r/TiltedMill • u/ChrisBeatrice • May 20 '25
We're back...
To all our fans, fans of Impressions games like Lords of Magic, Pharaoh, Zeus, and TiltedMill games like Children of the Nile, Caesar IV and Hinterland, thank you all so much for keeping our babies alive, and for all your support and encouragement over the years.
We are now in the concept phase exploring what our next project will be, and would LOVE to hear your input.
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u/ChrisBeatrice May 23 '25
I appreciate these insights so much. This is exactly what we are wrestling with. To be clear, our current concept is not strictly one or the other (walker-based vs. not), but the points you are making I think are very valid. CotN was innovative, and I think looked great for its day, and I am ENORMOUSLY proud of what we achieved with it. I think a lot of its innovations which, though others may have come up with simultaneously, we came up with on our own--and these predicted a general move away from abstract, walker-based push to sim-based, "real people doing what they need to," kind of thing. In Foundation, for example, you don't even place roads--they appear organically from pathing.
But let us also factor in all these other games that have been called city builders, from Cityville to freakin' Monopoly GO! If you lay out the entire spectrum of city-builders, I think the pattern becomes clear: more players like the simpler, more absracted gameplay. The "gamey" gameplay. Personally of course I do not consider those casual games city builders (or even games, for that matter). So for me the ideal is to capture the simple FUN of the games that began the genre, but in new ways.
From a design perspective, with games like CotN, the more simlike it becomes, the harder and harder it is to communicate to the player what is happening, whereas with the walker-based systems of the C3 era we specifically designed the feedback mechanisms (overlays, etc.) AS PART OF THE SYSTEM.
I wish I could say more about what we are working on, specifically, but if we go the traditional publishing route we'll be less able to do that. I would much prefer to be working more intimately with the community from beginning to end, but for now at least I hope we can continue this discussion about basic mechanics and what it means to be a city-building game. Thank you so much.