Friday, July 28, 2006

Texas Game Developers Conference

Secrets of Independent Game Design

As Told at the Texas Independent Game Developers Conference

I just got back from Texas and boy is my chest tired. I thumped it and thumped it and still couldn’t brag anything up as big as the good ole boys in the native population. Okay, I went to a game conference in Austin and didn’t see one cowboy hat, big belt buckle or pair of cowboy boots. I met some great people who really care about games and learned a little bit about why Austin is such a fertile locale for game development. And no, it doesn’t have anything to do with what you might find in the nearby pastures.

This was an independent game developers conference and it hosted everyone from raw talent in or just graduated from college to folks that have been involved with games for most of three decades (we wouldn’t want to mention the names of people like Gordon Walton, Warren Spector, Greg Costikyan, Don Gilman and myself—but we were there).

The hot buzz words spoken around me were: “blue ocean,” “lack of innovation,” “procedural,” and “alternate funding.” Amazingly enough, most of the presentations had quadraphonic resonance with the call to arms you’ve been reading here on the Manifesto Games site where our fearsome leader and provisional dictator (heh, heh—Greg knows how to “rant” like a demagogue but he’s nothing like one in his management style) tells you (sans propaganda) about the high barriers to entry in this business and why companies are afraid to innovate. Since you can read a lot of the hard data on Greg’s blog, I won’t recap his speech here, but I will point out where the other speakers at last weekend’s conference agreed with him.

Blue Ocean

Western civilization used to say that “the sky’s the limit” when speaking about innovation and entrepreneurship. Today, thanks to Blue Ocean Strategy by W. Chain Kim and Renee Mauborgne, we talk about “blue ocean” as being open to possibility because the book encourages us to look at today’s market and chart a course that is not what other people are doing. This would, presumably, be the opposite of the “red ocean.” The “red ocean” would be the bloody seas where the big, hungry sharks swim.

It was interesting that both Gordon Walton (now of BioWare, formerly of EA and Kesmai) and Don Gilman (the father of Harpoon on the PC and such an independent developer that he still has a day job) both recommended this book and the strategy of looking for territory where the big sharks aren’t. It was also another way of echoing Greg Costikyan’s keynote address that urged would-be independents to create games no one else is doing. Greg’s observation was something of the inverse of the “blue ocean” idea. He compared innovation in game design to skirting the coast of a vast, virgin continent. Yet, all of these speakers were in harmony with the idea of going where “they” aren’t.

Walton was specific about why “indie” developers need to seek those places where the “big guys aren’t.” He noted that “indie” developers tend to have a full range of disadvantages that the “big guys” don’t. He listed these as:
1) lack of development experience within teams compared to the custom teams assembled by large publishers;
2) lack of skilled team members relative to those specialists recruited by the publishing monolith;
3) lack of capital compared to public companies;
4) lack of a developed market in terms of editorial and distribution contacts;
5) lack of marketing expertise to get the most public relations and advertising/distribution bang for the buck; and
6) lack of business experience in order to guide the fledgling developer through the inevitable tough times and slow cash flow.

Such disadvantages should sketch the harsh reality of the “red ocean” products where large publishers are likely to swallow and digest developers before they can reap any lasting benefit from their efforts or “steal” the idea and be both the first to market and the most trumpeted product in a competitive marketplace.

On the other hand, Walton quoted Voltaire to suggest the major advantages of an “indie” developer. “God is not on the side of the big battalions, but on the side of those who shoot best,” espoused the philosopher. And in the game business, those who know their gaming styles and customers best are most likely to shoot straight. This is seen in “indie” developers who have:

1) a passion for making games such that the work isn’t so much a job as a labor of love (since statistically, the majority of games fail, it better be “love”);
2) less bad habits to unlearn than folks in the machine who may have discovered short cuts in interface design, game models, sound and art;
3) a dissatisfaction with the status quo that will push them to change it; and
4) no stake in the market as it exists today so that they can move beyond it and take incredible risks.

To illustrate how acceptance of the “status quo” and having a stake in the market work together to create a set of “filters,” Walton cited his own experience at a large company in vetting 400 game proposals and only funding 12. He confessed that several games with great play were not funded because the marketing departments could not have successfully marketed the styles and concepts of play.

This portion of the speech dovetailed with one of the main thrusts of Warren Spector’s keynote. “Indie (whether in film, music, comics or games) exists contrary to something else.”

Lack of Innovation

If you are a regular to this site, you’ve probably read our own observation that, with the exception of Will Wright’s work, there has been virtually NO innovation since 1996. You probably also know the reason for this. Walton cited the blinders on the marketing departments. Costikyan cited the inflationary budgets requiring sales of more than a million units to justify their development and how those kinds of numbers encourage big publishers to stay with big franchises and sequels rather than experimenting with the new. Warren Spector quoted an unnamed EA executive in 1992 as stating “The future is in big-budget blockbusters.” Spector’s analysis? “I thought he was nuts. I was wrong.”

In the past, innovative games could survive because they lasted long enough on the shelf to catch the wave of “word of mouth.” Today, retail only allows circa 200 titles on the shelf and they have a two-week window of opportunity in which to prove themselves. Worse, unless they can cite an eight figure budget, they are unlikely to get consideration for the shelf. Advertising can’t explain a truly innovative concept in time to make this two-week window work. Further, innovative games (including SimCity) typically start off with a trickle of sales that keep the product going until the “hockey stick” uptrend takes off. Today’s retail policies do not allow for this.

Don Gilman of the electronic versions of Harpoon understands the risks of innovation. This detailed command simulation of modern naval warfare was the first commercial game officially used at the Air Force Command College (as Harpoon II), but there was one airman doing a mainframe-based war college simulation who, unbeknownst to his superiors, used Harpoon Classic to set-up various scenarios on the mainframe. Ironically, he was later accused of having “classified” data on his personal laptop and nearly arrested before he proved that he was using a commercial program. Today, the Australian Department of Defense has paid six figures for the Harpoon crew to do a special version of Harpoon 3 with their own classified features.

Yet, in spite of the number of versions in the series and the commercial success of the first Harpoon (of which there was no game like it—unless one counts the limited experience of PHM Pegasus and Strike Fleet on the Apple II and C-64), the game has had a strange history. One critic said, “Harpoon has killed more companies than the missile has sunk ships.” It may be true. The game’s history has circumnavigated Sphere (parent company of Spectrum Holobyte), Three-Sixty Pacific, Intracorp (successor to Capstone), SSI, The Learning Company, Mattel, Gore Technologies, and Ubisoft. Gilman even sold the rights to the PC game back to creator (of the miniatures/board game rules) and best-selling author Larry Bond from 1997-2001. Yet, Gilman has the rights back and continues to work toward new versions (some of the features he offered off the record are potentially amazing).

His secret to “staying alive” is a corollary to the fact that games need time to find their niche. “The unhappy customer tells 12. Happy customers tell two.” As a result, the Harpoon group has made community and collaboration a keystone of their efforts as a team. We’ll talk about some other secrets in a future installment of this report.

Warren Spector had the same appraisal. He lamented that what usually passes for innovation in the mainstream is actually conventional. He certainly is right about that as Steve Jackson pointed out counter-examples of “break-out” games that were NOT “innovative.” Jackson suggested that the Final Fantasy series was “just another RPG” but done phenomenally well. Starcraft could have been “just another RTS” if it weren’t for perfect game balance. Neverwinter Nights was Dungeons & Dragons brought to the PC better than ever before. Halo is “just a shooter,” but the ability to jump in a vehicle and keep shooting was the key. As a result, Jackson provided a counterpoint to other speakers at the conference—suggesting that “innovation is overrated.”

Non-Journalistic Opinion Point: I am very much aware of Spector’s and Jackson’s point that it doesn’t take MUCH innovation in the mainstream world to get a break-out product. HOWEVER, I think it is very dangerous for any industry, craft, or medium to become so inbred that it ceases to have a robust creative gene pool. I believe the gene pool in electronic entertainment has become more sterile than an Appalachian stereotype or a royal lineage in a cul de sac of succession. Where there is no innovation, there is no life.

Procedural Development

The most interesting events at any game conference occur when a designer or developer opens his/her toolbox and shares the methodologies and techniques contained in said “bag of tricks.” Thom Robertson did this in his talk about “Techniques of Procedurally-Generated Content.” A quick summary of the content would indicate that the technique uses mathematically-generated art. The process reduces both the data footprint required for a game and the number of artists required to produce objects, actors, or terrain for each product. A bonus feature of using this process is that it may allow for user-created objects and often creates futuristic or alien objects different from ordinary human-created objects.


STAR CORPS Thom Robertson demonstrated his program for creating spaceship designs procedurally. We intend to use his program to create our ships for the unique Manifesto Games’ race for Space Empires IV.

To understand the process, think of how terrain is generated in many different games. Landscapes are easily created from seed values and do not require as much memory as pre-created and rendered pieces of art. The good news is that it allows for an exponential increase in game assets. The bad news is that few objects have the aesthetic appeal of artist-rendered characters or objects. The best news is that procedurally generated objects do not have to be created without the input of a human artist. The traditional techniques and procedural process are not mutually exclusive.


UNCANNY VALLEY Robertson used this chart from Masahiro Mori’s robotic research to warn against trying to be too life-like, the “uncanny valley” of eerie zombie-ism that some see in modern sports games like EA’s NBA Live ’06 where the faces look real, but somewhat rubbery.

Procedurally-generated avatars or characters are not high in realism. This is not bad when you want alien characters or alien/futuristic vehicles. It is bad when you want credible characters with which to interact on the screen. As a result, vehicles and spaceships are considerably easier to create than detailed faces.

No matter what you plan to build, bilateral symmetry is one of the first things to be programmed. Our eyes are trained to observe both sides of faces or objects. If both halves are symmetrical, we tend to fill in the details mentally and actually forgive many flaws and oddities. Asymmetrical objects tend to make us feel uncomfortable.

Robertson’s explanation of the process sounds simple. First, decide what you want generate via algorithms. Next, decide whether: you are merely allowing artists to use the algorithms to leverage their created art assets; requiring the game program to generate art assets on the fly; or allowing the users to generate the content to their own satisfaction. Determine whether this is a tool to pre-generate something or whether it will be generated in run-time. Finally, no matter what you do, understand that the process won’t work exactly as you expect.

Amazingly enough, few game designers or teams seem to use procedurally generated objects, even though the pay-off greatly expands the number of art objects that can be used in the games or allow users to add “custom” assets.

Alternate Financing

Most of the presentation by Chris Oltyan centered on SBIR funding. The initialism stands for Small Business Innovation Research, a federal government program which funds research and development out of more than 15 different government agencies (as well as the armed services which are subordinate to the Department of Defense). Although the funding is provided for doing research as opposed to developing games, one can easily imagine how helpful it can be to have the government pay for the research behind your game’s model.

Does your game deal with space colonization? It is easy to see how there might be an open NASA SBIR to research an aspect of terra-forming or spaceflight. Would the Air Force have an open SBIR on experimental aircraft? That could certainly jumpstart a unique new flight simulation. Building an entrepreneurial game? How about a United States Department of Agriculture project dealing with new techniques in creating bio-based products for industrial use?

Ah, but most game developers would say, “We don’t have the expertise to provide all of this research?” Oltyan quickly explained that very few companies do so. Most partner with an academic researcher to lead the project. Naturally, this means that the full funding wouldn’t end up in the hands of the game developers creating the computer model to demonstrate the research (and apply the research to their games), but it also means that the game company wouldn’t have to perform and manage all of the research.

Further, one can always call on a company like Stottler Henke Associates, Inc. to complete the initial proposal and manage the process for a 15-25% management fee. So, the answer sounds easy. A developer with a vision for creating a new Transportation Tycoon game might be able to win a grant from a Department of Transportation study in order to create the basic model for the transportation infrastructure in the game. The first milestone is paid for, right?

Wrong! The government is always slow to pay, even though the research work has to be completed under an accelerated schedule. As a result, a developer might be incurring the bulk of the costs prior to receiving payment. This would require some type of gap funding (usually bonds of up to $100K to tide the developer over until the funding comes through), but once again, costs a percentage of the grant.

The session was quite enlightening and though the research opportunities may be relatively rare, it is always nice to hear more about alternate funding. Of course, no matter what funding a developer might choose, Don Gilman’s reiteration of age-old wisdom in a different session still rings true: “Get it [the business parameters and details of the deal] in writing because people and businesses change.” Gilman’s session also presented an important corollary to this age-old truth as he concluded his presentation with, “Contracts are worthless if you are poor or weak.”

Parting Shots

Shortly upon returning from the conference, I had a phone call from the head of a small developer who had once been part of one of the large corporate publishers. He was so excited and energized by the conference that he had conceived of an alternate funding proposal to bring his dream game back to life. I’ll write about it when it happens. Until then, rest assured that the Texas Game Developers Conference was significantly more than talk. It was talk that led to action…a MANIFESTO, if you will.

Monday, July 17, 2006

Bowl Bound College Football

Seeing Daylight
Bowl Bound College Football


Bowl Bound: College Football 2005
Genre: Sports Strategy Game
Developer: Grey Dog Sports
Publisher: Grey Dog Sports
Price: $34.95
System Requirements:
 Pentium II 800 MHz
 128 MB RAM
 Windows 98+
 75 MB HDD
 1024 x 768 16-bit color

Multiplayer: Yes, via custom leagues
Scenario Designer: No
Manifesto Scenarios: Yes
Manifesto Strategies: No
Manifesto Playing Aids: No

The BCS ratings may be the biggest travesty in the history of sports, but it looks like this cruel joke upon an unsuspecting public is here to stay. The BCS doesn’t appear to have solved any of the problems it set out to solve. We still have disputed and shared national titles. Worse, the BCS formulae for the computer-generated ratings seem to favor teams that “pour it on” and “roll up the score” offensively. This seems to work against the idea of sportsmanship. And for a lot of us, it actually reduces the enjoyment of NCAA football.

For others, the BCS controversies seem to add to the enjoyment. Just as fantasy baseball seems to have stoked the fires of a lot of “hot stove leagues” in baseball, the BCS problems have thrown gasoline on the “hot stove league” equivalent for college football fans. So, to demonstrate just how good Bowl Bound is as a simulation of college football (though it is not licensed or approved by the NCAA or any of its member schools), the game features its own dual polling system. And, it’s just as hard to figure out where the computer polls came up with their ratings as it is in the BCS ratings.


Published by Grey Dog Sports, the publisher of the excellent Total College Basketball game, Bowl Bound is the collegiate football version of the game that puts you in charge of recruiting, planning, and coaching a big-time (or small-time) college team. As in TCB, the institutions and teams are somewhat parodied. You don’t suppose the Washington Malamutes are anything like the University of Washington Huskies, do you? The Philadelphia Night Hawks wouldn’t bear any resemblance to the Temple Owls, would they?


GOALS TO GO This early victory in a winning season for the Washington “Malamutes” shows the basic console from which the game day simulation is played. What you see is what you get.

As with TCB, Bowl Bound is best played as a “career” where one season is only “part” of the game. To be sure, you can have a tremendous amount of fun by choosing a different team each playing and going through one season, but this has the disadvantage of meaning that you are a “climber,” always trying to piggyback on somebody else’s work. Your first season of BB, as in reality, would be dependent upon the recruiting and development performed by your predecessor. If you want to see how effective you can be as a college head coach, you’ll need to play multiple seasons at the same school (difficult to do when you have multiple offers from top conferences after very successful seasons).

In that vein of depending on your predecessors, Bowl Bound (like TCB) allows you to supervise recruiting (though there aren’t quite as many recruiting options as there are in the basketball game), establish depth charts (this becomes even more robust in the football game compared to the basketball game), set line-ups, establish offensive and defensive preferences (through playbooks and game plans), and then, call the plays from the sidelines. The biggest differences between Bowl Bound and TCB would be: a) the fact that you don’t make any specific recruiting choices until after you play your first season (advantage to Bowl Bound for getting you into the actual season faster); b) hiring coaches and establishing the training programs will take place after the first season (advantage to TCB because it allows you to set up your offense and defense better while BB sticks you with a legacy system); and c) the poll results and potential awards leaders are easier to find in BB (though I personally prefer the faux magazine presentation of TCB).

The most beautiful part of Bowl Bound is probably the ability to set playbooks and establish game plans. The advantage of this is that the percentages you set in the playbooks and game plans assist your computerized assistant in “suggesting” plays that you can either confirm or change. (I found that the computer assistant was much better at managing my defensive play calling than I was and that it was good to let the computer assistant call first down plays on offense to keep me from becoming too predictable.).


I’M JUST SAYIN’ A smart head coach in Bowl Bound won’t hesitate to use the suggestion feature to allow his “assistant coaches” to supplement his own brain power and sometimes, shake up the opponent’s with non-predictable play calling.

Another nice feature in Bowl Bound is requiring you to be detailed enough to manage tutorial hours in order to keep the “student athletes” from failing their courses and, once you get to your first post-season, to delineate exactly how you want to develop your players as student-athletes.

A downside to Bowl Bound (although necessary for realism, but perhaps going over the top in order to try to be realistic) is that the game has a very unforgiving injury model (I had one potential championship season ruined because the last-place team caught my first-place team on a weekend when my entire defensive backfield was down to the third player deep, my first-string wide-receiver was injured, my starting center was hurt, and my starting quarterback was injured. I needed to fire my conditioning coach or adjust my levels of playing time, but I couldn’t do the former and I had yet to figure out the best way to perform the latter.) Since I always sat my players whenever the injury reports recommended do so, I’m pretty sure the injuries piling up were not the result of any direct decisions I was making.


SCHOOL DAZE In Bowl Bound, you’ll need to help your student athletes by assigning extra tutorial hours to those with low grade point averages.Pictured here is the portion of the screen where you'll handle that chore.

Play Calling (Game Play)

Playing the game follows a preflight checklist that lets you take care of injuries, academic probation, depth charts, offensive and defensive formation preferences, offensive and defensive play selection preferences, monitor your players up for awards and consider your place in the polls. Then, you’re ready for the game.


READY FOR TAKE-OFF Bowl Bound walks you through a pre-flight checklist.

If you’ve ever played one of the old classic football games like Lance Haffner’s 3-in-1 Football or Dani Bunten Berry’s (nee Dan Bunton’s) Computer Quarterback, you know the drill. The offense (in this case, the PC opponent) selects its play in secret and lines up in a particular formation (see listing), the defense simultaneously calls a particular formation (see listing) and play. The play is resolved according to a text-based play-by-play below the field diagram. Then, the clock and field positions are adjusted for the next play.

Offensive
Double Tight End
Flexbone
Goal Line
I Formation
I Formation Big
Pro Set
Quads
Shotgun
Single Back
Spread
Strong
Trips
Weak
Wing T
Wishbone

Defensive
Defensive

4-3
3-4
4-6
3-3-5
5-2
4-4
Nickel
Dime
Goal Line
4-2-5

Scouting Report (Weaknesses)

Bowl Bound suffers in five different ways (in my pleased, but selfish opinion). The first problem is in statistics management. Bowl Bound does not track offensive penalties and sometimes, “forgets” to add on defensive penalties. At first, I thought this was related to the declining of penalties by the opposing team, but I noticed the failure to update penalties on several occasions when playing an entire season. On the opposite side of the field, the game handles offensive statistics and categories extremely efficiently.

The second problem is significantly more serious. One of my losses (did I mention that I had 11 injuries at the same time—five of which were starters?) went to overtime. Frankly, I had never seen any overtime games in college and might have been tipped off to my danger if I had realized that each team is supposed to get two possessions in the red zone (from the 25) and the team that is ahead after both have two possessions is the winner. The problem is that Bowl Bound started my team on the 40-yard line instead of the 25. I thought that was crazy, but I drove down inside the 10-yard line and, thinking NFL sudden death, I kicked a field goal and started to celebrate. Doh! The computer opponent came back to sneak in the end zone and, even though they missed the extra point, managed to stop me on my unexpected second possession (this time, inexplicably starting at the 25) and won 6-3.

Okay, I didn’t understand the college overtime rules and I still don’t understand the computer glitch that put me on the 40-yard line to start the overtime. Even less do I understand the third problem I encountered. Believe it or not, on the last game of the season, the computer AI took possession of my team and gave me the unrated team. Luckily, I save at the end of every game, so I closed out without saving and restarted my computer. I loaded the league back in and got my real team. I just report ‘em. I can’t explain ‘em.

The fourth problem will seem relatively insignificant and may not occur in every playbook. In the Washington playbook, there is an outside run where the diagram shows the fullback faking inside behind the left guard and the running back loping around the right end (see picture). Alas, in every text description of the play, the running back heads for the LEFT and the success or failure of the play is tied to the strength of the defensive end or corner. This was disastrous until I discovered the problem.


WRONG WAY WILSON The play is diagrammed correctly for a misdirection play, but Washington’s Jermaine Wilson always goes left instead of right when the program is run.

The fifth and final problem has to do with minor injuries. The text tells you that a player is out and that the injury doesn’t look serious so that player might return. Interestingly enough, that player is still in the lineup for the next play.

There is one other aspect of Bowl Bound that may or may not be real. To me, it has the impression of hometown refereeing. At least in my playing, it seemed like the visiting team was called for disproportionate penalties (particularly having big offensive plays being called back) about 75% of the time (in other words, in about 7-8 games per season). I could be wrong on this, but it sure seemed that way—even when my team was the beneficiary.

Game Plan (Strengths)

The strength of Bowl Bound is found in seasonal and, more significantly, multi-seasonal play. First, you recruit, offer and sign transfer students to try to strengthen some of the weaknesses in your program. For example, having a starting fullback enter the NFL draft early caused me to scramble during the transfer and recruiting phase. During the off-season, you budget recruiting efforts and focus the “pitch” (location, prestige, style of play, head coach, playing time) for the candidate. Each simulated week, you get a report on the level of interest for targeted candidates and can authorize up to five weekly visits (visits which turned the tide for some recruits that I wasn’t sure about, but suddenly looked more interested than ever and finally signed). For me, this section of the game is as much fun as actually coaching the games.


VISITATION RITES Authorizing potential recruits to visit your school is absolutely vital for gaining or maintaining interest. Here, the names in green are “good to go” on the visitation schedule for a given recruiting week.

After you’ve recruited, you get to develop players and, after observing the inherent strengths and weaknesses, set your offensive and defensive philosophies. The so-called philosophies will determine your “bonuses” with regard to formations. For example, in my first “season,” I inherited a terrific running back and above-average fullback behind a solid offensive line. Naturally, I played the “Smash Mouth” philosophy (bonus to the Double Tight-End, I, I-Big, and Strong formations—all heavy running formations). I inherited an above-average backfield and average defensive line which had been trained in 3-4 formations. Obviously, I hated going up against teams that could run the ball because my strength was passing defense. My second season, due to my recruiting and development, enabled me to move to a “Balanced” offense (strong in the I and Pro Set formations) and a more balanced 4-4 defensive set. Without the legacy aspect of the game, I might not have tried to “Smash Mouth” philosophy. This is a great part of the game.

Another great feature of Bowl Bound is the way in which you schedule non-conference opponents. As opposed to most real NCAA schedules that are set years in advance, Bowl Bound lets you pick and choose on the basis of the last year’s scouting reports. Do you schedule “patsies” to ensure getting a good start and a positive win-loss record going into the conference schedule or do you balance opposing offenses and defenses so that your team is prepared to face a variety of opponents before the league schedule begins? Do you go higher in prestige rankings in hopes that you’ll pull off upset wins or respectable losses or do you go for that undefeated preseason? Either way, you get a full, color-coded list of possible opponents and three simulated weeks to bid on landing them as either home or away games.

As noted earlier in this review, we love the “Suggest” feature where the assistant coaches can suggest offensive or defensive plays or formations.

Box Score [Evaluation]

For some players, the lack of graphics in Bowl Bound will be such a detriment that they won’t be able to get over it. To the statistics-oriented fan, Bowl Bound offers a fabulous Petri dish for testing their approach to recruiting, development, game philosophies, and play calling. While I wish it was possible to use real rosters and real statistics to build these seasons, I am also realistic enough to know that no publisher—no matter how large or small—really wants to deal with the proliferation of conference regulations, licensing, and the messy reality of “real” players who not only occasionally embarrass their programs, but now could taint the game (since they can’t be suspended without changing the code).

Frankly, if you like college football and prefer statistics-based strategy games over action games, Bowl Bound is the most amazing simulated experience that I can imagine.

Reviewer’s Snapshot: 9 (on scale of 10)

Accuracy 9
Replayability 10
Graphics 6 (Not flashy, but a nice layout)
Software AI 8
Flexibility 9 (Can be adapted many ways)
Price/Performance 7

Reviewer’s Bias 9 (much expected after playing TCB)

Monday, July 10, 2006

Psst! Looking for Some Droids?

Does Droid Arena 3 Have the Droids You’re Looking For?

Genre: Online Strategy Game
Designer: 4 Point Games, Inc.
Publisher: Skotos Network
Price: $12.95 per month for multi-game package
System Requirements:
 Pentium or higher
 Web browser (IE, Mozilla, Firefox or Netscape 7)
 800x600 display
Multiplayer: Yes
Scenario Designer: No, but you design your droids/scripts
Manifesto Scenarios: No
Manifesto Strategies: No
Manifesto Playing Aids: No

One of the seminal games in Apple II history was RobotWar by Silas Warner, the same Silas Warner who designed Castle Wolfenstein—the 8-bit shooter that inspired Wolfenstein 3D and essentially, DOOM. Published by Muse Software, the game required players to design their own scripts for the robots to follow using a special pseudo-code (very similar to Applesoft BASIC). The concept migrated to the PC and onto the earliest days of the World Wide Web as C ROBOTS. Naturally, this required one to code their robots in C. The advantage of the games was that they were always fresh, depending on the sophisticated (or non-sophisticated) level of coding that your competition could provide. It also taught some elementary lessons about coding, in general.

Droid Arena 3 is a more robust version of those early games, but instead of watching pixels move across the screen, you now see a VRML movie playback of your battle. Rather than only having programming choices (though those are there), players also have the chance to use the virtual money of the game (you can earn virtual money by performing well in the various arenas) to purchase scripts (the RSL or Robot Scripting Language used in the game) that can be used “off the shelf” or edited according to one’s understanding, strategy, or purchases. So, Droid Arena 3 is designed to jump into relatively quickly. Of course, if you’re like me, you may want to print out the 44-page RSL manual so that you can understand what’s going on.


BEEP! BEEP! In this playback of an unsuccessful combat (my first attempt at editing the script), yours truly felt like the Road Runner being chased by a COMPETENT coyote.

It is also more interesting than those early games because, even though Computer Gaming World magazine used to have annual tournaments where gamers would send in their best scripts/robots via 5.25” disk (the largest tournament of which we are aware, but several computer game clubs throughout the U.S. had local tourneys), there was no continuity or persistence from tournament to tournament. Droid Arena 3 not only provides the opportunity to compete for virtual cash that allows one to upgrade, but also has a meta-game where you can, feasibly, sabotage or steal from other opponents. It has a research tree (with a limited number of projects per “character level”) and the opportunity to build additional structures to improve competence and income. Finally, it also provides experience points (XPs) in the manner of a role-playing game.

In fact, the progression chart for moving up in “character levels” is quite similar to that of Dungeons & Dragons 3.5. After you earn 1,000 XP, you move to Level 2 and after you earn 2,000 you move to level 3. D&D’s chart is easier to remember because you always need (1,000 XP * the # of the level you are “graduating from”) + the base level of XP needed to reach the level you are “graduating from.” So, in D&D, it takes 6,000 XP to graduate FROM 6th level plus the 15,000 XP you needed to get TO 6th level (21,000 XP) to reach 7th level. The following chart shows the way it works in Droid Arena 3.

EXPERIENCE POINTS
LEVEL XP NEEDED
2. 1,000 XP
3. 2,000 XP
4. 4,000 XP
5. 8,000 XP
6. 12,000 XP
7. 16,000 XP
8. 20,000 XP
9. 25,000 XP
10. 30,000 XP
11. 35,000 XP
12. 40,000 XP
13. 50,000 XP
14. 60,000 XP
15. 75,000 XP
16. 90,000 XP
17. 105,000 XP
18. 125,000 XP
19. 150,000 XP
20. 175,000 XP
21. 200,000 XP
22. 250,000 XP
23. 300,000 XP
24. 375,000 XP
25. 450,000 XP


Your base experience is based on actions similar to the following:
Joining an arena 100 points
Each 20 points of damage dealt 1 point
Each kill 50 points
Each Fight Survived 50 points
Serving on Winning Team 50 points
Capturing “the doll” 200 points
Winning in Enemy City 150 points

Beyond the “character/robot” advancement, the game also sports, as mentioned earlier, a detailed research tree. Now, admittedly, the existence of a research or technology tree doesn’t guarantee a good game. Some games deliberately create technology trees so that you end up in research cul de sacs. Fortunately, the “tree” in DroidArena 3 doesn’t appear to do that. However, it is constantly branching out so that players have to truly think about where they’re going. As player, you determine priorities and only hit those “dead ends” if your character doesn’t advance fast enough to open up the next section of research.


RESEARCH, NOT PLAGIARISM This screenshot shows a portion of Droid Arena 3's research tree. Although you can research all of these technologies, some of them will help you to eventually "steal" some.

There is also a structural progression. Droid Arena 3 allows the construction of buildings which, in turn, provide additional income and opportunities. So, even though there is always a certain amount of “waiting” for research projects, building construction, covert operations, and arena results to be completed, there are plenty of decision points to keep strategy gamers occupied—even if one doesn’t want to learn the intricacies of the game’s scripting language. But even with all of the options, there is definitely going to be “wait time.”

Those looking for fast action and impressive graphics should look elsewhere for their strategic payoff. Droid Arena 3 is more like a Play-By-Email game with persistence. It has a real-time component in that your research (as long as you have the points to spend) projects are always ongoing in real-time, whether you are actually logged-on or not. The results and payoffs for your decisions are always somewhat delayed. If you were merely purchasing a subscription to one game, the value proposition would be a little soft, but since Droid Arena 3 is available as part of a package, you can log-in and make decisions and then zip over to another Skotos game without incurring a penalty.

More Input (Research and Robot Construction)

Remember the cute little robot in the comedy, Short Circuit? Johnny-5 was always trying to get “More input!” In Droid Arena 3, you’ll constantly crave “More input!” because each research advance lets you get closer to new goals (being able to see arena blueprints in advance, being allowed to gamble virtual cash on various battles, and mounting certain operations against your opponents—to name a few). The game shows you the projects that become available as you complete other projects and you do have a time constraint because it takes roughly 60 minutes in actual “out of game/ real world” time for your projects to be completed. This means that even if you were constantly checking your droid empire, you could only complete a maximum of 24 projects per day. (With me, it’s more like 3-4 maximum.)


ARRAY FOR OUR SIDE One of the first choices encountered on the research tree is whether to research “Basic Construction” in order to build up your own capabilities or “Radar Array” to have more situational awareness concerning the arena environs and your opponent’s capabilities.

Of course, the more you learn about the game’s scripting language, the more likely you’ll be to refine your droid’s behavior. The printable manual for the scripting language is extremely easy to follow and offers solid examples. In fact, you can purchase a tutorial script with your virtual cash and edit it yourself. For example, I quickly noticed that the tutorial script had a routine that caused my droid to close in on a target robot. Since I had outfitted my widget warrior with a Stinger missile, I really wanted to stay at long range. Without reading the manual, I tried to program the droid so that it would stay constantly on the move. When I lost my first battle under that script without even firing at the enemy, I knew I had done something wrong.

Then, I printed the RSL manual. Even before I had completely finished it, I noticed that there were “Behavior” functions. The code will automatically run your droid according to the scout parameters (a 30% boost in speed against a trade-off of 20% less damage and 10% poorer defense), sniper disposition (20% boost in accuracy and respective 10% boosts in radar range and weapon efficiency, but with a 10% cost in speed and a 20% reduction in defense capability), assassin mode (ups speed by 10%, increases damage by 10%, reloads at a 5% faster rate, but gives up 15% in accuracy and 10% in defense), or berserker mode (increases damage by 30% while trading off 20% of its defensive capability and 10% of its percentage of accuracy). Ah, now I was getting somewhere, just typing in the code to initialize a sniper behavior took me deeper into the battle before I was shot up and helped me score better than before.


WHERE’S DA VINCI? To maximize your droid’s efficiency, you will need to play with the Robot Scripting Language (RSL), but the coding isn’t as arcane as first glance might suggest.

To make matters even more interesting, the addition of new equipment (often consistent with “leveling up”) can provide new commands, functions, or reactions to events in the scripting language. In short, as you become more and more familiar with the game, you can create more and more complex programs (or simpler, more effective programs—depending on your taste). Of course, as with any good game, there are other trade-offs. You may be able to afford that larger shield, but the robot only has so many spaces available. Big shield? Extra weapon? Targeting equipment? The choices become more interesting as you advance in levels.

The only thing I truly find missing is an adequate debugger. True, you can “take” your droid to the simulator arena and test it out, but anyone who has ever done programming can tell you that a good debugger is worth its weight in gold. Although you don’t have to “compile” your scripts, it would sure be nice to have a debugger tell you when you have entered invalid registers or invoked a routine illegally.

Covert Operations (Game Play)

Actual game play is generally restricted to making a few key moves with each log-in. Establish your construction, research, and covert operations priorities to set those in motion. Then, check out the logs (in movie, text, or summary results form) to see the details on your last arena battle. Repair, reconfigure, or reprogram your droid. Then, join another arena and log-off until sufficient time has passed to get those results.

As a gamer who likes to play war games via email, the system of Droid Arena 3 actually works. I often make my moves at night just before I return Cyberboard files of my war game moves to my friends across the country. Of course, this means that I have a significant tolerance for delayed gratification. In Play-By-Email mode, a game of Twilight Struggle (a great card-driven Cold War game that can be played in approximately 1.5 hours face-to-face) can take a couple of months to complete. In Droid Arena 3, it takes me over a week at 1-2 moves per day to move up a level (and THAT’S at low levels before the progression kicks in).

One thing is certain. Droid Arena 3 does not offer so much to do outside the arena that you can afford to keep losing the arena battles. To upgrade your equipment, you have to keep “leveling.” To get access to certain important commands or functions, you need better equipment. Your total RSL library is constrained by your equipment and you cannot build certain structures or authorize certain covert operations until you reach higher levels. This makes successful bouts absolutely vital.

To illustrate my point, let’s examine the number of research projects you can authorize at each level.

Level 1 11
Level 2 2
Level 3 1
Level 4 2
Level 5 5
Level 6 2
Level 7 2
Level 8 2
Level 9 2
Level 10 6
Level 11 0
Level 12 4
Level 13 2
Level 14 2
Level 15 6
Level 16 2
Level 17 1
Level 18 4
Level 19 2
Level 20 5
Level 21 2
Level 22 7
Level 23 2
Level 24 1
Level 25 4

A similar disproportionate progression is visible in the structure table.

Level 1 3
Level 2 2
Level 3 1
Level 4 1
Level 5 3
Level 6 2
Level 7 2
Level 8 0
Level 9 2
Level 10 5
Level 11 0
Level 12 3
Level 13 0
Level 14 0
Level 15 2
Level 16 1
Level 17 0
Level 18 0
Level 19 0
Level 20 2
Level 21 1
Level 22 2
Level 23 4
Level 24 1
Level 25 0

It’s always dangerous for a non-programmer/non-game designer to speculate on game design, but this seems like asymmetric play-balance to me. I liked the fact that there was so much to do during the first level when I was getting adjusted to the game. However, these asymmetrical development trees seem to work against rather than for a nice pacing experience throughout the game.

Blackbox Logs (Ratings)

Droid Arena 3 is a serious game for strategy gamers who really want to stretch. To be very successful in the game, you’re going to have to learn how to code. To advance in the game, you’re going to need to log on regularly. To enjoy the game, you’ll need to be willing to postpone gratification. There are no instant results here.

As part of the Skotos Network package, Droid Arena 3 is worth playing if you have any patience at all. If you’re looking for MechWarrior, these are not the droids you’re looking for. If you enjoyed the turn-based, mission-driven robot/cyborg game from Sierra, Mission: Cyberstorm, these are still not the droids you’re looking for. But if you liked RobotWars, Origin’s Omega, and C Robots, then Droid Arena 3 is your best chance to experience the same type of challenge with a broader scope and persistent world. And, if you missed those early experiences, you can try it out as part of a trial account on Skotos (www.skotos.net/games), even without surrendering your credit card data.

Reviewer’s Snapshot: 6 (on scale of 10)

Documentation 5 (spotty, misleading and incomplete)
Graphics 5 (mostly text, but Blaxxun VRML playback)
Design 6 (lots of options, but takes too long to get there)
Pacing 5 (can spend too much time with little happening)
Price/Performance 8 (as part of a package of 11 basic games, hard to beat)

Reviewer’s Bias: 4 (looking for turn-based BattleTech)

Thursday, June 22, 2006

Flowcharts for Disciples II: Dark Prophecy--Undead Hordes

With four similar playing aids for the same game in a row, regular readers probably think Disciples II: Dark Prophecy has turned us into zombies. It hasn't, as the next two articles from the science-fiction and sports genres will reveal. For now, however, we offer either a jpeg to print for D2DP reference purposes or a PowerPoint presentation to customize for your own nefarious purposes.

Flesh for Sore Eyes (Disgustingly Bad Guys)



Flowchart_Undead_diidp.ppt

Flowcharts for Disciples II: Dark Prophecy--Legions of the Damned

Although the cliche goes that everyone has to battle their "inner demons," Disciples II: Dark Prophecy tempts most of us to battle on behalf of the visible demons in this game. The art work is often stunning and the special effects are delightful. If you find yourself wanting to build an infernal army, you may find this chart to be helpful. As with the other charts, PowerPoint users should feel free to download this one and customize it to meet their own needs.

Fanning the Flames of the Damned (The Bad Guys)



Flowchart_Damned_diidp.ppt

Flowcharts for Disciples II: Dark Prophecy--The Mountain Clans

There are only a couple of words to indicate the glee with which one can play the Mountain Clans--Flame Caster and Ice Giant. Once you've built those units, you're on a roll. But just in case you want to "check my work," you can either print the jpeg from this blog or adapt the attached Excel spreadsheet to get your own "draft day" cheat sheet.

In the Halls of the Mountain Clans (Norse Myths Meet Weird Engineering)



Flowchart_clans_dp2.ppt

Flowcharts for Disciples II: Dark Prophecy--The Empire

Just So You Know

The upgrade paths in Disciples II: Dark Prophecy (except for the cost progression) are basically the same for each faction, but the path you take determines whether you can get to the really exclusive units or not. Some of the paths are dead-ends. If you're like me, you hate having to go to the build screen and check your upgrade path all the time. You'd like to have a ready-reference at your fingertips. So, Manifesto Games has created two ways to get this information. You can either print the pictures of the flow charts directly from the jpegs published in this blog or download the actual files to use in PowerPoint. In that way, if you want to redo the chart to list attack values or unit costs in addition to the venue cost listed here, you can do so.

Empire of the Papal Throne (The Good Guys Revealed)



Flowchart_Empire_dp2.ppt

Wednesday, June 21, 2006

Dark, But Dramatic Prophecy

Disciples II: Dark Prophecy

Genre: Roleplaying Game
Publisher: Strategy First
Developer: Mars
Price: $14.99
System Requirements:
1.2 GHz CPU or faster (1.8 recommended)
256 MB RAM (512 MB on XP)
DirectX compatible 3D-Graphic card with 8 MB RAM
Windows® 95/98, 2000, XP
DirectX®7.1 or higher
200 MB free Hard Drive footprint
CD-ROM quad speed+
Multiplayer: Yes
Scenario Designer: Yes
Manifesto Scenarios: Yes (At Launch)
Manifesto Strategies: No
Manifesto Playing Aids: Yes (Flow Chart)


The present writer has always been a fan of the Disciples series. You can read my summary observations of Disciples: Sacred Lands Gold (DSL) elsewhere on the site. Disciples II: Dark Prophecy (D2DP) hasn’t disappointed me. The basics are the same, but the animation is much more impressive and the default play balance seems much more in the player’s favor (see SQUAD BLEEDER (Unit Comparisons). The opponent AI is more aggressive than in the original game (see ARCANE AMBUSH (Artificial Opponents) and the scope of the game seems larger due to better scenario design (see PIECES OF FATE (Scenario Design).


AESTHETIC ALCHEMY With more detailed graphics and even more impressive animation than before, Disciples II: Dark Prophecy offers a visual sophistication beyond the sometimes crude look of Disciples: Sacred Lands.

SQUAD BLEEDER (Unit Comparisons)

In DSL, each distinctive faction had its own type of leaders and followers. Some were front-line fighters with “tank-like” amounts of hit points and solid melee attacks; some had ranged attacks via mundane projectiles or magical attacks; and some were solid support units (which provided defensive help by frightening or terrifying opponents or boosting/healing one’s own units. As you built arcane and sacred venues within the faction’s capitol city, new units became available for recruitment and upgrades became available for those units garnering experience in the field.

D2DP not only (predictably) expanded the list of available units, but modified them to provide better experience (XPK = experience points when killed) and either a faster upgrade path (lower XP NEXT = experience points needed to reach next level) for less powerful units or a slower upgrade path (higher XP NEXT) for more powerful units. Most importantly, all units regenerate at least 5 hit points per turn. This partially negates the hit and run tactics with summoned creatures in the early going. In DSL, you could send the occasional summoned creature to attack, knowing that units would be somewhat weaker with each new foray. The most radical change we noticed in D2DP was in the values and nature of attack for the “Succubus,” a Legions of the Damned unit. In DSL, she only had a “Fear” attack. Now, she is stronger and has a “Transform” attack that turns formidable enemies into “imps.”

In the following list, the former leaders and units for each faction are listed as they appear in D2DP with the former values (or titles) from DSL listed in parentheses, if different from D2DP. You should particularly notice that the medium to advanced units generally have reduced requirements for moving up (XP NEXT) and that units with more hit points grant more experience when they are killed (naturally). At the end of each comparison chart for the respective factions, new units are listed separately. The comparisons are also available as an Excel spreadsheet so that you can add to it or sort, as desired.

D2DPUNITCOMP.xls

THE EMPIRE
LEADER UNITS:
Arch-Angel HP 100 XPK 40 XP NEXT 100
Archmage HP 65 XPK 60 (55) XP NEXT 150
Pegasus Knight HP 150 XPK 60 (55) XP NEXT 150
Ranger HP 90 XPK 60 (55) XP NEXT 145 (135)
Thief HP 100 XPK 25 XP NEXT 95 ( 90)

LEGACY UNITS
Acolyte HP 50 XPK 20 XP NEXT 80
Apprentice HP 35 XPK 15 (10) XP NEXT 75 (70)
Archer HP 45 XPK 20 XP NEXT 70
Squire (Fighter) HP 100 XPK 20 XP NEXT 80 (75)
Titan HP 250 XPK 120 (115) XP NEXT 1350 (475)
Cleric HP 75 XPK 55 XP NEXT 425
Knight HP 150 XPK 60 (55) XP NEXT 475 (450)
Mage HP 65 XPK 55 (50) XP NEXT 550 (500)
Marksman HP 90 XPK 60 XP NEXT 500
Priest HP 75 XPK 60 XP NEXT 475 (480)
Witch-Hunter HP 140 XPK 60 (50) XP NEXT 475 (400)
Imperial Knight HP 200 XPK 120 (115) XP NEXT 950 (1125)
Imperial Priest HP 100 XPK 160 XP NEXT 1275 (1600)
Inquisitor HP 180 (150) XPK 115 (90) XP NEXT 950 (900)
Matriarch (Patriarch) HP 100 XPK 140 XP NEXT 1125 (1400)
Wizard HP 95 XPK 120 (110) XP NEXT 1200 (1350)
Angel HP 225 XPK 225 (210) XP NEXT 1600 (2500)
Paladin HP 175 XPK 200 (190) XP NEXT 1600 (2250)

NEW UNITS
Elementalist HP 95 XPK 200 XP NEXT 1500
Imperial Assassin HP 135 XPK 140 XP NEXT 1100
Grand Inquisitor HP 210 XPK 190 XP NEXT 800
Hierophant HP 125 XPK 300 XP NEXT 2000
Prophetess HP 125 XPK 305 XP NEXT 2050
White Wizard HP 125 XPK 210 XP NEXT 2100
Defender of Faith HP 225 XPK 320 XP NEXT 2100
Holy Avenger HP 250 XPK 300 XP NEXT 2000

MOUNTAIN CLANS
LEADER UNITS:
Dwarf Champion (Proud Dwarf) HP 150 XPK 50 (45) XP NEXT 120 (115)
Engineer HP 135 XPK 85 (80) XP NEXT 175 (200)
King’s Guard HP 225 XPK 110 (100) XP NEXT 225 (250)
Loremaster HP 95 XPK 85 (80) XP NEXT 175 (200)
Thief HP 150 XPK 50 (45) XP NEXT 120 (135)

LEGACY UNITS:
Axe Thrower HP 65 XPK 25 XP NEXT 100
Dwarf HP 150 XPK 35 XP NEXT 130 (125)
Hill Giant HP 210 XPK 100 (95) XP NEXT 400 (375)
Tenderfoot HP 60 XPK 50 XP NEXT 95 (150)
Yeti HP 250 (330) XPK 200 (185) XP NEXT 700 (2225)
Crossbowman HP 110 XPK 70 (60) XP NEXT 550 (450)
Novice HP 90 XPK 70 XP NEXT 325 (350)
Rock Giant HP 310 XPK 225 (210) XP NEXT 1100 (1625)
Warrior HP 200 XPK 90 (85) XP NEXT 600 (650)
Alchemist HP 120 XPK 120 (95) XP NEXT 325 (575)
Flame Caster HP 130 XPK 140 (130) XP NEXT 1100 (1300)
Ice Giant HP 400 XPK 390 (370) XP NEXT 1950 (3675)
Mountaineer HP 225 (250) XPK 190 (200) XP NEXT 1500 (2350)
Tempest Giant HP 350 XPK 490 (460) XP NEXT 2450 (4600)
Veteran HP 250 XPK 160 (150) XP NEXT 1275 (1500)
Venerable Warrior HP 275 XPK 220 (240) XP NEXT 1750 (2850)
Dwarf King HP 250 (200) XPK 500 (225) XP NEXT 2500 (2700)

NEW UNITS:
Spirit of Fenrir HP 275 XPK 200 XP NEXT 1975
Druidess HP 120 XPK 95 XP NEXT 850
Forge Guardian HP 155 XPK 175 XP NEXT 1100
Archdruidess HP 150 XPK 120 XP NEXT 1450
Elder One HP 400 XPK 895 XP NEXT 3500
Hermit HP 250 XPK 385 XP NEXT 1000
Son of Ymir HP 500 XPK 600 XP NEXT 3050
Wolf Lord HP 225 XPK 250 XP NEXT 2025
Rune Master HP 300 XPK 310 XP NEXT 2500

LEGIONS OF THE DAMNED:
LEADER UNITS:
Arch-Devil HP 65 XPK 60 (55) XP NEXT 150
Baroness HP 100 XPK 50 (40) XP NEXT 120 (100)
Counselor HP 90 XPK 60 (55) XP NEXT 145 (135)
Duke HP 150 XPK 60 (55) XP NEXT 150
Thief HP 100 XPK 25 XP NEXT 95 (90)

LEGACY UNITS:
Cultist HP 45 XPK 20 XP NEXT 75 (70)
Devil HP 170 XPK 70 (65) XP NEXT 275 (200)
Fiend HP 250 XPK 120 (115) XP NEXT 475 (900)
Gargoyle HP 90 XPK 100 (70) XP NEXT 400 (200)
Possessed HP 120 XPK 25 XP NEXT 95 (90)
Berserker HP 170 XPK 70 (65) XP NEXT 550 (500)
Demon HP 270 XPK 175 (160) XP NEXT 850 (1125)
Marble Gargoyle HP 150 XPK 410 (275) XP NEXT 1650 (1575)
Sorcerer HP 75 XPK 65 (60) XP NEXT 500 (475)
Witch HP 75 XPK 70 (35) XP NEXT 600 (375)
Anti-Paladin HP 220 XPK 150 (125) XP NEXT 1050 (1250)
Demonologist HP 105 XPK 130 (125) XP NEXT 1325 (1250)
Moloch HP 370 XPK 325 (305) XP NEXT 2275 (2750)
Beast HP 420 XPK 825 (1325) XP NEXT 3100 (9500)
Demon Lord HP 470 XPK 525 (500) XP NEXT 2650 (4950)
Incubus HP 135 XPK 90 XP NEXT 1125 (1100)
Pandemoneus HP 135 XPK 225 (215) XP NEXT 2250 (2550)
Succubus HP 145 (115) XPK 305 (50) XP NEXT 1500 (525)

NEW UNITS:
Doppelganger HP 120 XPK 120 XP NEXT 500
Hag HP 115 XPK 110 XP NEXT 1400
Onyx Gargoyle HP 170 XPK 810 XP NEXT 2500
Infernal Knight HP 270 XPK 215 XP NEXT 1725
Abyssal Devil HP 600 XPK 720 XP NEXT 3600
Modeus HP 170 XPK 390 XP NEXT 3100
Overlord HP 570 XPK 775 XP NEXT 3875
Tiamath HP 495 XPK 1385 XP NEXT 5000

THE UNDEAD HORDES
LEADER UNITS:
Banshee HP 100 XPK 45 XP NEXT 115 (100)
Death Knight HP 150 XPK 65 (60) XP NEXT 165 (150)
Lich Queen HP 65 XPK 65 (55) XP NEXT 165 (150)
Nosferat HP 90 XPK 40 XP NEXT 100
Thief HP 100 XPK 25 XP NEXT 95 (100)

LEGACY UNITS:
Fighter (Warrior) HP 120 XPK 25 XP NEXT 95 (90)
Ghost HP 45 XPK 20 XP NEXT 75
Initiate HP 45 XPK 20 XP NEXT 75 (70)
Werewolf HP 100 XPK 50 XP NEXT 600 (375)
Wyvern HP 225 XPK 160 XP NEXT 500 (175)
Doomdrake HP 300 XPK 335 XP NEXT 1100 (1675)
Specter HP 90 XPK 40 (45) XP NEXT 700 (350)
Templar HP 160 (145) XPK 75 (65) XP NEXT 600 (525)
Warlock HP 75 XPK 65 (60) XP NEXT 500 (475)
Zombie HP 170 XPK 75 (70) XP NEXT 600 (550)
Dark Lord HP 200 (170) XPK 145 (115) XP NEXT 600 (1150)
Deathdragon HP 375 XPK 655 (475) XP NEXT 2550 (4225)
Necromancer HP 105 XPK 145 (135) XP NEXT 1150 (1375)
Skeleton Warrior HP 220 XPK 145 (135) XP NEXT 1150 (1350)
Wraith HP 75 XPK 115 (125) XP NEXT 900 (1000)
Lich HP 140 (160) XPK 300 (325) XP NEXT 2425 (3875)
Skeleton Champion HP 270 XPK 240 (225) XP NEXT 1600 (2675)
Vampire HP 185 XPK 425 (400) XP NEXT 2300 (4800)

NEW UNITS:
Shade HP 135 XPK 85 XP NEXT 850
Death HP 125 XPK 315 XP NEXT 900
Dracolich HP 525 XPK 1215 XP NEXT 3350
Dreadwyrm HP 450 XPK 900 XP NEXT 3600
Wight HP 105 XPK 200 XP NEXT 900
Archlich HP 170 XPK 470 XP NEXT 3500
Elder Vampire HP 210 XPK 580 XP NEXT 3300
Phantom Warrior HP 320 XPK 350 XP NEXT 2100


As in DSL, each chapter increases in scope and difficulty. For example, the Hordes of Undead can only build to the following levels in the first chapter:

• Fighter to Templar via Evil Monastery;
• Initiate to Warlock via Dark Temple;
• Ghost to Specter via Sepulchre; and
• Wyvern to Doomdrake via Cavern.


In the second chapter of Disciples II: Dark Prophecy, even as in the second chapter of the original Disciples: Sacred Lands, those choices open up. Here, one can build from:

Fighter to Templar via Evil Monastery or Fighter to Zombie via Unholy Ground;
Initiate to Warlock via Dark Temple (no new choice);
Ghost to Specter via Sepulchre (no new choice); and
Wyvern to Doomdrake via Cavern or Werewolves via Werewolf’s Den.


From there, the Fighter path moves through the Graveyard to raise Skeleton Warriors or through the Dark Idol ritual to inaugurate Dark Lords. In turn, Warlocks have an optional upgrade path through a new Occult Temple to become Necromancers or through the Cursed Chapel to become a Wraith. [See the Manifesto Games flow chart to see how the “arcane tree” (equivalent to the tech tree in science-fiction games) looks for the Hordes of the Undead.]


SCRATCHING A LICH One of the new units available in D2DP is the powerful Dracolich upgrade to the special wyvern/dragon units.

PIECES OF FATE (Scenario Design)

The game is enhanced by mini-quests within the chapters. This adds a great deal of variety, but can easily be undone (as I did on my first playing) by forgetting who one’s potential allies might be and, following the precedent of earlier games, wiping out every NPC in sight. In the Hordes of the Undead campaign, it is good to kill the enemies of the Shadow Thugs. These amoral versions of Sherwood’s “Merry Men” provide excellent intelligence on the movements of Uther (in the second chapter) and opportunities for extra loot (also in the second chapter). Of course, they can also provide red herrings such as the “clue” to free the manticore and in the treacherous ambush in the fourth chapter.

Further, Disciples II: Dark Prophecy has gotten away from the real-time strategy convention of forcing players to completely rebuild from scratch in every chapter. For example, the Hordes face a ready-made group of armies when Uther is “reborn.” In earlier titles, one would have had to build up an empire in order to create enough armies to be able to face the prince of demons. Instead, the Hordes player is given a number of armies at the start. This, combined with the one leader and five items that one is able to bring over from the completion of the first chapter, gives an entirely new feel to the scenario.


SPOKEN BLURB Conversations in D2DP aren't exactly richly detailed, but the betrayals and ambushes coded into this new version of the game offer a welcome variety and there are more "spoken" lines than in DSL.

Another positive aspect of the scenario design is that they aren’t all about finding a macguffin in the farthest reaches of enemy territory as they were (predominantly) in DSL. Here, you have to stop a particular character who is often on the move or do your best to keep two forces divided. As a result, the game is much richer than it was in its first…er…incarnation (unfortunate term for a game with “undead.”). On another occasion, although you do have to penetrate enemy lines, the opponents have formed a blockade by sea to challenge your efforts. Of course, there are also plenty of macguffin scenarios, as well.

ARCANE AMBUSH (Artificial Opponents)

In general, the artificial opponents act more intelligently and aggressively in D2DP than they did in DSL. You won’t be able to plant your armies beside neutral armies as often without being attacked in return. Indeed, some opponents will move to find you and then attack. To be sure, there is still a certain amount of unnecessary “boosting” in the tactical combat (where one support unit increases the value of a front line unit’s attack) whenever the front line unit is facing an opponent who is warded against his attacks or immune to them. The AI is not perfect, but it is better than it was in DSL.

Ranged units invariably go after your own ranged units first, especially if those ranged units tend to be leaders. Melee units will focus on a single target until they take that unit out (if possible), something they didn’t do well in DSL. The opponent AI also uses thieves extremely well in terms of spying out the strength of your heroic (or anti-heroic) parties and following up by moving stronger groups up to battle where appropriate. Plus, the opponent units in D2DP tend to upgrade better than they did in DSL (I rarely remember encountering upgraded units in DSL except for the hard-coded defensive parties of the boss monsters, capitol cities, and storyline-based characters.
Perhaps most significantly, the pathfinding algorithm is so much improved that you can no longer be sure of blocking your opponents with a summoned creature. In DSL, the artificial opponents were almost certain to attack the nearest enemy—even if said enemy was a summoned creature doomed to disappear when the turn reverted to that of the one who summoned it.

Finally, the artificial opponents are much more effective at going for the resource points (mana and money) than they were in DSL. It will even use “wave attacks” (sending parties with the same configuration) over and over in an (often successful) attempt to force you to keep some of your own parties at home or (too often successful) effort at depriving your capitol of much needed mana.

SUMMON PLAYERS (Conclusions)

Disciples II: Dark Prophecy is one of the best sequels I’ve ever seen. It doesn’t trade away the strengths of its legacy game for the latest technological gimmicks, but it does take advantage of better technology (particularly in graphics and performance). It offers something new for the experienced DSL player and performs the actions that the legacy game did well, even better. As a player, it is difficult for me not to be biased about this game, I’m addicted to it. As a reviewer, I didn’t expect the sequel to be as good as it is. My recommendation to purchase this game may be late, but it is solid. If you like turn-based, mission-oriented, fantasy games, get this—even if it isn’t the newest game available for purchase. You’ll probably want all of the expansions, as well (which we’ll be covering in future weeks).

Reviewer’s Snapshot: 9 (on scale of 10)

Story/Creativity: 8 (significantly less predictable)
Conversations/NPCs: 7 (functional, but more interesting than before)
Artificial Opponents: 9 (improved over the original)
Replayability: 9 (the factions play differently)
Graphics: 8 (at times, too dark, but still impressive)
Price/Performance: 9 (fabulous value)

Reviewer’s Bias: 7 (afraid it would be less than original)

Tuesday, June 20, 2006

Revisiting Outpost Kaloki

Flowchart for Outpost Kaloki

If you haven’t tried Outpost Kaloki yet (covered elsewhere here on the site), you’ve missed out on a fascinating (and at times, frenetic) challenge. Think of SimCity on speed and you get the picture. And, if you’re like some of us, you sometimes miss a step or two because you haven’t set up what you want to build with the right prerequisites. In a real-time game (more accurately, in an accelerated time game), such a slip-up can be costly.

EVOLUTION OF BUSINESS SECTORS

Attached to this blog is an Excel spreadsheet that may simplify matters. Since Outpost Kaloki doesn’t give you a chart of business progressions for each of the sectors in which you can build businesses (social-oriented, scientific, commercial, intelligence, environmental, energy, or maintenance) or support units, we have provided a handy reference sheet. Since it is in Excel format, that should even make it easier for you to add data like costs to the progression chart.

kaloki.xls


GO WITH THE FLOW The following chart is available as a free Excel spreadsheet download from Manifesto Games.

Each column is dedicated to the types of businesses/support units you can construct. The name of the new venue is listed in black while the prerequisites needed to build it are listed in red. We didn’t list the prices because those are clearly listed in the build menus associated with the venues. Even if you haven’t yet played Outpost Kaloki, examining this chart should help you visualize the kinds of activities and investments that can help you win this unique “tycoon-style” game.

Friday, June 09, 2006

Heretic at Large

KULT: Heretic Kingdoms: Inquisition
Genre: Roleplaying Game
Publisher: Merscom
Developer: 3DPeople
Price: $19.99
System Requirements:
1.2 GHz CPU or faster (1.8 recommended)
256 MB RAM (512 MB on XP)
DirectX 8.1 compatible 3D-Graphic card with 32 MB RAM
Windows® 2000, Windows® XP +SP1
DirectX®9.0a or higher
2 GB free Hard Drive footprint
Multiplayer: No
Scenario Designer: Yes
Manifesto Scenarios: Yes (At Launch)
Manifesto Strategies: No (In Review)
Manifesto Playing Aids: No

If ever a game was opposite to my real personality, KULT: Heretic Kingdoms (KULT) would be the classic expression of such. Based on the successful European pen and paper role-playing game called KULT, KULT: Heretic Kingdoms posits a dark world of anomie where entire populations are transformed into little more than beasts, atrocities are commonplace, blood lust is rampant, and religion of any kind is unwelcome. As a player, you have no real choice as to character class (at least in the traditional Dungeons & Dragons, GURPS, or Traveller mode). You are assigned a female warrior/mage who is active in the Inquisition.

Accentuate the Negative (Problems)

Unlike the Spanish Inquisition in our world, however, the mission for this character is not to impose any one faith upon the world. Rather, it is to conform the entire population of the kingdom of Corwenth into “no faith.” “Religion is death!” goes the motto of the Inquisition. “And death to religion” is the “proper” response. I suppose such sentiments are the natural result of experiences where religion, the codifying of faith, has restricted personal growth and religious experience rather than enhancing or facilitating faith. It is pretty easy to use “religion” to symbolize all of the oppression, brainwashing, manipulation, and denial of personal responsibility in a world—even when it is a fictitious game world. So, it has to be admitted from the start that KULT has something of a fresh perspective over the typical magical world of game fiction.

Further, it would be wrong to state that the game’s look and feel didn’t immediately cause one to think of it as a dated experience. Though it reached some store shelves in late 2005, my first look at KULT’s graphics had me thinking about the mid-‘90s. Even some of the graphic choices of the game seemed rather bizarre as I began to play. The avatar initially looks like a spider crawling across the landscape because the camera angle is top-down. Later, when the avatar acquires a cloak that enables her to camouflage herself more effectively, the on-ground shadow looks like a fly moving across the ground. Worse yet, the shadow of the magistrate for the first village looks like a black pig lying on the path and some NPCs just look like black smudges on the ground.


FLY SPECK The top-down perspective of KULT is handy for navigating the game maps, but tends to throw up some bizarre shapes. When she is on the move, an avatar with a cloak looks like a fly on the move. The transparency effects for the stream look much better when moving than they do here.

The cut-scenes are not animated. They look, at best, like illustrations from a graphic novel with the caveat that the artists chose a lighter palette than is found in the average graphic novel. Indeed, if these scenes were from a graphic novel, one might be tempted to state that they were penciled and colored, but not inked.


MARVEL NOT The cut-scenes where KULT unveils the background story (of the overall game universe and the avatar herself) look like some graphic novels, but the soft palette won’t appeal to everyone.

Nevertheless, for all of my philosophical differences with the game’s premise and for all of my observations about crude or outdated graphics, I found that KULT was an incredibly entertaining experience. Using traditional RPG conventions (strategic map that opens up), a health meter, pop-up inventories, and quick-draw slots, KULT offers a relatively fast, clean bit of hacking and slashing. But, just as soon as you think it’s merely RPGing as usual, KULT offers something of a new twist.

Elucidate the Positive (Interesting Ideas)

One of the earliest design differences between KULT and the run of the mill RPG is the handling of health and healing. Most games require you to chase after herbs, healing potions, and special spells in order to be assured that your character can regain health quickly. In KULT, you merely click the “Herb Pouch” and your health meter goes completely green. Better yet, you never run out of herbs and never have to collect healing potions.

Naturally, some of you are asking the question, “What’s so special about unlimited healing?” Well, the health meter goes completely green when you click on the “Herb Pouch,” but it won’t go back to the top until you rest for the night (at a campfire, inn, “Dream Well,” or house). The balancing factor is that you lose “Blood Points,” essentially stamina points each time you are injured. So, even though you can heal an incredible amount of “Hit Points” in order to stay alive, you are continually reducing your temporary total of hit points each time you are injured. So, eventually, you’re going to need to reach a safe place in order to camp, rest, and restore.

Another design difference from many RPGs is that KULT is “Attunement”-based rather than spell-based. As you gain experience, you gain “Attunement” slots. These slots enable you to wield weapons or dodge enemies more proficiently, find treasure more easily, move faster, slay particular classes of creatures, or focus/wield various powers. You discover these “Attunement” options by finding various items of focus and, either reaching the point in your character’s growth where you can use them or paying to have them converted to an attunement you already use.

Once you place the “Attunements” into your available slots, you cannot rearrange them again until you rest at the aforementioned places. In this sense, the arrangement of these foci would be much like a cleric in Dungeons & Dragons praying for his spells each day or a Wizard/Sorcerer meditating to select their daily spell list. The “Attunement” system is laudable in that it provides for interesting choices more often than merely advancing your characters along a pre-set path.

In terms of advancement, KULT uses three manners of advancement: 1) the traditional approach of experience points for leveling up, 2) attunement points for adding new “Attunement” capabilities, and 3) advancement points (from leveling up or collecting hex marks in the “Dreamworld” environment). The variety of advancement provides an extra incentive for hanging out in the “Dreamworld” (more later) after your primary mission seems to be accomplished, as well as allowing you to customize your character in interesting ways.

Further, although this is not a startling difference, KULT uses abilities or capabilities rather than character attributes to define your character. These abilities are: 1) melee combat, 2) ranged combat, 3) magic ability, and 4) speed. Each of the four begin with a letter grade of F. Each time you earn 100 free points, you can add a step to the letter grade by moving from F to E- or from B to B+, depending on your current status.

By far the most interesting design difference in KULT, however, is the use of the “Dreamworld.” At first, I thought the “Dreamworld” was the poor individual’s substitute for what Dungeons & Dragons calls the “ethereal plane.” It is not. If anything, it is a dream plane, but it does not allow you to travel through solids like the “ethereal plane” and it allows you to face different types of enemies and collect more “supernatural” treasure than the ordinary world. Said “supernatural” treasure would, of course, be the hex marks that allow you to build up free advancement points to improve your abilities.

Similarities without Discontent (RPG Conventions)

KULT naturally has similarities with other RPGs. Movement is mouse-driven and holding down the left-button allows for continuous movement. This is really handy in battle because Alita (the default name of your female avatar—though you can change it to suit your preferences) can easily outrun most opponents (especially after she gets the magical boots from a dying messenger) and she is likely to have to use “hit and run” tactics with large groups of opponents or more powerful ones that do not use ranged weapons.


HUMAN TORCH Combined arms tactics are required against some of the stronger opponents or you might end up as the wrong kind of human torch.

The disadvantage of the mouse-driven interface with the left-button as a continuous move command is that each tactical map has to load and features a built-in delay. This is really frustrating when the exit point isn’t drawn out as a cave mouth or clear boundary and you accidentally “leave” the environment in the heat of battle. In such a case, not only do you have to wait impatiently to load the environment you don’t want, but you also have to wait impatiently to load the environment where you were fighting. Worse, the enemies will be waiting for you, usually all clumped together, when you return (unless you decided to rest for the night—usually not a bad idea).

Another standard RPG convention is the quest mechanism. Fortunately, not only does the game feature an overall goal (destroy the Godslayer sword that has allowed those “filthy religionists” to remain a threat), but it has more than 50 other quests that unlock as a result of encountering NPCs and conversing with them. In my playing, I averaged about four completed quests per advancement level. Some were incredibly simple like picking up the berries that you find in one location and giving them to an NPC in another or actually selling the boar meat that appears when you kill a wild boar to an innkeeper who is out of stock because of the war. Some are relatively complex like determining how to disrupt an arcane ritual that is polluting the water supply for the war camp with which you are aligned or finding a specific NPC on a given map (the forest guardian on one map and a specific member of the Inquisition on another). In short, your uncompleted quest list is a “To Do” list that never goes dry.

The strategic map is another RPG convention adopted by KULT. As you glean new information about your quest(s), new locations on the strategic map are unlocked. You seem to be able to teleport from one locale to another in “game time,” but you face a “real-time” situation where a new graphics environment has to be reloaded into your PC’s memory every time you move from one locale to another. Some locales like the little village of Arathen can serve as a nice base (I bought a house to rest there for 1K shekels.) and you must return to some to finish other quests. Some locales provide plenty of fodder for getting those extra experience points when you just need to level up.


MAP ZAP Using the strategic map, KULT lets you transport or zap yourself from one location to another. You almost feel like you have won the game each time a new location opens up. Some locales such as the source of the river do not show on the map as locations to which you can return.

Some players have complained about the lack of inventory slots. You have to go pretty deep into the game before you get a chance to sell some of the items you’ve picked up and the inventory slots are very limited. However, if you pick up bags and leather pouches, you can right-click to open them and avail yourself of supplementary inventory slots. Also, if you buy a house, there is usually a chest where you can leave your goodies in relative safety (unless you spend too many days of “game time” away from your house). Prior to the 1.3 patch, players complained that inventory inside the supplemental slots would occasionally disappear. I didn’t experience this, however.

NPC interaction is handled via pop-up windows. The conversations are limited in terms of subject scope and possible responses, but the menu-driven conversational approach lets you get in and get out in a hurry. The conversation trees also open up to add new subjects, so it pays to interact multiple times with the same character when it is a named or titled NPC, but not when it is a spear-carrier (soldier, guard, villager, etc.).

Finally, a word about opponent AI is necessary. I really enjoyed the fact that the opponent AI was usually smart enough to change directions and find an optimal path when the bad guys were chasing Alita around a “Dreamwell” or rock. Since I liked to use the “Thunderbolt” attunement to do a lot of damage at once to my opponents and this “spell” requires a few rounds to “recharge,” my avatar did a lot of running past and around and through opponents. I was pleased when opponents changed directions to cut her off. I was somewhat disappointed when they tended to approach from the same path on multiple occasions. Overall, however, the opponent AI seems interesting and less predictable than some I’ve seen.

Death to Religion (Conclusions)

KULT: Heretic Kingdoms has multiple endings. At times, one wishes more of the variety conceived in the endings had been used to enliven dialogue or enrich one of several dozen locations available for exploration. The mini-quest system works well here as it does in classic games like The Elder Scrolls series, but most of us need more payoffs for some of the more complex quests. At times, completing a quest opens up something new or gives you something tangible (like being paid for boar meat in an early quest), but they rarely do so. Some of us are quite content to keep playing in order to fill up our quest journal with completed quests, but the best designs offer additional rewards for such accomplishments.

Regular readers of my reviews and of this blog will note that this game is rated above average overall while my initial bias was negative toward it (below average interest). I was intrigued by KULT because of the reputation of the face-to-face RPG out of Europe and the anti-religious storyline, but I thought the game would be too hard and too repetitious with too few intriguing surprises. At times, the game is too repetitious for me, but the game has just enough variety in quests, in weaponry, in “Attunements,” and in the relatively rare cut-scenes to keep players going for more than 50 hours on their first time through.

For some RPGers, KULT will have a high price-to-performance value. There are lots of hours of challenge and advancement here. For others, where story is key, the conversations and cut-scenes will be too spread out to really be able to savor them. I, personally, found it considerably better than my initial expectation and would welcome other games in the same series. KULT is interesting enough that I expect to keep it on my hard drive for purposes of replays and quick trips through custom scenarios.

Philosophically, I simply do not agree with the thesis of the fictional world that “Religion is death.” In terms of game play, though, it’s an interesting mechanism that is worth exploring. Most importantly, if you are a fan of “hack and slash” and you like games with lots of hours of play, you’ll want to join the KULT.





Reviewer’s Snapshot: 6 (on scale of 10)

Story/Creativity 6 (some predictable, some interesting)
Conversations/NPCs 5 (functional, but too limited)
Artificial Opponents 6 (some nice surprises)
Replayability 7 (built-in cheats for those who wish them)
Graphics 5 (retro and sometimes, strange)
Price/Performance 7
Reviewer’s Bias 4 (Initially looked “same-old”)

Friday, May 19, 2006

Space Station Tycoon?

Costs in Space
Fast and Fun Tycoon in Outpost Kaloki

Genre: Tycoon game
Designer: Wahoo
Publisher: Ninja Bee
Price: $19.95
System Requirements:
*Windows 98+
*Pentium 450 Mhz +
*128 MB RAM
*3D Graphics Card 8MB, OpenGL 1.1+
Multiplayer: No
Manifesto Scenarios: No
Manifesto Strategies: No
Manifesto Playing Aids: Yes (Upgrade List)

On first booting Outpost Kaloki, I thought I had the wrong game. I had been told that it was a space station management game but the graphics looked like Cartoon Network versions of retro-science fiction adventures. The Saturday morning-style of animation and the real-time nature of the game play initially fooled me. The dollar amounts popping out of businesses and the animated spaceships made the game feel very different from the “SimCity in Space” that I was expecting. Even the funny voices and alien syllables when you deal with the space aliens are a delightful addition to the game.

But Outpost Kaloki only looks like a cartoon. It has the same kinds of payoffs as you experienced in SimCity and even more humor than Will Wright’s wry comments in that groundbreaking, genre-making game. Add to this an excellent soundtrack with music that is absolutely perfect for the frenetic pace you feel as you play—sort of Big Bad Voodoo Daddy meets the Cantina Band from Star Wars—and it’s a great experience. Though there are many games where I hit the option menu at an early stage and turn off the music, I can’t imagine doing so with Outpost Kaloki.

As in Rollercoaster Tycoon, patrons let you know how they feel about the station and its amenities. As in SimCity, you see the businesses placed on the space station come to life and start to see the welcome traffic of customers. As in Rollercoaster Tycoon, you can save yourself a lot of trouble by hiring a maintenance person at an early stage because, unlike SimCity, the entropy (breakdowns from overuse, old age, and natural catastrophes) can be countered directly rather than environmentally. You can adjust attractiveness factors, maintenance schedules, and profit margins from a window that pops up whenever you double-click on the business or utility.


ALIEN VERSUS MARKETER Many of the scenarios in Outpost Kaloki are “sandbox” scenarios without specific victory conditions in the SimCity vein. Here, one mechanical-looking outpost has just started.

In SimCity, you have no control over how your power plants are operated—just what style they are. In Outpost Kaloki, you can tweak them for power rather than safety. In fact, the program is almost geared to force you to take that chance, since most of the initial businesses require 90 units of power and the initial energy unit (solar windmills) only provide 80 units of power in their default condition.

In SimCity, you build in hopes that “they” will come. In Outpost Kaloki, you can see different types of aliens with different needs and motivations lining up on the bottom of your screen. You know those green, natural-looking ships are most likely seeking to commune with nature and those ships that look like flame-embossed hot rods from the mid-20th century are most likely looking to party. To be sure, any ship has a chance of docking at any venue, but you increase the odds when you see a wave of hot rod ships descending and you have a chance to upgrade your social scene to cash in on the tipping point.

In SimCity, you worry about a large map that isn’t always manageable. In Outpost Kaloki, you deal with a space station that has a limited number of ports (or nodes). You can use your mouse to turn the space station, but you don’t have to scroll from one large section of the map to another. In SimCity 2000, you had NIMBY (opponents of development are usually called by this acronym for Not In My BackYard) issues crop up from time to time, but there almost had to be a crisis before you got much feedback from your “sims” and then, you had to figure out what to do about it. Each business/utility in Outpost Kaloki gives you options for upgrading their appeal for their specific clientele.