Multilevel Strategy Games

Posted: May 13, 2011 in Game Design
Tags: , ,

Strategy games come in all different forms. Some, like chess, are at a very small scale, ordering individual soldiers around a battlefield. Some like risk are at a larger scale, that of entire armies moving between countries. Although some games have tried to combine large scale and small scale strategy into a single, it usually focuses on one or the other. Nobody can easily handle the big picture and the small details of waging a war. That’s why those jobs are split up in the real world.

Now the idea of a multilevel strategy game would involve having multiple players working together, each specializing in a specific level. Some would command soldiers in the actual battles, while others would decide where the soldiers will go, and how many to send.

Now it seems that there’s still something missing. We have someone who decides where to send the troops and someone to give specific order to troops on battle, but where do these troops come from? Some games like Starcraft or Age of Empires will have resource gathering and base building to provide a way to produce the units used to fight battles.

That works well enough for those games, but it doesn’t really make a whole lot of sense for the same person to be in charge of managing resources and construction, and order the soldiers in battle. City building games like Sim city have proven successful so it would be easy enough to include another role in this game, a player to run a city and provide soldiers for the other players to use.

I think this would be a great massively multiplayer strategy game. MMORPGs rely on players working together each with a different class and fulfilling a necessary role. In WoW there is the trinity of tank, healer, and DPS. In this strategy game there is the trinity of city planner, battlefield commander, and high level strategist, each fulfilling a necessary role.

Edit: I forgot to mention, does anyone have any thoughts or suggestions relating to this topic. Please share.

https://maxff.wordpress.com/2011/05/16/story-matters/

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Comments
  1. Jody Alston says:

    I discovered your homepage by coincidence.
    Very interesting posts and well written.
    I will put your site on my blogroll.
    🙂

    • maxff says:

      Thanks for the kind words. Nice to see somebody will read and appreciate my blog.

      Side note: Comments must be apporved by me before they show up, so don’t be surprised if they don’t show up immediately. Although I might change it if people really want.

  2. Fang says:

    It seems like a good idea but in practice it in my opinion wouldn’t hold water. The reason is that the player controlling the “where” the troops go would get frustrated if the “smaller scale” player isn’t up to par and thus loses either lots of troops(putting strain on “resource-maker/manger” player and the “where” player) or loses completely. Same if the “resource-manger/maker” isn’t up to par. A bad “resource-manger/maker” on your team and you don’t have troops for the defense nor the offensive capability.

    Thus on paper sure. In practice no. (And am I making sense? It sounds good instead my head but half the time my brain doesn’t know what it’s doing.)

    • maxff says:

      First of all, thank you for commenting this place is so dull when no one leaves any comments.

      I can see how people might get seriously frustrated if other players aren’t playing well enough, but that’s pretty much a problem in any activity where a group needs to work together. In Hockey it doesn’t really matter how good the offense is, if the goalie is bad and letting people score on him. And even a good goalie is going to have serious trouble if he isn’t supported by good defensemen.

      Basically I agree that your concern could be a problem, but if you get a good group of people that you know and trust, it shouldn’t actually become a problem.

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