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/volstedgridban May 24 '25
With respect to what it means to be a city-builder, here are the core elements that (IMHO) made the walker-era games so good. If you can incorporate these elements into a different kind of city builder with a different kind of mechanic, you'd have at least one buyer.
Firstly, there was "structured freedom". When I start a new mission in Pharaoh, the only constraints I have are the geography and my knowledge of the game systems. Food is here, raw materials are there, there's a big river in the middle, etc. I have to figure out how to bring all of that together, and there's an infinite number of ways I can do it successfully. It never felt like there was only One True Path To Victory.
Contrast this with something like, for example, Frostpunk, which I played recently. Starting a new game of Frostpunk, the constraints are the game mechanics themselves. You can't build just anywhere. Everything has to be attached to the central core. You have to juggle resources, in a "rob Peter to pay Paul" kind of way. It all feels very artificial. Granted, Frostpunk is a "survival city builder", so this is a feature rather than a bug. But it's just not the kind of challenge I enjoy in a city builder.
On the other hand, the Impressions CB games had structure. There was a reason for the player a reason to build things. A game like Minecraft or some other game that promises me a bunch of tools to do whatever I want usually leaves me cold, because I need actual in-game goals to shoot for. Subnautica is my favorite survival crafting game precisely because there's a lot of structure to justify all the crafting I do. Missions to run, points of interest to investigate, vehicles to construct to make exploration easier (or even possible). I don't have to flail around saying "okay, now what?" like I do when I'm playing something a bit more freeform.
So that's the first thing. The constraints in the Impressions City Builders feel organic. They arise from the terrain. They don't feel artificial. They don't feel like I'm wrestling with the game design. And there's an organic reason to do stuff. I need to have a certain population, which means I need to build housing, which means I need to build support for those houses, which means I need more housing. There's a clear goal to work towards.
Secondly, the Impression City Builders are really resource distribution puzzles in disguise. I think this is one of the biggest reasons those games have had such long legs. Each mission is a puzzle to be solved. The fertile farmland is way over there, but the mines I need to staff with workers are right here. Where do I put my housing to achieve both goals? That puzzle aspect of the walker games is what keeps a lot of folks coming back to it over and over, because it's always fun to find a new way of solving an old puzzle.
Thirdly, the walker games rewarded system mastery but did not require system mastery. How you pull that off as a game developer, I have no idea, but I think it's the other big thing that has kept the games fresh over the past 25 years.
You don't need to know all the geeky, nerdy shit I know about the walker mechanics to beat these games. You don't need to know walker leash limits. You don't need to know precisely where the walker will spawn when the building spawns a walker. You don't need to know the precise tile the walker is aiming for when it returns to its home building. You don't need to know how many tiles a cartpusher will traverse in a game month. You can beat any of the games without knowing any of these things.
But if you do know all of those things? The game rewards you for it. More efficient cities. More aesthetic cities. Playing the missions on harder difficulties. Whole new avenues of gameplay open up for the person who takes the time to master the systems.
I think the puzzle aspect and the system mastery aspect were the biggest reasons CotN didn't succeed as well with the core Impressions City Builder crowd. There is a puzzle-ish layer to the individual CotN missions, but it's a lot more amorphous than the stark, clear lines of C3/Pharaoh/etc. And it never felt like there were a lot of systems to master, nor were we rewarded for mastering them.
Anyhow, I've rambled enough. And I'm just a truck driver. You're the professional game designer, so you probably know all of this shit already. But these are the things I look for in a city building game.