Meso-American Strategy Browser Games

Finally, after looking for a while, I found some strategy browser games withe a Meso-American theme. Both of these MMO’s are available in Spanish and English. Unfortunately, neither of them are well-polished.

The first, Native Kingdoms, seems a lot like eRepublik. I liked eRepublik, but one of my biggest complaints was that there isn’t much to do your first time playing, which makes it very hard to get into. Coupled with Native Kingdom’s lackluster presentation makes this one a pass for me. Though I did find this part of the introduction mail quite humorous: “…Finally a polite request! Please do not buy more than 2 Tortillas per day, we have a lot of new players and tortillas are scarce, buying more than you need leaves someone else to starve! So be considerate and only buy what you need! (buying to sell at profit is strictly forbidden and profiteers will be severely punished, as will those hoarding food stuffs)…” Again, with the honour system. Can they not just code that into the game? It’s as if Travian sent you a mail “Whenever an attacker defeats you, please send him the appropriate resources he would have raided, had we finished programming…

Next is Mesians. This one is an actual strategy game, in the classic Travian style. Village, resources, troops, all the good stuff. Logging in for the first time can be rather eerie. There’s no tutorial, nothing flashing, no welcome mat, nothing. All you have is a blank village. It was very disconcerting. Since I basically know what I’m doing it wasn’t too difficult to get my village going though. I upgraded all my mines a few levels, built a warehouse, senate, wall, and upgraded my “central pyramid” as much as I needed. Then I went to check out the map.

More eerie. Page after page of abandoned cities. Never a good sign. They do have some active players though, so hopefully there’s a strong user base that will stick with the game long enough for it to up the presentation so it can actually compete with the larger online strategy games. Eventually I did find a tutorial though. Unfortunately the translation still needs a little work…

Cheers,
Oliver

Browser Game Advertising in 2011


It’s nice to know that in the new year, the proud tradition of online strategy game ads hasn’t been lost. I ran across this gem the other day for Caesary. “Seize what’s yours!” Caesary. Seize. Nice. I also did a quick search for “Caesary ad” and found this one from before the game’s launch. Classic.

Also, Bio Break posted a great one for Lord of Ages featuring the guy from 300. 2011 is turning out pretty good so far. And just to save you from searching, here are some other articles about infamous browser game advertising and art theft:

http://osg1.com/2011/01/16/lord-of-ages-on-facebook/
http://osg1.com/2010/11/03/oil-fight/
http://osg1.com/2010/07/22/osg-advertising-fail/
http://osg1.com/2010/05/10/infamous-advertising/
http://osg1.com/2010/03/12/art-theft-strikes-again/

Cheers,
Oliver

Ikariam.UA Shut Down

As announced in the forum, the Ukranian Ikariam server is scheduled to be closed at the end of the month. Certainly some of the players will be migrating to different servers, but either way it is very unfortunate for all of the players who have spent years nurturing their island empires.

To celebrate, the players decided to throw one final battle, and the whole world is invited! From what I’ve heard, the battle is well beyond round 1,000 now, and each round is taking the server 50 minutes to calculate. You can check out the overview report or the detailed report, though the detailed report is definitely having problems loading. Hopefully I’ll get another update once the battle is over.

To everyone on ua.ikariam.com fighting until the bitter end, на здоровье!
Oliver

Clash of Kingdoms and a Discussion on Loyalty

I’ve been playing Clash of Kingdoms and it has gotten me thinking about Loyalty.

In Clash of Kingdoms every player starts in one of six kingdoms. Over the course of the game the kingdoms fight for control of the various cities on the map and try to wipe each other out. Starting all players in a kingdom that has a good chance of winning the game is a great game element and something that’s pretty unique to the genre so far. However, it also bring up questions of Loyalty. The game gives each player 3 chances to “Betray” their kingdom and join a different one. Surely this is a tempting offer, especially when my current kingdom, Tao, is quite far behind. However, there is a sense of loyalty that keeps me fighting the good fight. Tao for life! There is a stigma attached to mutineers, but I am wondering why this is.

When first choosing a side in Clash of Kingdoms, the player is given very little information. There is a very brief description of the real-life Chinese province the kingdom is supposed to represent, the location of the kingdom on the map, and then there are two in-game values, “Resource Output” and “Recruit Speed”, and there’s only a 5% difference in the various values. With so little information, it’s safe to say that the player is going in blind and the kingdom he chooses is quite random. In fact, “Random” is actually a choice.

So then, after a week of game play and discovering that his team sucks, why wouldn’t a player decide to jump ship to one of the stronger kingdoms? Mostly this is because of loyalty. But are we bound by loyalty, even to strangers in an online strategy game? Does this work in the real world?

Of course it works in sports. If you support Arsenal, you have to support them even when they don’t win the championship. You can’t suddenly decide to support Manchester because they’re having a few good years.

I also watched “Scent of a Woman” recently. In this film the main character, Charles, witnesses some classmates set up a vandalism prank and has to decide to accept a bribe to rat them out, or stay silent and be expelled. The film suggests, and probably most of us feel, that the noble path, the path of integrity, is for Charles to hold his tongue. Certainly this makes sense if these classmates were his friends, but the film describes that they were not; they just happened to attend the same school; they just happened to be in the Tao kingdom. Nevertheless, we must be loyal.

But how far does that loyalty go? In the film, the classmates splattered paint on a car owned by the school. Sure, it was a prank, but what if it was worse? If the classmates had stolen something, is Charles still bound to be loyal to these acquantences? If they had killed someone? Lord knows if I saw some random classmates kill someone, I’d call the bloody cops. At the same time, I know that even if the other kingdoms conquer all our other cities and have Gaung-ling surrounded, I will proudly die a loyal member of Tao.

Cheers,
Oliver

New Games

I finally updated the List of Games again. Today’s additions include Baltheo, Excalibur Online, and Warflow, as well as Clash of Kingdoms and Glory of Rome which I neglected to add earlier.

I feel pretty confident when I say I won’t have time to do a full review of Baltheo or Warflow. Far as I can tell from the screenshots of Batheo, it’s the same as Warflow but set in Greece instead of China. Also, based on the few minutes I spent with Warflow I know there are much better games worth your play-time.

For example, Antzzz, which is a great game, just opened a new server. Despite the low graphics, the game play is fun and refreshing. I’ve also been spending a lot of time with Clash of Kingdoms lately, but more on that later.

Cheers,
Oliver

Best Browser Games of the Year 2010, pt2

Well, it looks like I’m going to have to take back everything I said earlier: Browser Game of the Year is back! Though curiously they skipped 2010. Anyway, this year things are different as there don’t seem to be nominees yet, but you can vote for whatever game you want. Definitely check out the Strategy Category and vote for your favorite game. I know I’m going to have a hard time deciding which was my favorite game this year, but I’ll keep you updated!

It’s a good thing that BrowserGameOfTheYear.com decided to come back, because BBGsite’s Best Browser Game of the Year 2010 is really dropping the ball. Not only do they have a special icon to indicate which games are bribing you to vote for them, also 1100Ad is obliterating most of the competition, not only in Best Strategy Game, but in Most Popular BBG. 1100AD? Really? BBGsite.com also mysteriously removed the link to my review. Curiouser and curiouser…

Cheers,
Oliver

Lord of Ages on Facebook


At long last, the premier online strategy game, Lord of Ages, has graced Facebook with its presence! Recently I was purusing Facebook when I saw this ad: “15 Build at Same Time; Click here to enjoy fastest growth!” Finally, a game that addresses the ranks of Travian players who are sitting around with enough resources to upgrade 15 of their structures, but are unable to do so. Surely the best online strategy game is obviously the one that lets you build the most at same time, so I quickly clicked to find out what this epic game was.

The next screen that greeted me brought a smile to my face. While some players might scoff at the idea of recommending a game to all of their friends before actually playing it, since I recognized this as Lord of Ages I knew it was something all my facebook friends would appreciate. Especially the game’s unique take on English.

My excitement was growing and now it was time to choose my image. What face shall I show to my enemies? How about Eomer? I bet New Line Cinema and Tolkein himself were thrilled at the chance to donate their work to such a great game.

Finally I had to chose which Nation I would join. I was really looking forward to lording over my new kingdom, but unfortunately each Nation I chose returned “Error: 1025005″. Alas, I guess I am not worthy enough to behold the majesty of Lord of Ages on Facebook.

Cheers,
Oliver

Stone Age Kings Releases English Version

Finally, after almost a year of waiting, Stone Age Kings has finally launched an English version. I’ve started an account and should get a review out soon.

I’ve also been really impressed with the translation. A lot of online strategy games, most of which are developed in Germany or China, end up with some horrible engrish, but it’s clear Stone Age Kings actually spent some time on this. I’ll leave you with some great text from the tutorial:

“My Son! For more than 50 winters, I was the Boss of this family. Now my time is over. Our ancestors are waiting for me. Now it’s your turn to lead teh family and our tribe.

“Unfortunately, we both know, you’re your mother’s son. To prevent a complete fail of yours, I’ll have a look at your first steps. Don’t disappoint me, or I’ll haunt your dreams.

“Hell, it’s about time! At least it wasn’t a complete disaster. I’ll reward you with the promised raw materials.

“Now let’s see if you can handle the next quests.


“Have you really found someone who will do the dangerous hunt for you? Perhaps that’s better – everyone would have starved if it had been left to you.”

This has been the most insulting OSG tutorial I have played, but it’s hilareous. Great job, Gorilla Gaming.

Cheers,
Oliver

Civ News 2011

2011 greets us with some more news from Civilization. First, is that the Civilziation Facebook game, now called Civ World, is entering Closed Alpha today. If you’re interested in getting in on the Alpha, definitely check out the facebook page.

It will be really interesting to see how Civ World adpots the classic Civlization Turn-based strategy to the Facebook platform. I’m hoping, really hoping, that they don’t follow the formula of City of Wonder or City Ville, where you finish construction projects by having your friends click on them. Lord knows USSR would have won the Cold War if more of Stalin’s friends had signed up for Facebook. However, this seeems promising “in Civ World you will be joining your friends to form nations, which will compete with other player-nations to rule the world”. So at least we know that there’s actually competition. That’s a good sign.

You can also read more on Inside Social Games.

In other Civ-related news, Jon Shafer, lead designer for Civilization V, has left Firaxis. Gamasutra has an interview that’s worth a read.

Cheers,
Oliver

Interview with Aloriah

Happy New Year from OSG1. Late last year the guys at Devillusion Entertainment, makers of the browser game Aloriah, set aside some time to talk to me about their game and the development process behind it. It’s a great interview and I can’t thank them enough for giving us some insight as to all the work it takes to give us something to do while procrastinating. Alright everyone, enjoy!

OSG1: First, thanks for taking the time to talk with me. Could you introduce yourself and tell us what your role is in Devillusion?

DW: My name is Daniel Westerberg and I’m the CEO and Lead Programmer of Devillusion. My current responsibilities in Aloriah are programming the game client and the overall realm architecture programming. The realm is the part that takes care of the accounts, i.e. login and registration process and such.

OSG1: I understand that Aloriah came about after Jonas Wikberg and some others were inspired by Travian at University. Could you tell us more of this story? What was the process of going from inspiration to forming a company and creating a game?

DW: Jonas and I went to school together during our university time and that’s where we met each other. We played Travian for a while but got bored really quick. Travian offers very little depth and I would never played the game more than once since there are very little dynamics in the game, everything is almost the same all the time. That was also the main reason to why we started thinking about doing our own game. The general idea was something like “what if we combine the dynamics and interactions of a “real game” and put it in a browser based game?”. The question was why noone had done something like this before? All the games on the market were almost the same and just more or less copies. This motivated us to thinking we could bring a new generation of browser games to the market and that was the start line for our work.

OSG1: Can you tell us a little about the development process? Who is “Devillusion Entertainment AB”? How many people have been working on this game and for how long?

DW: After we came up with the idea we had a long period where we just wrote a huuuge document containing all of our ideas and the concepts behind each and every one of them. This took us about 6 months and after that everything was clear to us: this would be a new masterpiece! We contacted a friend of ours, Jacob Westman, who is an interaction and layout designer and asked if he would join us (imagine if it would just be programmers working on this project, omg!). We worked together for about 6 more months prototyping everything and trying our ideas out. After that we realized that it was time to form a company and do this for real! We founded the company in the beginning of summer 2009. The name “Devillusion” was decided almost instant. That name had been in my head for many years and I always wanted to start a game company with that name. Devillusion is a combination of the words “development” and “illusion”. The thought behind that is that we develop things so good you might not be sure if it’s real; “Making illusions come alive”. Another plus is the word “devil” that gives a nice touch to it!

When we founded the company it was just us three. We got in touch with an old friend of Jacob, Nicolas Chifflet, who is a graphical artist and he decided he wanted to work with us so he was hired just a couple of days after. His unique graphical style is another thing that really sets Aloriah apart from other games. It’s a nice combination of vivid colors and a comic touch mixed together with raw brutality and epic story telling.

We worked together for another year, releasing an alpha and a beta version along the way. We came in contact with a friend of Nicolas, David Åhlander, who is a musician and by that time we decided it was time to bring some music into the game. He was the perfect guy and he and Nicolas started working on the intro video together and the result got pretty awesome as you all know! He has been working on some in-game music after that that we will soon release in the game.

The game was released 1st of September 2010, almost a year after the first alpha version was released. All and all it took us about 2 years from scratch to public 1.0 release. The game is never finished though and we constantly work on improving it all the time of course.

OSG1: One of the key features in Aloriah, and what really sets it apart from Travian, is being able to move around on the world map. It seems a little inspired by Heroes of Might and Magic. What led to adopting this to an online strategy game, and what were the biggest challenges, either technically or from a game-play standpoint?

DW: I’ll let our game designer Jonas Wikberg answer to these.

JW: Well, games from the Heroes of Might and Magic-serie (HoMM) have had unique and interesting game elements even from the beginning. One thing that has separated them from other strategy games is the turn-based approach. They have also had a very distinguished map interaction and system for heroes and armies.

After playing Travian for a few rounds it really felt like the world was very static and that much more could be done to browser game to make things more dynamic. The thoughts echoing in our heads were “Why isn’t there a browser game more like HoMM out there? Why don’t we make one ourselves?” So by taking Turn-based concepts from HoMM and browser game concepts from Travian-like games and merging these together we kind of ended up with Aloriah.

The transition of taking concepts from a turn-based game into a slow time strategy game (such as Aloriah) is pretty smooth since both of these genres have a lot in common and both work along timelines that put no real pressure on the user time-wise. What has been difficult has been how to implement good interaction methods for the user to control the armies on the map. When playing a normal strategy game usually both the left- and right mouse button are used – but in a browser game users expect to only use the left mouse button.

Initially we used an interaction method where we switched the mouse cursor and set their interaction in a certain mode after they clicked some kind of ‘lay-command’-button, but it became frustrating for our users since they didn’t understand or like that they could not interact in their normal ways in this mode. Eventually we developed a better system – the one we have now – which lets users still interact with the game like they usually do without switching mode. If they want to lay commands they first need to have an army selected and then simply hold the left mouse button on the cell that they want to go to or explore – kind of like what we have seen in adventure such as Full Throttle or the Monkey Islands-series earlier. However, neither of this is standard in any way in a browser– but once the users have learnt how to do this they seem to think it works pretty smooth.

Apart from this we are constantly working hard to improve the map interaction and the clarity regarding this for the players. Since our map is more dynamic than games such as Travian we can’t simply let players pan the map around with their mouse since we need to make sure that the latest active content is shown if they choose to load a part of the map. We have however a lot of ideas on how to make scrolling the map easier, as well as showing a better overview of the world for the players. We hope we can get these into action in a patch not too far away.

OSG1: What else is unique about your game? Why should players play Aloriah instead of another browser-based strategy game?

JW: There are several things that differs Aloriah from many of the other browser-based strategy games!

- Aloriah has very clear goals and is driven by the Scenario that the server is running. The current available scenario is that the world is invaded by Dragons. Everyone on the server work together (very much like Ahn Quiraji worked in World of Warcraft) to do their best to contribute in the war. Players can also follow the progress of the world from the scenario page and estimate how close players may be to ending the world by reaching the end goals. Hopefully we will get time to add more scenarios and thereby doubling or tripling the lifetime of the game – maybe one where the Gods venture down onto the world and start wreaking havoc themselves?

- All your progress isn’t really lost when a server resets – you may lose your current civilization but your account has still earned different achievements during the ongoing round which does have an in-game positive effect in-game in future rounds. You could say that the goal of this system is to somewhat tie the different scenarios and rounds together into a campaign.

- The game looks different and feels different depending on your playstyle – if you choose to be good you will have a friendly-looking interface and your villages will be brimming with flowers and light. On the other side if you choose to play evil things will look cruel and pools of blood and skulls will be there and about in your villages. I can’t say much about the other races yet – but presumably they would have their own unique interface as well. The goal is to create different users experiences very much like Starcraft 1 and 2 have managed to create distinct a visual feeling, sound setting and game play style for each race.

OSG1: Where did you find players to start alpha testing? Did you just use your friends or did you make announcements to browser-based game sites or..?

DW: We actually used a lot of friends and their friends and so on. We managed to get a small hype before the release, at least within our network of friends. We were talking to people many months before the release and making them aware that “soon! Soon…” they would be able to play this awesome game that we all had been waiting for! When the alpha version was released we were all very excited and everything went very smooth the first hours. We were very happy and the players started joining and the game ran just fine without any major problems. It might be important to note that the game was not near as extensive as now of course! You couldn’t even fight with other players! ;)

OSG1: Since the game was made public, what’s been the most frustrating part as a developer? What’s been the most rewarding? Is there anything in the initial game concept that didn’t make it into the Alpha, or perhaps that has changed as a response to the players?

DW: The most frustrating parts are without a doubt when something goes wrong. Every now and then a bug pops up of course but I mean when things are going really wrong. When we are testing the material it all seems to run fine but once uploaded to the live server you start seeing problems immediately, it doesn’t seem to matter how much testing you do! This is of course a natural part of software development but still a frustrating one!

Another thing that is really frustrating is when things outside of our area go wrong, like network failures or server providers that go down. Players sometimes get so angry when something isn’t working, and it’s our responsibilities to fix these problems and make everyone happy again. Players often complain about the time they lose or the advantage they can’t keep control of but in the end they usually becomes more happy than before when we fix the issues.

The most rewarding things are the feedback we get from our players. We have always worked closely with our community and they have a lot to say about the game. They are involved in the process and this most often make them very happy and it gives us a very good picture of what the game should be like. Lot of ideas that have been implemented in the game comes from our players.

When we released the alpha the game had maybe 10% of the content it has today, maybe even less than that. We thought we could reach for the skies immediately but we soon understood that we had to take it a little bit slower. The beta was something we were very happy with, this was more or less a complete game compared to the alpha.

The development progress in the game has been constantly moving since the first day and we are working all day long to try to implement all our ideas, there are still things to come!

OSG1: Do you have any tips for my upcoming fight with the mother dragon?

DW: Haha, well I can’t spoil too much of the fun! There are some tricks I could share such as composing your army with regards to the elements in the game. I don’t know much more than that, I haven’t even had a chance of trying to slay the Mother Dragon myself except in our test environment! Perhaps Jonas Wikberg could give you some suggestions in the forum; he is the designer after all!

Oh, just a quick one before I forget: try to take her down as quick as possible once you are fighting her! That is all I can say ;)

OSG1: Anything else you’d like to add?

DW: I want to take this opportunity to once again thank all our players for their effort in helping us developing one of the best browser games ever! You are what drive us doing what we do!

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