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Replaceable Parts: Part One (The Concept)

Blogs > ChristianS
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ChristianS
Profile Blog Joined March 2011
United States3304 Posts
Last Edited: 2011-12-27 03:00:14
December 27 2011 00:30 GMT
#1
This blog was born of a premise that I conceived of a few years ago. The concept is simple, yet has the potential for great complexity; it has a great number of obstacles to being effectively implemented, but I think a great deal could be gained from exploring it properly. I'll explain it the way I thought of it: by analogy.

The Analogy:
+ Show Spoiler +
Suppose you were designing a writing system, and forget everything you already know about written language. Your problem: a way to communicate language through a two-dimensional medium. Your first step should be to linearize your medium; speech is a one-dimensional quantity, in that all speech is sequential, and for any given value of time, there will be a single value for speech. A writing surface is not necessarily sequential, but can be made so: everything you write will be in a line, and when your line reaches the end of the writing surface, you restart in the same direction from a new location, with the understanding that this is understood to be a continuation of the first line, merely transposed to a different spot to save space. The next step is easy: match symbols to a unit of spoken language in a one-to-one fashion, such that each symbol corresponds to one and only one equivalent in spoken language. Then the reader that has knowledge of what the symbols mean can view writing and translate it into spoken word.

Here's the important part: what unit of language do you choose to be represented by symbols? The obvious choice is called a character system: Each character corresponds to a word. The obvious issue is that any given spoken language has so many words in it, and you need one symbol for every word, so your readers will have to memorize a vast quantity of symbols and their equivalencies just to be able to read a book. Another solution is a phonetic system in which characters correspond to sounds. Similar sounds have similar-looking characters, and words are represented not by single characters, but by a set of characters for each word. Characters are then frequently reused, but there is one set of characters that corresponds to each word, so it still corresponds to language in a one-to-one fashion in that you could translate from written to spoken and back effectively. The alphabet system is only slightly removed from a phonetic system; characters don't correspond perfectly to sounds, but they generally do, and there's still a principle of similar-sounding words having similar-looking written representations; the main difference is that some sounds are broken up even further to correspond to a set of characters rather than a single character. Rather than learning thousands of characters for the thousands of words in the English language, or the ~100 (I'm not sure of the exact figure) sounds produced by the human voice, there are only 26 characters and a few punctuation marks to learn in the English language.

Up to now I haven't brought in the game design aspect of this analogy. But I would argue that all (edit: most. Earth 2160 is the only one I've seen so far that implements this idea, though) RTS games today (at least all I know of (edit: this knowledge is apparently lacking)) are built mostly on a character system: each unit on the field corresponds to one decision on the part of the user (with exceptions). There is a set of _ units available to you, and each unit has essential and unmodifiable characteristics (i.e. one marine is identical to another marine, regardless of when, where, and for what purpose it was built). This is slightly changed when upgrades enter the equation; a 1-1 marine is not identical to a 2-0 marine, nor is it identical to a combat shield+stim 0-0 marine. In most situations, though, this does not change the marine especially, other than just making it overall better than it was before.


The Concept:
+ Show Spoiler +
So what I propose is to rearrange the unit construction system. Rather than being faced with a decision of whether to build a siege tank or not build a siege tank, the player should have greater control over their unit design. That is, there is a model for a basic mechanical unit. Building it plain isn't good for much more than scouting, and adding elements to it is more expensive. What weapons do you add? Long-range? Small, quick-fire? Big, single-shot? Big, slow AoE? What kind of mobility do you want it to have- faster, more maneuverable units will be more expensive, and large, powerful weapons and armor will automatically weigh the unit down, reducing mobility. Thus the possibilities for units are not infinite, like in map editor, but they are significantly increased by being able to modify specific aspects of a unit to meet specific purposes.


This is the premise of the title "Replaceable Parts." You don't design units as a whole; you design units with a number of potential directions they could be taken. Specific characteristics of the units are not determined entirely by game developers; rather, they are presented with a number of options for their units RPG-style, and decision-making in the game is rooted in navigating those options based on the goal you wish to achieve. Army composition then becomes multi-dimensional rather than single-dimensional, and players have a great deal more freedom to make a choice as to what their path to victory will be, and alter their units accordingly.

"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
d9mmdi
Profile Blog Joined April 2011
Germany179 Posts
Last Edited: 2011-12-27 00:48:33
December 27 2011 00:48 GMT
#2
um but exactly this is what you do in these space civilization management games, you put replaceable parts into a spaceship dealing with the very trade-offs you mentioned... orion2 or ascendency are examples
You gotta step over dead bodies - Momma Plott
palmerdabbelt
Profile Blog Joined October 2010
United States46 Posts
December 27 2011 02:12 GMT
#3
Something like Earth 2160? If you want to try it out, it's only $3 on GoG:
http://www.gog.com/en/gamecard/earth_2160
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
December 27 2011 02:57 GMT
#4
Ascendancy is a very different area of video games; I'm specifically referring to the RTS genre of video games. Other games (e.g. Banjo Kazooie Nuts & Bolts) feature customizable vehicles, but I'm more discussing something where customizing units is one of many things on your plate while the clock ticks down. I don't know anything about Orion 2, but if Orion 2 is similar to Ascendancy, it also falls outside of my discussion.

I hadn't heard of Earth 2160, and that's an interesting find. It looks like they're applying this principle, but not necessarily applying it all that well. I intended to discuss some of the pitfalls of such a strategy of design as the blog progressed, but there are definite pitfalls.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
Last Edited: 2011-12-27 03:01:55
December 27 2011 02:57 GMT
#5
Wow Earth 2160 looks amazing, shame there are only 24 hours in a day and I have to sleep

But OP, those games exist, and there are plenty of them around that you can play. There's also Galactic Civilisations in which you make your own spaceships, it's turn based but still fun.

Also, what you suggested is more or less implemented in SC2's single player. But doing that in multi would make balance an even bigger issue and confusing to play/watch.

EDIT: Another RTS example is Metal Knight, a Chinese RTS from the 90's back when Chinese people actually made and bought proper non-F2PMMO games, you combines a Chassis with a Power Core with a Weapon to make a mech which you make from Factories and Airports. Information is scant to say the least but just saying they exist.
Starleague Forever. RIP KT Violet~
gameguard
Profile Blog Joined March 2006
Korea (South)2132 Posts
December 27 2011 03:23 GMT
#6
The main problem is that this type of model doesn't fit in a fast paced RTS game like sc. It's great for turn based games, and its been done many times before as you know. I could see a very limited form of this (like choosing from 3 diff weapons) working for something like WC3 where build times for units are generally longer and units are buffer. RTS games need a balance of complexity and playability.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
December 27 2011 04:12 GMT
#7
It becomes difficult to design a game like this with balance in mind because, in an optimal situations, your decisions should matter. The best way to create a scenario where specific "character development" choices matter is to, essentially, make every unit a "hero unit". In the end, you'll end up with a difficult scenario where you want things to become important, but don't want things to become so important as to make the entire scene revolving around "build-order wins".

The alternative to veering closer to the Warcraft, micro-oriented side of things (where meticulous attention to detail would be key) would be to go for more of a Starcraft feel, where the big picture is more prevalent. However, if you just took Starcraft and made every unit customizable, it would be nearly impossible to play very well.

How would you design such an in-depth system of customization while still maintaining an army-like feel? Essentially, how would you go about throwing RPG-elements into the RTS genre? It's a really tough thing to deal with, and I can't come up with an answer off the top of my head. I hope you're prepared for this stuff

As a side-note, are you planning on pursuing the creation of such a game (i.e., pick up a programming language, get art, and mash it together), or is it more of a conceptual thing?
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
December 27 2011 04:25 GMT
#8
Definitely more conceptual for now. I've definitely considered computer science as a major, and I've taken a couple art classes, but I'm nowhere near qualified to make a game of any kind right now, and maybe ever. Even if I were, a game like this would be a massive undertaking, and easily be outside the range of any small developer, so it'd have to be taken on by a fairly large studio. But whether or not a game like this is actually made, I'd like to flesh out the idea I had, so I thought I'd create a blog on the subject. I tried to write a journal on the subject, but I can't really bring myself to write a journal very regularly. This seemed like a better way to go about it.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
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