Random Game Ideas: AI Personalities and Technology

I’ve been kicking around two ideas on the game lately.

The first one is that I’d like to create some better defined personalities for AI players. Maybe some AI personalities would be easy AI players, while others would be expert AIs. For example, maybe one AI player could be bold and swift. He tends to leave fewer defenders around when he goes for an invasion, choosing to rely on “the best defense is a good offense”. Maybe he feigns attacks, and then attacks elsewhere. A different AI personality would be more cautious and chooses to attack when he’s got his own territory well protected and he’s very likely to succeed in an invasion. The idea is that each the AIs personalities would have more defined styles of play.

At first, I thought maybe there would be some “best” AI personality. And why not use the best one all the time? For one thing, that’s not very exciting because it lacks variety. If there’s one excellent AI and two good AIs, it might be good to add all three of them to the game. Even the uncertainty over which type of AI you’re playing against could put the human player at a disadvantage because he doesn’t know exactly which strategy to use against them, and can’t anticipate what types of moves the AI will use. From that perspective, not only would a handful of AI personalities be more interesting, but the mixture might make it more difficult for human players to win the game, as well.

Players who are setting up scenarios could even set different nations to use particular personalities – to mimic the historical situation. (Example: I want the leader of this nation to be cautious. I want the leader of that nation to be daring, quick, and unpredictable.)

The second idea I’ve been kicking around lately is an idea about redesigning the technology system. (I’ve actually been kicking around this idea for a long time, I’ve just never implemented it.) Right now, players upgrade along a predictable path from unit A to unit B. But, what if there were a whole bunch of technologies with levels. For example, what if there was an “armor” technology and an “engine” technology and a “cannon” technology? Players could decide to create a new type of tank. They’d spend some time and money on a new tank design, and they’d be allowed to specify what types of attributes they wanted it to have. For example, they want a heavy tank with good firepower. Or maybe they want a light, fast tank that is cheap to build. They’d then spend some money, and based on their nation’s technology sophistication and some randomness, they’d have a new tank design a few turns later. The tank design might vary in quality and price. Maybe it performs badly in certain types of terrain. Maybe it’s a very good tank for the level of technology that player has. The player could then decide to build it. The key thing here is that tank designs would vary in terms of their attributes. Players would have to decide whether or not the design should be used or scrapped.

Because other players are doing the same thing, each nation has units of different quality and attributes. Players have take that into account when going to war against other nations. It would also mean that players have to adapt their strategies to the current game. They might’ve had good tanks in the last game they played, but poor tanks in this game. Or, they might’ve had good tanks 50 turns ago, but technology in the game has progressed, and they haven’t funded their tank technology enough to keep up with the latest designs.

I could see this system being used with all the different units in the game: infantry weapons, tanks, aircraft, etc. Maybe the player could get a chance to research some anti-armor weapons and they’d come up with something like an RPG. Maybe the player needs to field test some designs to see how well they work in actual combat. I could imagine some of the attributes being things like: attack/defense numbers, movement rate, movement rate on different terrains, movement range (for aircraft and missiles), production and resource cost, maintenance costs, etc.

It might also be interesting to vary the costs and research time of technologies each time the game is played. Players would have estimates of the time and cost of researching a new technology, but it’s not exact. Some technologies in the real-world seem like they’re not far off, but they never seem to arrive. (Example: Fusion power.)

It would be nice to add tactics into the system as well. For example, some technologies are good for a while, but your opponent learns some new tactics and reduce its valuableness. Or maybe some of your technologies are given a boost because you learn tactics that improve its usefulness. Tactics are something that would be improved and refined through combat experience. Maybe if the player has military academies, they learn new tactics more quickly. The longer a war drags on, the more time the enemy has to learn tactics that mitigate your technologies.

Famous: It’s a job now

A while back, I was thinking about the fact that Ashton Kutcher has almost 6 million followers on Twitter. With that kind of fame, he’s in a position that most people aren’t: he can do things like write a book (even a fictional book) and it’s almost certain to be a success. He’s now in a much better position to have all his work be successful than the average person. But, it’s not even about having that many twitter followers (which acts as free advertizing for whatever he wants to promote), but it’s also about the fame. A few weeks ago, it was reveiled that “The Situation” from Jersey Shore was on track to earn 5 million dollars this year. (Just to be clear: this is more money than you or I will earn in our entire lives.) All of the Jersey Shore cast can earn “appearance fees” — i.e. clubs will give them thousands or tens of thousands of dollars to show up someplace, just because it stirs up a lot of talk and interest in the place.

In effect, their fame makes everything they touch golden.

It may seem naive, but for a long time my philosophy was simply “work hard + make good stuff = success”. I think the “fame” component that would be enormously helpful in making my game a success.

Related: The Rising Price of Snooki: A Comparative Analysis of Jersey Shore Appearance Fees (Gawker)

Hard Drive Blues


Blue screen of boredom

I had more hard drive problems this week. This time, I was having problems with files getting corrupted. I ended up spending all day yesterday reinstalling windows and my applications on a new hard drive. It takes forever to get things up and running again, mostly because of slow installs and slow updates. So, I got zero “actual work” done. At least I’m being a little smarter about things now: I’m redesigning my backup system, and I cloned my hard drive after reinstalling everything. Now that I have a clone, it will only take me about 30 minutes to get everything up and running again on a new hard drive.

I think I made the wrong game

I saw a story on slashdot recently. The creator of “Minecraft” had his paypal account suspended, and he can’t get his money out of the account. The money was for pre-orders of his game. He started developing the game in May 2009 and released an alpha version of the game the same week. So, how much money in pre-orders does he (claim) to have? 600,000 Euros (roughly $760,000). That’s pretty mind-boggling for one and a half years of work. It’s also a few orders of magnitude more money than I’m earning. (To be honest, my initial reaction to the story was that the number was fake, and it was all a big publicity stunt. After reading a little more about it, though, I think it might be true.)

I’m planning to release financial numbers for my game at some point in the future, but I’ve already suggested that it hasn’t been a financial success. And, it’s not that I need to make a ton of money, like Minecraft, but I at least need to make enough to pay my bills. I guess it’s all feast or famine in the indie game business. I think 99% of us are on the “famine” side of it.

Update, Sept 18: I just got some numbers from the sale that started last month. There was a nice increase in revenue from that, so that’s encouraging!

New Tech – 3D on the iPad/iPhone, Augmented Reality [Video]

I just thought this was a pretty cool demo. It’s a 3D world running on the iPad and iPhone. I didn’t know they had such powerful processors. I guess it follows the general computing trend of the past 50 years, though – more powerful computers in smaller packages. Decades ago, computers filled an entire room. Then there was the desktop computer, then the laptop. Tablets and phone devices are just another step in that progression. I suppose the only limiting factor is the interface.

Speaking of the interface, this is next video is a pretty cool tech mockup. Maybe in the future, we won’t be limited to the size of a tablet or smart phone screen. (This video works best with blue-red 3D glasses, but it’s still watchable without them.)

It would be pretty weird to see someone interacting with their computer this way – since they’d be seeing the augmented reality images through some sort of glasses, but no one else would see what they’re seeing.

11 Game Satires + 20 Counterproductive Game Covers

Two interesting links:
20 Counterproductive Video Game Covers
My favorite in the list is Phalanx, a “hyper-speed shoot-out in space” with a banjo player on the front cover:

11 Great Playable Video Game Satires
My favorite spoof is the “cow clicker” Farmville spoof:

Creator Ian Bogost: “You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom ‘premium’ cows through micropayments (the Cow Clicker currency is called ‘mooney’), and you can buy your way out of the time delay by spending it. You can publish feed stories about clicking your cow, and you can click friends’ cow clicks in their feed stories. Cow Clicker is Facebook games distilled to their essence.”

Empires of Steel Sale!

We are kicking off an Empires of Steel summer sale! Instead of the regular price of $35, you can now purchase the full version of this unique strategy game of global domination for just $20 for a limited time!

If you have any friends you’d like to get into the game, now would be an ideal time.