SimBlob: Future Directions
Below you will find a list of the ideas Amit Patel had for games that would
fit into the SimBlob project. The only game that got past the design phase was
Blob City.
Blob City
- map scale: city
- computer players: no
Blob City is a software "toy", like SimCity. There are no set goals;
instead, you set goals (such as "get to 350,000 population") and
conditions (such as "no diverting or damming of rivers") for yourself,
and you play as you like. The world is constantly changing: water
flows and forms rivers and lakes, trees grow, erosion creates canyons,
floods and droughts occur, fires burn forests, and seasons pass. As
mayor of the city, you can build roads along which the blobs will
build their houses and farms. You build lumber yards to cut down
forests to supply wood for building your town. You can also build
canals to bring water to your city; walls to protect your city from
floods; dams to hold water for the dry season; and artificial
waterways to redirect flowing water.
- Result: Something like SimCity, but with a lot more environmental
interaction
- Pro: Likely to get implemented, given the amount of free time I have
- Con: There's no "game" - just free play
SimBlob
- map scale: city
- computer players: sort of
Like Blob City, your goal is to build a city for your blobs. However,
this world is a dangerous place, with scenarios involving raids by
barbarians, attacks from unfriendly armies, and competition from rival
cities. (These are controlled by a "computer player", but the
computer player isn't playing at the same level as you.) There still
isn't a major emphasis on "winning" or "losing" the game, but unlike
Blob City, you have to build defenses and maintain an army to survive.
- Result: Something weird and unfocused
- Pro: More likely to be finished than Blob Conquest (The problem
is similar, in that the computer player can't easily identify
anything in the world, but it's not as bad as Blob Conquest in that
there's no pretense that the human and computer are on equal footing,
so there wouldn't be a problem in giving the computer player a lot
more resources to balance out its wimpy AI.)
- Con: Less likely to ever be finished than Blob City
Blob Conquest
- map scale: city
- computer players: yes
In Blob Conquest you and the computer players build towns (smaller
versions of the cities built in Blob City). As you start running out
of space, your goal shifts from building your town to taking over
another town. You do this by attacking or buying territory in another
town. You can also cause disasters such as fires and flooding to
weaken your opponent. In addition to the roles played in Blob City,
roads and walls can facilitate or block the movement of blob soldiers.
Towns can be protected by walls, and barracks can be connected to
defense towers by roads.
- Result: Something new and different
- Pro: It's not similar to existing popular games
- Con: Unlikely to ever be finished
The Silver Kingdoms
- map scale: kingdom
- computer players: yes
You and the computer players are kings of small kingdoms. Starting
with one city, you build up your kingdom by using the natural
resources of the surrounding area to enlarge your city and start new
ones. You also build mills, farms, mines, and markets and manage the
transfer of resources and goods from one place to another. Your goal
is to conquer the other kingdom (or perhaps become a trading partner)
by attacking cities, blocking trade routes, and causing disasters
(such as fires, floods, and deforestation). The scale of the map
differs from Blob City and Blob Conquest in that an entire city
occupies just a few hexes, instead of the entire map. Details of your
city are available by clicking on the city, instead of by examining
the map. The economy is built on supply and demand: each object (such
as a factory or a city) demands goods (such as food or iron) and can
supply other goods. For example, a farm demands labor and water and
supplies food; a sheep ranch demands food and water and supplies wool;
a textile factory demands wool and power and supplies clothing.
- Result: Something like WarCraft or Civilization, but with a lot
more environmental interaction
- Pro: Matches the scale of rivers, mountains, and lakes
- Con: Seems very different from the current SimBlob (although
it isn't too far from the current implementation)
Blob & Co.
- map scale: kingdom
- computer players: yes
Like The Silver Kingdoms, Blob & Co. involves taking advantage of
natural resources to build up products that are used in cities.
Instead of playing the role of a king, in Blob & Co. you play the
role of a merchant. You make money by charging for transportation and
products rather than by taxing city residents. You also invest in new
products, in marketing, and in bribing city officials. Your opponents
are rival merchants instead of rival kings, so the focus is more on
economics and less on warfare. Military conquest is still possible,
to take over resources, factories, or transportation systems.
- Result: Something like Railroad Tycoon or Transport Tycoon, but
with a lot more environmental interaction and with a few possibilities
for military warfare
- Pro: A game based on economics may be easier for a computer
player to analyze than a game based on warfare, since the
benefits and costs of any action can be boiled down to "money"
- Con: Seems very different from the current SimBlob (although
it isn't too far from the current implementation)
Comparison
Blob City, SimBlob, and Blob Conquest take place on a small scale: the
entire map is the size of a city. Blob & Co. and The Silver
Kingdoms take place on a large scale: the entire map is the size of a
small country. With a small scale, it is possible to see the details
of a city layout; with a large scale, those details disappear. On the
other hand, with a large scale, it is possible to see and work with
resources outside the city and with the trade between cities.
Blob City, SimBlob, and Blob Conquest have hundreds or thousands of
objects, but there are just a few kinds available (currently five).
Each object has very few details. Blob & Co. and The Silver
Kingdoms have tens of objects, but there are many kinds available
(approximately twenty). Since there aren't as many objects, each
object can have a lot of details, like a name, relationships to other
objects, graphs of values (supply, demand, employment, profit, etc.).
When there are a thousand small farms, you can't really name each one,
or store a lot of information about them, but when there are just a
few farm hexes (representing large farms), you can give them names,
choose crops, see profit graphs, choose which cities are supplied by
the farm, assign soldiers to protect the farm, and so on.
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