Submissions by ZacWatson tagged strategy

Overview

Cash Out! is the premier casino management simulator, with players being able to control every facet of the burgeoning entertainment establishment. Rig the machines, shuffle the cards, and weight the pills as you grow your fine business into the premier destination for all things gambling!

Core Mechanics

Players start out with a very small set of rooms, only initially being able to offer three games; slot machines, blackjack, and roulette. Over time, players will gain access to more interesting, lucrative, and risky types of games. As their variety of entertainment in the rooms expands, players also have a larger variety of other entertainment to provide. Bars, theatres, lounges, hotel rooms, and many more diversions can be added around the casino, to entice more guests. Players do all of this through a typical strategy game interface; they can construct rooms similar to The Sims, and then place objects in each room as appropriate. Players can choose from a wide variety of casinos on the strip itself to own, and are also able to create and modify their own. Players are able to fill their casinos with a variety of gambling devices in order to maximise all of their potential profits. In order to attract customers, each device targets a particular type of patron. Large amounts of slot machines will attract cheaper patrons and generate bulk cash, but they take up a large amount of room.

The House

Usually, the house always wins. Unfortunately, players will find their fair share of players who win. As they develop more competitive and strategic games available, more skilled gamblers will arrive. Games like baccarat will attract expert card players; people who may take the casino for all it's worth. To deal with this, the player has a number of strategies , including simply paying out (most expensive), banning them (may cause issues with publicity), beating them(again, issues) and framing them (not as expensive but riskier). Options like these enable the player to operate the kind of casino they want to operate. The casino can actually go into debt as a result of paying so much to top-tier card players or extremely lucky patrons.

Players construct and design their casino in a similar way to the Sims build mode.

Overview

Ooh, Shiny! is not your typical heist game. Playing as a team of magpies, players are challenged with stealing various shiny objects from residential areas. Armed with the latest in BIRD-TECH™, the team of magpies move between houses, building a vast collection of treasures and collectibles.

Core Mechanics

Players control the team of magpies from a 3D, initially isometric, perspective. Much like a real time strategy game, players move their team members in real time. A number of areas within the large maps are available for the magpies to move to, as well as a number of movement options. Outfits and disguises for the magpies to look like other birds or even animals are options for the player to consider. As well as this, as the magpies move through levels, they will encounter hazards, like humans and their pets. These hazards may guard or be using particular objects. Alternatively, these hazards may be static or moving within the area, preventing the magpies from moving very freely. Environmental interactions (like knocking over pot plants, or pooping on things) may be used in order to move these hazards around. For example, knocking over a pot may draw a human and a dog, allowing another magpie to move to where they previously were. The game combines strategy with humour in order to entertain the player.

The Birds

The birds themselves are the 'personality' of the game. Each distinct bird has a set of attributes and a skill that differs from the others. Their unique personalities and distinct playstyles allow the player to experiment while attempting missions, to find the most entertaining ways to complete them. In addition to this, players may equip them with some BIRD-TECH™, making missions even more fun. BIRD-TECH™ involves tools like sound amplifiers, bird decoys, and inflatable humans in order to complete missions. The technology can be placed and used by the birds in order to reach different places within the levels. More interesting and valuable Shiny Things can be found the more the player explores.


Players take control of the most esteemed and respected Magpies.

Overview

By Coin and Shot is set during the renaissance period, with players taking control of a brand new merchant caravanner, intending to make a name for themselves around the world. Starting from just one mule and a few bags of wheat, players build their own 'East India Company' from the ground up.

Core Mechanics

By Coin and Shot is a third person game, with a deep set of strategy options also available. Players take direct control of their character, and are able to guide them across the vast ingame map between destinations. Able to assemble a large party, the caravan that the player guides can be made up of up to 10 members initially. These members can come from any place that the player encounters them, and they are also able to hire individuals in bazaars or other places of commerce. As players grow and expand their companies, more destinations, goods, and tools become available. The objective for the player is to construct the biggest company possible, as the player looks to establish themselves as a global force.

The Market

The Market demands and flow within By Coin and Shot are dynamically generated. Each region within the game has specific demands and exports that rise and fall over time due to the seasonal and weather cycles. As the majority of exports and resources are organic (i.e. food) players have to predict, expect, and analyse what is coming. Real-World events that occurred in the regions that the player controls also change the landscape of the market. Players will be financially rewarded if they successfully manipulate this market, enabling greater returns. Some missions may also be assigned to players by other officials, and these missions may also affect the market themselves. For example, if a player helps a particular military group in supplying them with weaponry, market availability of weapons will decrease, driving the price up due to the increased demand for weapons. This will also affect other missions as the game progresses.


Players move around a world map in a system similar to the RPG/Management game Mount and Blade.

Overview

Taking control of an omnipotent being, players of Ascendance attempt to create the perfect, thriving society, by bestowing abilities and powers upon members of a tribe, guiding them through the early stone age. As they 'play god', players eventually select a member of the tribe to 'ascend', which will determine the direction the tribe will develop towards.

Core Mechanics

Ascendance is controlled from an initially isometric perspective, but presented fully in 3D. Players are able to shape the terrain around the village itself, control weather patterns, and animal movement. The objective of each game is to make sure the village itself survives long enough to develop basic self-sufficiency. Players are able to leave the village to its own devices, or intervene in order to make them grow. The village can be attacked by enemies as well as sustain a number of different environmental and societal issues. Tribal uprising and rebellion can occur, and the player can manipulate which leader takes control in order to steer the tribe in the direction they approve of. If the player continually intervenes, the tribe may not know how to deal with certain situations. The tribe will also worship the 'god' much more vehemently, more than they would if the player intervened less. If the player limits their input into the tribe's actions, they may become more self-sufficient (or alternatively die out entirely).

Ascendance

At critical points in the game, players may choose a member of the tribe to 'ascend'. This grants them semi-mythical attributes, and may increase the tribe's valuation of their deity. This prophet may also be shunned, however, if they are a less popular member of the tribe. Players can use this prophet to directly initiate or avoid some events, or they may be cast out and unable to be effective. Ascendance is intended to be a mechanic that changes the player's interactions with the tribe, rather than improving them. Ascended villagers may also be more valuable in dealing with other tribes, who may occasionally demand things from the player's tribe. An ascended villager with healing attributes may be able to broker a deal better than a normal villager, for example.


The player watches over a village similar to Cultures, but does not directly construct the village.

Overview

Welcome to Hell! is a game all about the destination. As the overlord of hell, the player takes control of a new section of land situated in the picturesque location of the underworld. Players build up attractions and locations for the newly arrived denizens of hell to visit and explore, as well as live, as they build Hell into the 'new place to be'.

Core Mechanics

The map is presented as a fully 3D world, and players control it from the top down, like most tycoon games. Players start with an entry gate, where individuals new to hell spawn, like guests. Players place structures, connecting them with paths to encourage the new 'guests' to move around. A large amount of structures are available to be placed, ranging from entertainment and food establishments to workplaces. In order to keep their small 'town' growing and flourishing, players need to make sure their little slice of hell is better to move to. Players are able to view statistics of other 'slices' around, so they can understand what they need to build in order to attract different residents. These residents come in a number of different varieties, and each one requires certain objects and needs to be filled in order for them to stay. In turn, players create these resources by tasking lesser demons to collect them by constructing production areas. As demons and other creatures move into the player's town, players will be able to create more and more resources, unlocking additional buildings and areas that the residents can use to occupy themselves.

Narrative

The player takes control of a disgraced underdemon, one that is eager to move up the food chain of command within hell. Players are able to choose the missions and tasks to complete within the map, and these tasks provide more exposition and story about the player character as they complete them. This 'chain' is actually represented within the game; moving ahead of other demons in terms of power will cause them to fall by the wayside. Players gain additional skills and attributes as they overtakes these soon-to-be lesser demons. These attributes allow for faster growth of their location, and may also provide special buildings or attractions.


Players manage different citizen types and structure placement, similar to the ANNO series.

Overview

Over the Top! is the premier World War 1 simulator, taking players deep into the mid of a soldier, into the trenches and into the gas. Players take control of a wide variety of soldiers, ranging from snipers to flammenwerfers, and attempt to change the focus and swing of a battle.

Core Mechanics

Over the Top!

is a combination of RTS and FPS, with players directing soldiers from central barracks on the backline, as well as taking direct control of soldiers and controlling them with the WASD keys. Selecting from a wide variety of weapons, the game's missions begin at the fall of night, and players have to prepare for the dawn attacks, when their soldiers will go over the top. Presented as a 3D Real Time Strategy game, the faction has the night to prepare to go over the top, or to prepare defenses in anticipation for what is about to happen. Wide variety of troop deployment methods and troop types mean that the player has to make the decision between the advantages and disadvantages that the different unit types present. Upgrades like prototype gas masks, camouflage nests, and spotlights are designed to anticipate methods that the player's opponents will use in order to seize victory.

Narrative

The player takes control of a commanding officer, with their back story and history differing depending on the faction chosen. For the Allies, players take control of a disgraced commanding officer who has to prove himself in order to keep himself within the army. As the Axis, players take control of a prideful but elderly senior officer attempting to leave a lasting legacy on the battlefield itself. As the two differing leading characters progress through the narrative, their stories interweave and overlap, encountering each other multiple times as the narrative builds to a climax.


Image of Red Orchestra 2, a similarly tactical shooter game.

Overview

Nefarious is your typical RPG dungeon exploring game, with a twist. Rather than controlling the explorer, you control the dungeon and the boss itself. Players design and construct a dungeon, then wait for AI-controlled NPCs to attempt to enter it. Players can create traps, minions, and hidden areas for enemies to fall into, and can even make some NPCs part of their army.

Core Mechanics

Nefarious is controlled from a 3D RTS standpoint, with the wide open map being visible to the player. Once they start a game, there is a short period where the dungeon's initial floors can be quickly carved out. Players can expand downward further to create twisting, turning dungeons with puzzles and traps available for the AI opponents to face. The twist is, players must be able to complete it themselves before opponents approach. Then, the AI uses this data to attempt to progress through the dungeon itself. Now, the player can control where their minions are, when traps can trigger, and can activate other functionality within the dungeon itself. Where Nefarious differs from games like Dungeon Keeper is the consistent expansion of the dungeon. Players continually expand their dungeon, moving deeper and deeper, as well as more outward, creating different levels and situations as they progress. As more enemies enter the dungeon, they will find the initial areas easier, as more corpses and identifiers build up. This creates a constant battle between the player and their AI opponents, as the player needs to use new and interesting combinations of tools and designs to outwit the invading 'heroes'.

The Boss

The boss in the game is a fully controllable character in 3rd and 1st person, and is able to interact with the world in a number of ways. The boss can engage in direct combat, crushing any that stand in his way with his powerful abilities and attacks. The boss is also able to summon a number of minions into combat if he needs to clear an area quickly. Much like an RPG, the boss can also be upgraded with additional equipment and abilities as the game progresses and more skilled and prepared opponents enter the dungeon.



Dungeon keeper, the original dungeon construction game.

Image Source

Overview

Master Media Mogul sees the player take control of one of several failing media businesses and propelling it into the 21st century. From cutting-edge fax machines to state of the art web streaming, players experience the growth of the media industry from the latter half of the 20th century to the new era in the 21st. Everything is managed by the player - from the placement of office furniture to the broadcasting choices of a tv station.

Core Mechanics

Players begin by selecting an industry they want to start with. Print and early TV are the only types available in the latter part of the 20th century. Once players progress past the first few years, they are able to set up an R&D department to begin researching alternative ways to get their media to the masses. This can range from polling for interests to developing new broadcasting technology. As players progress further through the timeline, sequences like awards shows, real-life events to cover, and other issues confront the player. Reporters and representatives can be sent to events, and their skills depend on how well the company's coverage is received. A by-person simulation is also a core component of the game, with star members of a station or newspaper requiring an entourage and incentives to keep them happy. Players have to balance keeping their staff happy and therefore productive with all of their other expenses, which forces them to make important decisions. Because events cost money to cover, players also have to balance the possible financial impact vs the potential rewards.

Style

Mogul's style changes through the time periods - with each era being distinctively different in both presentation and approach to news coverage. The different eras require different presenters and reporters, and for those characters to have different skills. A more story-aggressive writer might thrive in the 21st century, while a charismatic newsreader might succeed in the 1960s and 70s. The visual style changes as well, both in appearance and the aesthetic. Characters might swap their muted suits and visually desaturated style for smart casual on-site reporting gear and stylistic fashions in the 21st century.


Game is laid out in a similar fashion to the simulation game The Movies.

Image Source

http://pcmedia.ign.com/pc/image/article/665/665338/the-movies-20051107104210006-000.jpg

Overview

Pilfer is a heist game all about the execution. Players take control of a team of up to 8 characters as they plan, set up, and execute heists to perfection (or otherwise.) As the characters gain experience and equipment, more heist locations become available, with increasingly valuable loot and options available for players to experiment with. In an RPG fashion, player characters can receive different level paths depending on what kind of team the player wishes to put together.

Core Mechanics

The game is controlled from a tactical view of the 3D environment. Players move their characters through locations in real time, but are able to pause the game and sequence some commands before unpausing and watching the action unfold. Because an emphasis of the game is preparation beforehand, players may view systems like guard patrol routes or alarm networks. These provide players with more information when they attempt to sequence these commands, and more options when they carry out their heists. Different characters possess different trees of abilities - some might be better at sneaking, while others are better at fencing stolen goods. The goods that characters loot during heists scale in difficulty to fence - with some taking a decent amount of time to make a profit from. Because there is a downtime between when players receive their money from their spoils, players also have to manage the finances of their group. This is where the management aspect of the game becomes another important component. Players have to manage an internal 'hideout', which can be in a variety of locations around the world. Players have to cater to and support their team's desires, otherwise their level of happiness may affect jobs that they go on.

Environment

The environments that players heist in are key to developing the atmosphere of the game. Heist locations range from exotic hotels to typical bank vaults. Players will be able to experience a wide variety of locales to pilfer and plunder across the globe. Different environments also offer unique challenges that affect the gameplay - a heist on a ship may cause a member of the party to become seasick. A heist in a bank, for example, may draw more heat than a stick-up at a gas station. As a group's notoriety increases, the range of environments the player experiences increases, with more and more far-flung places available as players increase in experience, skill and gear availability.


Game plays similar to Monaco in terms of the map and positioning.

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No Mine Here! is a base building and management game involving keeping your operations secret from the authorities. Players have to construct and mine within a protected zone, while making sure they aren't discovered. Officials and agents will approach a player's facility and the player is tasked with making sure they don't discover their illicit activities. As players expand their underground facilities and operations, more attention will be drawn by officials, leading to increasing levels of difficulty. Players are able to purchase all manner of devious distractions, from traps to attractions to draw foes away. Once players have harvested these valuable and protected materials, they have to process them. There is a choice between developing onsite facilities at the risk of drawing more attention, or sending them abroad and dealing with the issues of getting them safely to their destination. As players dig deeper, or consume more resources, they may come across rare and valuable materials that they can sell. Alternatively, if players process these materials they may develop useful tools that can aid them in their quest for ever more cash.

Features Include:

In plain sight: operate your secret facility from right under the authorities' noses, making sure they never discover your illicit operations.

Making bank: find the best ways to manage your resources, balancing processing and export to maximise your profit.

Upsize and Expand: build the biggest, most impressive facility ever seen, aggressively protected by technology.

Screenshot of Evil Genius, a game with similar mechanics.

(screenshot obtained from http://pcmedia.gamespy.com/)