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gja102

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May 7, 2008
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When Imperator was announced, some people commented that they would have preferred a Crusader Kings-style, character-based Rome game, where you would control an individual, rather than playing as a state.

The thing is, the Roman period wasn’t really Feudal, and there weren’t entrenched landed nobilities in most areas. Republics, tribal federations and city-states don’t merge well with the idea of the same bloodlines keeping power for centuries at a time, so the CK2 dynastic gameplay doesn’t seem like a good fit.

I really like CK2 and I love the character focus – the cynic in me feels that the soap opera shenanigans, amoral backstabbing and sheer nepotism and cronyism are a better reflection of human history than the impersonal spreadsheets of other strategy games. However, since the top unit of CK2 gameplay is the family dynasty, I don’t easily see how this can be transplanted to settings that aren’t the Middle Ages, or Westeros.

Paradox themselves have obviously thought about this – they have expressed a desire to make more character –based games. I know that they originally considered designing Stellaris around this concept, as per the postmortem:

Henrik Fåhraeus said:
In 2013, we thought we should aim even higher, and I started writing design drafts for a space game, codenamed "Augustus." I was torn between making either a kind of Crusader Kings in space, with a rich written lore and various interesting empires and dynasties (think Frank Herbert’s "Dune"), or a more traditional 4X with special focus on exploration (which I hadn’t seen done before.)

Based on the above, it seems that even a sci-fi character game is destined to be tied to a feudal setting. Personally, I think that’s a shame, as it is quite limiting to the kind of sci-fi universe you can build - I’d want my CK in space to feature democracies, dictatorships, tribal warlords, even megacorporations, rather than just feudal families.

If a character-based game can cover a wider range of governments, then it opens up a lot of potential settings for games past, present and future. So, my question is – how can the gameplay be transplanted to a non-Feudal setting?

Some thoughts:

- CK2 does technically cover republics, by portraying them as in hoc to a small group of powerful families, keeping it tied to the dynasty gameplay. However I think this is far too limiting for most modern settings.

- You could break the dynasty gameplay and allow ‘designated heirs’ from anywhere. Though that causes immersion difficulties where you may not feel the same attachment to a meritocratic selection, or if your designated heir becomes disloyal. It also means that spreading your dynasty and gaining prestige are no longer the nominal point of the game, so would possibly need replacing?

Would like to hear people’s ideas on this. I do expect Paradox will make another character-based game at some point, and I’d love to think it could be more than just a reskin of the current feudal gameplay.
 
If you are building a total conversion mod, you can include custom systems. Custom playable governments, buildings, holdings, events, decisions, cultures religions. In other words, lots and lots of work. The payoff looks like the elder kings mod, or your own, improved version.
Still, the total workload suggests, that you get a team of likeminded modders.
Or you make a cooperation, where each modder speacializes on a particular aspect of your mod. You could even open source the mod, so that you design and volunteer/contributors fill out all the details.
 
It’s possible to do democracies with characters. You play the leader of a political party. Obviously mostly not dynastical. But you need an engaging mechanic for the period you are in the Opposition while another player is running the country or the AI.

Or you are a Leader of a company buying politicians and politics. Meanwhile you expamd your business, build factories etc.
I could imagin that in an Victoria setting. You play as the Krupp family or in a space setting as a space-Krupp space-family buying off space-politicians.
 
It’s possible to do democracies with characters. You play the leader of a political party. Obviously mostly not dynastical. But you need an engaging mechanic for the period you are in the Opposition while another player is running the country or the AI.

Playing a Party would be interesting, but if you weren't in a rigidly two-party system (and the US and UK are quite rare in this) then you would expect to see a lot more ebb and flow in the number and types of Parties. It is extremely unusual for the same Party to be in power, or closely challenging for power, for 100+ years.

Also, it's not always obvious who the character's 'heir' would be, in some circumstances. Politicians stab each other in the back all the time!
 
The feudal thing is only half of it. Rome had political dynasties though (other states you can play as less so maybe. That's an issue). It's the same with the Byzantine Empire or China for example. You could have a game that does away with the feudal vassal management and has a more centralized political system, but still has dynastic strife and intrigue at the top.
 
I could certainly see it in a Roman setting - the great patrician families, for example.
 
Simulating a bureaucracy dominated by political dynasties would be interesting... though I still think there are gameplay hurdles in portraying character-based intrigue in a centralized state rather than a decentralized feudal kingdom:

In a feudal kingdom, the powerful dukes are essentially mini-realms in their own right. They have their own defined borders, raise their own taxes, can have their own diplomatic relations, and of course have their own private armies. In this kind of game, playing a second-tier vassal isn't qualitatively different from playing the head of state.

In a centralized bureaucracy, the second-tier power bases are not fixed at all, and depend wholly on appointment from the top. Though your family might well have its own private assets to draw on, you won't have access to a formal tax base unless you can get a family member appointed to some kind of Governor position, you won't have a military presence unless you have influence in the army, etc.

This means that playing a second-tier family is going to be an extremely different gameplay experience. A lot of the time, you will only control disparate parts of the machinery of state. Controlling a few cities, but no armies, would be extremely frustrating if you wanted to crush some neighboring tribes and your petitions to the central Government were going unheeded. Conversely, controlling some legions but little else could leave you pretty bored in peacetime.

Such a game could work, but the gameplay focus would shift massively toward to the kind of politicking and favor-trading that CK2 Conclave tried to introduce with the ruler councils. Personally, my opinion of the council additions in Conclave is that, whilst it adds interesting flavor, it is not the strongest part of the game at all. It wouldn't be impossible to make a good game based around favor-trading, but it would be a lot more challenging than a simple CK2 reskin and I think it would be a difficult sell.
 
Hearts of Iron IV is an RPG in a non-feudal setting.

With the release of the module, "Waking the Tiger", players win the game by leveling up their generals.

This leveling up is especially important in multiplayer games.

If a 4th level General goes against an 8th level General, the 8th level General typically wins.

HoI4 is now an RPG.

Level up and win!
 
I think both private companies and mafia clans could work in both XX century or in not so distant future settings. Their mechanics wouldn't even be so different - they have their markets, competitors and authorities to deal with.
I wouldn't mind some cyberpunk or Expanse-esque setting myself.
 
One word: Mafia.

The reason I clicked, "Disagree" is that a game based on the Mafia is a game based on crime.

Kind of like making a game entitled "Prostitution Tycoon" or "Drug Lord".

Celebrating the criminal aspect of life just doesn't do it for me.

But. Who knows. Paradox might do very well by making a game based on crime. More power to 'em.
 
The reason I clicked, "Disagree" is that a game based on the Mafia is a game based on crime.

Kind of like making a game entitled "Prostitution Tycoon" or "Drug Lord".

Celebrating the criminal aspect of life just doesn't do it for me.

But. Who knows. Paradox might do very well by making a game based on crime. More power to 'em.

I mean to be fair, I highly doubt that a game based on the Mafia could be any worse than the stuff you can do in CK2, like sacrificing children to the Devil, blinding/castrating people, cannibalism, forced concubinage, etc.

I mean I do get that one doesn't *have* to choose to do those things. But there's enough incentive to do those things that I doubt that a Mafia game would be out of the question due to moral questions.

I mean personally I'd rather see a Cold War game be developed long before any Mafia one, but I couldd definitely see a character-based Mafia game being viable.
 
:confused:Why the word "vampire" comes to me before "mafia"?
You can just put them into any eras with "family", "religion", "politics", "secret societies" while don't have to link with "crime"
 
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but I couldd definitely see a character-based Mafia game being viable.
strategy game based on 20's to 50's Mafia with crime families (and Cosa Nostra structures: Don, Caporegimes, etc), illegal goods, deals, wars, law enforcement, etc would be awesome.

What aspects of Mafia life would help Paradox make a profit from designing and publishing a game based on 20's to 50's Mafia?

Mentioned in the suggestion were:
  1. Crime syndicate hierarchy
  2. Illegal goods
  3. Deals
  4. Wars
  5. Law enforcement
  6. Etc.
Just curious about the proposed game design.
 
I think both private companies and mafia clans could work in both XX century or in not so distant future settings. Their mechanics wouldn't even be so different - they have their markets, competitors and authorities to deal with.
I wouldn't mind some cyberpunk or Expanse-esque setting myself.

Playing a powerful family with assets and influence in a shady cyberpunk Megacorp might work (which could be perfectly legit, or largely mafia-themed, depending on how you wanted to RP it). I think that would also solve the problem of how to represent democratic politics and what to do when your party is not in power. You would play a dynasty, not a party. If you wanted, and you were playing in a free-market democracy, you could push more charismatic family members into becoming part of a political dynasty (a la Bush, Kennedy etc). If you won a governership or a presidency, great, that gives you extra toys to play with; if you lose, no matter, you can go back to the 'meat' of corporate empire-building instead. Of course, this model does imply that every future election will be contested between scheming, self-interested billionaires... hopefully everyone would realise that this was purely for gameplay purposes, and any satire was incidental.
 
A victoria 2 inspired setting where you play a character in an international group of super-influential people. You can pull the strings on kings and nations.
But you do it indirectly, by becoming a minister like Bismarck and have the de jure leaders believe they rule.

There could be special lategame challenges like fascism which is not controlled by your group and is difficult to influence. It's perhaps controlled by a hostile group.

The game could be set in basically any period. The Roman era is well suited for it, but so are the medieval period and pre-modern era. Even the modern era and future could be simulated. You could control elections by controlling the media through smart investment. Star Wars 1-3 had the plot of palpatine who tricked the trade federation to embargo a planet and one thing led to another and he became space emperor as we all know. So even sci-fi settings are possible. I think that the 19th century is most fitting though, since the intrigue that resulted in the redrawing of europe after the napoleonic wars is amazing. The formation and break up of alliances would be a very cool mechanic. Also you could start a trade company and buy land in africa, later granting it to a nation to expand it's influence.

I'm not sure how you'd 'win'. But paradox games don't really have a win, you could be #1 in all the stats or do a world conquest, but more often people (myself and friends) play to achieve a certain goal like restore the HRE or PLC or Spanish America or even stay an absolute monarch. I suppose you could be granted score based of how well you tricked nations and how prestigious your character is. If you would for example hire an assassin to kill franz ferdinand and thus start a world war you would get massive trick score. Tricking the arabs into joining against the ottomans would also result in trick score, which might be doubled if you do the sykes-picot agreement. Overthrowing democrazies would also result in extra trick score.

What do you think of this?