Tam Tries: Kingdom

A friend of mine recommended Kingdom to me, and another sent me a copy of it, so I wound up putting some time into it over the break. It’s a 2D sidescrolling strategy game where you play as a ruler who can collect money and drive construction, and you’re trying to build your kingdom in the wilderness.

Tam Tries: Kingdom

It’s one part Terraria/Starbound, one part Majesty (did anyone besides me play that game?)– essentially, you don’t have any direct influence and act entirely through your subjects. Your subjects can be found at camps and lured into joining you with money. Money comes from archers, who hunt game, and farmers, who tend crops. It appears as coins on the ground which you can pick up, and your subjects will pick them up themselves if you’re not around and hand them over if they see you.

Money is used to equip your subjects– you can spend money to make a tool or weapon and unequipped subjects will gravitate towards it and pick it up. It can also be used to build– upgrades, walls, farms, watchtowers, and so on. These will be staffed by appropriately-equipped subjects, and they’re built by builders, which is another tool type.

Opposing your progress is the Greed, bandits and monsters who continually harry your kingdom from the edges. They look to steal your money and tools, and will attack you and your subjects to get them. As the ruler, you have a crown, and if you’re hit and have no money to drop, your crown will get knocked off– if the Greed steals it or it’s otherwise destroyed, you’re done.

Tam Tries: Kingdom

The Greed comes at night, and in the night all of your subjects will rest and, with the exception of Builders (who will toil through the night heedless of the danger), will sit inside the borders of your kingdom– whatever the outermost wall is. From there, they’ll shoot at and defend your kingdom from the Greed.

Success is about expanding your kingdom while keeping yourself safe from the ever-escalating attacks from the Greed. Overextend and you’ll find yourself spread too thin to fend off the Greed, turtle up too much and you’ll be overrun. It’s important to venture beyond the borders of your kingdom, both to expand and to find important things to help your growth.

The whole game is a really interesting concept, but I ultimately found it somewhat frustrating. It ramps up in difficulty rather quickly if you’re not on top of things, and there are a number of mistakes you can make that will cripple you while seeming like sound decisions. I’ve talked about degenerative strategies before, and Kingdom suffers hugely from them– a lot of the things you can do or build are simply bad choices that you should never make, and since there’s no way to destroy buildings or manually command your units, you can find yourself stuck without realizing it.

Tam Tries: Kingdom

As an example of this, one of the structures you can build is the archer tower. If conveniently located, archers in an archer tower can shoot down at enemies over walls easily and more accurately, helping hold the line. Sounds great, except that your line is always moving, and archer towers don’t. Furthermore, archers won’t leave archer towers. As a result, you can easily get into a situation where your entire defensive force is spread thin, and a concentrated attack will cut a swathe through your entire kingdom where a focused defense would have kept everything safe. I rarely make more than two or three archer towers total in a winning game, usually just to hold against particularly nasty waves. Otherwise, massed archers handle themselves just fine.

In a similar vein, there’s a wandering merchant who, for four gold, will fill up one of your tools (to four); tools being bows to make archers, hammers to make builders, or scythes to make farmers. Considering that putting tools in costs 2-5 gold each, this seems like a good deal, up until you realize that you want a very tight control over the number of builders and farmers you have, and since both of those are likely to get picked up before bows, and you usually want more archers than anything else, that merchant is doing you no favors unless he randomly gives you bows. Again, in games I win, I basically never use the merchant.

Tam Tries: Kingdom

I understand that Kingdom is trying to be an iterative game, where you play it over and over and make better decisions each time. I theoretically like that about it, except that as I’ve gotten better at the game, I’ve mostly realized that the best strategy is the least interesting one and uses as few of the game’s mechanics as possible. I find this frustrating, because it’s already a fairly shallow game as far as complexity– having winning strategies use even fewer of the game’s limited mechanics is somewhat irritating.

That all having been said, it’s a game I had a good bit of fun with until “solving” it, and it’s a game I’m glad I picked up. It’s honestly probably worth it just for the pixel-art style and the music, which are both rather nice.

Traveling…

Over the rest of the year I’m going to be traveling, with limited access and time for posts. As a result (and to not stress myself out over the holidays with the blog), I’m going to be on hiatus until the new year.

I hope everyone has a good close to 2015, and a happy set of holidays. I’ll be back in the new year, recharged and with more nonsense gaming blather for your feeds.

Traveling…

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The Best Games of All Time (Part 7: Why Didn’t I Include…)

In the last week of research and writing about various games to put together my list of “The Best Games of All Time”, there are a number of game types and genres that I didn’t include much of, if any. In the same way that I talked about specific games that didn’t quite make the cut, I also wanted to talk about sections of the gaming medium that didn’t quite make it either.

If you’ve looked at the previous list, and wondered “why didn’t Tam include…”, read on.

Racing/Sports Games

Racing and sports games have a long history in video games. They’re some of the first games we made, and we make LOTS of them. Both genres are built upon slow, steady iteration, taking the boundaries set by predecessors and gently nudging them outward, but rarely if ever pushing well past them. innovations are subtle, small things: enhancements to UI, control sensitivity upgrades, improved physics, better customization. For a lot of people, the “best” racing or sports game is the one that got them into the genre; individual years blur together.

Additionally, racing games diverged very early on between the “arcade” racer and the “simulation” racer, and the choice between the two has long since been a matter of taste. With two fairly divergent schools of design that nonetheless heavily affect one another, slow but steady iteration, and the blurriness between the various iterations, I don’t know that I could pick out games that really stand out.

Classic Adventure Games

I’m talking here mostly about the point-and-click puzzle story games– the ones made by Lucasarts, Dynamix, Sierra, or a variety of other studios. So many of these kinds of games came out and iterated on each other so rapidly that it’s hard to establish a starting point or connecting threads, particularly once you reach back into text adventures or forward into action-adventure games. I think these games are important, but I also think they’re important as a whole, not individually. I don’t think it’s possible to pick out King’s Quest, or Full Throttle, or Day of the Tentacle, or Sam and Max, or Kyrandia, or Quest for Glory, or Police Quest as a particular stand-out.

For myself, I can come up with compelling arguments for pretty much any of that previous list, but it’s questionable how relevant any of them still are. We’re starting to see a resurgence of adventure games– Telltale’s games, Broken Age, Dreamfall Chapters, and others, but many of them define themselves by how far removed they are from the old style of point-and-click.

BBS Games

The predecessor to the modern MMO, BBS games and the MUDS/MUSHes (and eventually MMOs) they evolved into are certainly notable in gaming history. Like some of the above categories, however, there were a lot of them released in a very short period of time, with very similar feature sets. While popular for a time, very few of them endured beyond dedicated hobbyists, and most of them are notable only because they were online with other people, but did very little else well in the context of games as a whole, especially for their time. Perhaps the most notable one would be DIKUMUD, just due to its lasting influence on role-based games, but frankly even that I have a hard time holding up compared to its contemporaries.

Certainly important games, but difficult to claim as Best Games Ever.

Real-Time Strategy

Command and Conquer or _____craft? The two represent very different philosophies for RTS games, and while they both sit fairly high in terms of quality, they also tend to be somewhat monofocused. Given my own criteria, the vast majority of RTS games don’t make the cut, with Starcraft being one of the only notable exceptions, though Warcraft 3 developed the now popular concept of the “hero” unit. On top of that, RTSes as a genre have been sputtering out in a lot of cases, particularly with the rise of e-sports and MOBAs.

The RTS is such a divergent design model that it’s done relatively little to affect things outside itself, and there are very few serious stand-outs.

Shmups/Bullet Hell Shooters

This is another genre like RTSes, that has kind of absorbed into itself and doesn’t really cross-pollinate that much. It’s kind of an evolutionary offshoot that has its own subset of games but rarely breaks into the overall gaming consciousness nor really affects the medium as a whole a lot. There are many great games that fall under this umbrella, but it’s hard for me to recommend any of them as a “Best Game of All Time”.

Side-Scrollers

I use this term to describe games like Metal Slug, (older) Ninja Gaiden, Streets of Rage, Contra, Battletoads, and a variety of TMNT games, many of which appeared first on arcades. Other than people playing them a whole lot, though, most of these were overshadowed by the real stand-outs of the 16-bit era, and especially the arcade ones were very, very similar to one another with only nominally different skins. Super Mario, Castlevania, Metroid, Sonic 2 and Mega Man fairly adequately cover all of the ground that these games cover (exception: co-op arcade which was notable and early, but about the only thing some of these games did), but there’s not a lot of variance or innovation. I have a lot of fond memories of these games, but I can’t exactly put any of them up on a pedestal; they were largely kind of shallow even for their time.

Still-Living PC Games

There are a small number of games that have stayed alive and kicking through PC hobbyists for a long time. I’m thinking of MMOs that have been resurrected by fans, popular classic shooters like Quake 3, and other snapshots of particular times in gaming history that have been preserved. While a lot of these have been ported multiple times and even still have tournaments every year, they’re also followed by pretty small audiences that are very insular. There’s a big difference between a game that’s relevant today because a small group of hobbyists has kept it alive and a game that is relevant today because new games are still copying its design.

Mobile Games

 

There are a ton of mobile games. It’s still a very new market, and it’s really hard to pick out stand-outs, especially considering how far they’ve come in the last five years. You’ll note that there were very few early home console games on my list– much like early home console games and early arcade games, early mobile games are exploratory forays into the medium, but not terribly refined yet. Per my own criteria, simply being the first to do something doesn’t make a game uniquely notable, and I feel like we haven’t had quite enough maturation in mobile games to start pulling out true stand-outs.

I have absolutely no doubt that we’ll get there, though.

Multiplayer Online Battle Arenas (MOBAs)

This one rode a line for me. Technically, League of Legends was released in 2009 and available on multiple platforms and is therefore eligible for the list. What I don’t know is whether or not MOBAs are a briefly entertaining offshoot of RTSes, like skateboarding games that were huge for several years and then nearly all evaporated, or if they’re a new mainstay of gaming. It’s largely too early to tell, and it’s uncertain whether League of Legends will retain its stranglehold or whether DOTA2 will pull ahead. Both represent very different philosophies, and I don’t think any of the stand-outs have been around long enough to really claim Best Game Ever status, and the genre’s progenitor, the original DOTA, is frankly overshadowed by its successors.