Wednesday, May 8, 2019

Vikings vs. Capitalists--Northgard and Offworld


Vikings vs. Capitalists—Two recent RTSes and a disappointing realization

I’ve recently had the chance to play two different modern real time strategy games, and appreciate the different unique takes they have on evolving the traditional RTS format. Unfortunately, it seems the pattern of removing meaningful decisions and simplifying game systems continues to be more popular than streamlining clunky old models in a way that retains the essence of what makes strategy games so enjoyable. I’m talking about the successful Viking RTS Northgard, and the unappreciated market based Offworld Trading Company.

First, I’d like to bring up three main critiques of the RTS genre. These critiques are not necessarily mine, but I think it is important to consider broader critiques rather than my person gripes in this situation. I would also like to identify several RTS games that I believe encapsulate the very best of traditional RTS gaming—Age Of Empires II and III, StarCraft I and II, and WarCraft III. I like all these games, but will be using them as comparison points. It is also important to note I only am discussing RTS games from a multiplayer perspective.

1)      Traditional RTS games are too long. For a modern gaming audience with ever shortening attention spans, RTS games are criticized for lasting too long. There is merit to the critique in my view—horror stories abound of opponents scattering villagers to drag out a won game, campy and walling strategies can similarly drag out a game painfully, indeed most of these problems come from the culture of old RTSes—technically most did not end until all opponent units were eliminated, and instead game length had to be controlled by players themselves—players either had to be friendly or competitive enough to realize when they had lost and resign the game. As for the generic critique of game length, I am of the opinion that anything truly memorable requires some amount of time investment for a good payoff, but still, this is a general critique.

2)      Traditional RTS games require unejoyable micro and APM (actions per minute). From Age of Empires to most infamously StarCraft, to play at a competitive level requires extremely fast and precise micromanagement of units. This takes the strategy component of RTS games and ties it with something much more comparable to twitch shooters. I will admit this is my biggest issue with RTSes, and probably why I enjoy strategy board games more. It certainly can gatekeep interested players out of the RTS scene when such a commitment to practicing micro is needed to stay viable.

3)      Traditional RTS games have draconian victory conditions: Already discussed to an extent in point 1, but traditionally, RTS games are driven by total player elimination. Additionally, winning a traditional RTS requires players destroy other players’ hard built bases/economies/armies. This can be discouraging, and is the equivalent often of a player being forced to play Japan in WWII after the atom bombs have been dropped.

With those three central critiques established, lets examine how Northgard fares. The game is very much an RTS, but with many mechanics simplified and adjusted to make it easier to play well and harder to act aggressive. These mechanics include: villagers automatically spawn and resource gather with either zero inputs or one input, depending on specialty; basic military units with sharp unit caps; building limits in territories and restrictions on how territory can be captures; a winter phase that requires resource hoarding and slows all play; scouting opponents’ territories or building troops for early aggression is expensive and therefore discouraged. In addition, Northgard introduces mechanics that go at least somewhat beyond those of a traditional RTS. These mechanics include: a rudimentary diplomacy system with resource trading between non-teammate players; various quests on the map to make colonization more interesting/difficult; two, theoretically three methods of winning the game that require no player-to-player conflict; and many methods of upgrading/crafting new benefits for your clan.

1)      Traditional RTS games are too long. Northgard is painfully long. For the amount of meaningful decisions you make during a game of Northgard, the pacing of a match is far too bloated. The first time I played, I was accidentally on a large map and blamed that for the long game—but subsequent matches on appropriately sized maps have led to the realization the game is playing as intended. Why is it so bloated? The victory conditions all require lots of investment of time/resources in a game where the board is set up to prevent you from optimizing your economy (building limits per territory, resource limits per territory, worker limits per building). The game outright discourages early aggression, and winter further slows down every player. Northgard is outrageously long for what it accomplishes, I’d go so far as to call it a waste of time when a match between four players drags to an hour and a half.

2)      Traditional RTS games require micro/APM to be competitive. Northgard goes out of its way to attempt to fix this issue, which I do commend. Unfortunately, microing your units is still a superior way of playing the game. In particular, you can micro army units and villagers around to soak up damage from NPCs or other players, and are actively encouraged to do so by the game’s brutal punishment of waiting for new villagers to spawn slowly if you lose a precious unit. Furthermore, you can do this to the point of cheesing when it comes to NPCs, since they will rarely agro your units across the borders of a territory. Northgard may have the appearance of not requiring a micro mindset—but it is still insidiously present and is unsolved.

3)      Traditional RTSes have draconian victory conditions. Here, fans will point to the victory conditions Northgard introduces that allow for non-violent victories. Unfortunately, they work like the non-violent victory conditions do in Civilization 5 or 6—cute in concept, but against human opponents, you better bring a gun to the board or the aggressive player will spot your peaceful clan and wipe it from the map. Its even worse in Northgard than in a game like Age of Empires II—losing your army can happen quickly, due to the small army sizes, and rebuilding is far more damaging than in Age of Empires, because you need to either wait for more villagers to spawn or pull villagers off your economy to try to fight back. All the while, your opponent is burning down your far flung clan (because of building limits, you are forced to spread your settlement out far and wide—interesting in theory, but not in Northgard’s execution).

Lets now turn to Offworld Trading Company. By now, its not a new game, but compared to the great classics, it certainly is modern and tries to have a unique take on the genre. Again, like Northgard, the game is very clearly an RTS, but with a vastly different gamestate for players to approach. This gamestate involves: a list of resources that fluctuate in value depending on players’ actions and a NPC colony’s consumption; limited territorial growth with hard caps based on the level of a player’s HQ; no traditional conflict, but rather a semi-random black market that can be used to either sabotage or boost a player, with escalating prices with each purchase; the winner is determined by who can buy out the other players’ companies, based on the amount of shares controlled in each player’s company and the monetary value of each player’s company; a system of patents that can give you unique boosts to your company on the map. How does Offworld deal with these three common RTS critiques?

1)      Traditional RTS games are too long. Offworld is a fast paced game, playing as fast as or faster than StarCraft 2 (which I would consider the fastest paced RTS of the classics I’ve listed above). Because the victory conditions are based on buying out your opponents’ companies, the size of the game map or amount of players does not impact the game length to the extent it does in other RTS games. Players can try for early snowball strategies at the expense of long term growth, which can shorten games further if such a snowball pays off.

2)      Traditional RTS games require mirco/APM. Offworld, like any RTS, requires some degree of APM/micro skill, but the amount necessary to be competitive is much less—indeed some times, the best strategy can be to take a breather and do nothing with your company—which can throw off players who are always looking to be clicking. Because you do not need to micro workers to resource gather to the extent necessary in traditional RTSes, and because there is next to no map combat, a player can play Offworld well without needing to be a micro talented player.

3)      Traditional RTS games have draconian victory conditions. In Offworld, your game ends when you are bought out of your company. There are sabotages to use against players, but leading up to a loss, you generally will not sit through the type of painful base destruction you see in other RTS games. The game does contain player elimination, but you are not forced through a long painful destruction, player elimination is sudden.

Offworld thus apparently addresses each of the main issues modern gaming culture seems to have with traditional RTS games far better than Northgard. Why then is Northgard more popular?[1] Put simply, it does a better job at presenting itself superficially as a unique and modern take on the RTS genre, while Offworld is much more opaque in the solutions it brings to the RTS critiques. Northgard’s winter system, territorial limitations/expasions, and its worker growth mechanics are clearly defined as key parts of the game system, as evidenced by the numerous writers and youtubers who bleat out the “surviving the winter is harder than surviving your opponents!” mantra—a player vs. game set-up that appeals to those unhappy with the traditional raw player vs. player setup in RTS games. The Viking theme similarly is cleaner and more attractive at first glance than the generic sci-fi theme Offworld presents itself as. Finally, the core economic mechanics of Offworld seem much more complicated than they actually are at first glance, and the system of playing and winning Offworld is admittedly a far more difficult system to pick up and play than Northgard’s traditional (but simplified) presentation of workers and resource gathering.

                It’s a tragedy, but hardly a unique one. Northgard’s success is a permeation into the stagnant RTS genre from the eurogame scene in face-to-face gaming—it is a game that uses theme and effective surface level mechanical uniqueness to mask the generic (and unsatisfying) multiplayer experience underneath.



[1] I will confess I wrote this with no concrete data to back up my claim. I can go back and support it, but even a brief youtube search for competitive video view counts for each game leads credence to my claim.