After that, the player can start to customise his units, choose different modules for them, and also edit their colors to look distinctive. Mega yay!<\/li>\n<li>After that, the player can try different game modes (Rush, or possibly waves rather than continous attack). And also try online challenges (eventually).<\/li>\n<li>After that, the player can fiddle with the built-in level editor and design their own maps either to upload and share, or to play against the AI. Woohoo!<\/li>\n<\/ol>\n<p>So, if I can get that basic 9 types vs 9 types defence game working just great, then I am pretty convinced everything else will fall into place quite nicely. It just needs a ton of work, but that doesnt bother me at all. I&#8217;m just keen to get the initial mechanics of the early game to be perfect, and I made decent progress on that today :D.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;ve been having a few days of angst (ok a few weeks) regarding game design and &#8216;fun&#8217; in Gratuitous Tank Battles. I guess I was panicking at the intangibility of &#8216;fun&#8217; and thinking I might be constructing a huge and very elaborate &#8216;system&#8217; and &#8216;simulation&#8217; rather than a game. Essentially, it became clear to me<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Stripping back the game to a simple start<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2011\/08\/26\/stripping-back-the-game-to-a-simple-start\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,114],"tags":[],"class_list":["post-1422","post","type-post","status-publish","format-standard","hentry","category-game-design","category-gratuitous-tank-battles"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1422","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=1422"}],"version-history":[{"count":1,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1422\/revisions"}],"predecessor-version":[{"id":1423,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1422\/revisions\/1423"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=1422"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=1422"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=1422"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}