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Guest Column: The State of Strategy

Guest contributor Rob Zacny explains why the big strategy games of 2015 left him wanting, while the strange, small experiments sparked his imagination.

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On some level, every game needs to make a case for its own existence. Why should you play this game instead of all of those other ones? Why play this sequel over the original? The question is especially acute in strategy games because they tend to be so stripped-down. There's no heavily processed explosions, surround sound, or lifelike animations to drown out the existential dread: "This is your life and it's ending, one more turn at a time."

Here's what worries me: In all of 2015, I can think of maybe one major, new strategy game that made any impression on me at all. That was Total War: Attila. City management games are kind of their own weird little subgenre, but let's go ahead and add Cities: Skylines to the list.

That's not a great performance for mainstream strategy gaming in a year where a new Civilization expansion came out, and when we got two 4X strategy games from Stardock, Sorcerer King and Galactic Civilizations III. With Paradox sticking to expansions through 2015, it was a year of covering old ground, despite the fact that so many of the genre's "heavies" were out there swinging for the fences.

I don't mean to say these were bad games. But they they were familiar and safe, aimed squarely at serving up fresh helpings of familiar experiences. Firaxis' inability to make Beyond Earth feel new or exciting or even like an improvement on Civilization: Brave New World seems either to reflect a timidity at the heart of their vision of what makes a Civilization game, or a bone-deep exhaustion with their own creation.

Stardock, on the other hand, made a move in the direction of something new and exciting with Sorcerer King, which pits the player against a Sauron-like enemy with the twist that Sauron won the War of the Ring and is now doing a victory lap before crushing the player. But in the end the game stuck close to the design of Elemental and Fallen Enchantress — fairly conventional 4X games — instead of embracing its own concept. Galactic Civilizations III was a bigger success and a better game, but it really is a game that aims to check every box on the list of Things-Space-4X-Fans-Love. That sense of obligation, of repetition, weighed the entire game down for me. A galaxy full of stars and nowhere I hadn't been before.

This is a genre where you can solve almost any kind of problem and tackle almost any setting and subject. Yet overwhelmingly we're treated to new renditions of Civilization and Master of Orion. Strategy and "turn-based 4X" have become almost synonymous, which seems to have sucked all the fresh ideas out of mainstream strategy gaming. I'm practically lighting candles for Paradox's upcoming Stellaris because I don't think I could handle it if Paradox just became the studio that cranked out Europa Universalis and Crusader Kings DLC until it was time for a sequel.

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I don't think I'm alone in feeling like this, either, because one of the most interesting subplots in strategy games last year was how many fans embraced Thea: The Awakening, despite the fact that it's actually an RPG!

The confusion is understandable, though. Thea looks a lot like Civilization V, except that you only control a single village, and instead of deploying armies out on the map, you send out tiny expeditions of hunters, gatherers, and fighters into a vast wilderness. Instead of building monuments, you're building things like lookout towers and magical swords made from rare crafting materials.

I wasn't a big fan of the game, finding that while it was greater than the sum of its parts, those constituent parts were often dull and clunky. Challenges were resolved through a slightly tedious card game. Fully half the game was about inventory management, and it would occasionally just crush you with huge difficulty spikes and force you to restart the entire game.

What surprised me was how many of the game's fans agreed with that diagnosis… but didn't really care because they valued the experience as a whole so highly. They loved its choose-your-own-adventure subplots, and the goofy stuff that would happen to your characters.

(One of my favorite moments: My little village celebrated a religious feast and I chose to end it by having all the single people in the village send bridal bouquets down the river. A few turns later, a river spirit that abducts children (and sometimes drowns people) showed up with the bouquet and demanded her wedding. I rolled with it, and that's how I ended up having a super-badass witch with always-dripping hair and skin join my party. Makes you wonder if things could have turned out differently in The Ring if people had just been cooler about everything.) [I really need to play Thea. -Austin]

I suspect the reason Thea resonated with so many of its fans is because it was something new and novel. It was a journey to somewhere unseen, where the destination was a mystery even as you were playing it. That's a feeling I was dying to get from a major strategy game by the end of 2015.

But if you looked at the edges of strategy gaming, where people were making games in other genres while borrowing strategic elements, 2015 was actually a pretty exciting year for strategy games because that's where I could find so many more creators bringing exciting and essential new ideas to the table. The people who weren't setting-out to make strategy games ended up making the most important ones.

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Invisible, Inc. was so self-evidently different and exciting that there was never a moment's doubt about why someone should play it. Taking XCOM as a point of departure, it created a stylish and tense stealth tactics game, without any of the compromises you usually find softening the edges of stealth games. If you screw up, "kill everyone" is not a viable Plan B. So keep quiet.

Hell, even games I didn't like all that much in the end were still among my year's most memorable experiences in strategy. There was my Lost Weekend with Kingdom, a sidescrolling survival game in which you run your lone monarch back and forth across a gorgeous map, building up defenses and recruiting new workers and warriors for your war against the monsters. It was elegant, simple, and gorgeous. When it left me wandering the vast desert of its miserable endgame, I wasn't even mad. At least it had been a memorable trip.

These games captured the imagination. They made their case for why they were different, why they were special, why they'd be worth remembering. Sometimes it was a combination of evocative art and music making a game like Armello stand out from the crowd. Sometimes it was just a good execution of an irresistible premise, like with Frozen Cortex's take on robot-football. Sometimes it was just bewildering-but-exciting "I don't know where you're going with this" curiosity, like with Thea: The Awakening.

I didn't love every single one of these games. But I never, for a moment, wondered what made them special. They kept me playing until I knew whether or not I liked them, and even when I decided I didn't, they made a strong impression. I'll remember Thea forever, even if I'm rarely moved to play it.

Maybe that's what matters more. There's a tendency among strategy fans to use depth as some kind of objective good, that if a strategy game has sufficient depth in its systems, then it's a success. If a game is sufficiently convoluted, then it must be "strategic", at least according to the kind of people who try and graph the taxonomy of strategy games to a cartesian grid. "This will take a while to figure out, so surely it will satisfy strategy fans!" But increasingly, I've started to think that depth is really only a term that tells you how long the journey could be. It can't convince you that the journey is one worth taking.

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So on the one hand, after years of wondering why platformers and endless runners seemed to be the only things anyone wanted to reinvent, I'm thrilled to see indie strategy games starting to become more of A Thing,. It's left me excited and curious for what the future of my favorite genre will look like in a few years, as more creators arrive to start questioning and redefining the conventions of strategy gaming.

On the other hand, I worry about whether those those independent, small-studio games stood-out more because there was so little that was new or memorable among bigger strategy franchises.

It could be this is all just cyclical. This year's indie harvest was sown by games like XCOM and Crusader Kings 2. The last few years saw a lot of fresh, creative approaches taken by major developers, and that inspired a lot of other creators to remix those concepts. It could be that in a year or two, someone like Firaxis or Stardock is going to come along and create something inspired by Thea or Prison Architect, and we're just at a point in the cycle where there's a major disparity between "mainstream" strategy and its indies.

I hope so. But it's hard to shake the feeling that the established leaders in strategy games have been drawing from an increasingly exhausted well of inspiration for a few years, and 2015 marked the year they ran out of reasons to keep revisiting the same old ideas. When I asked myself why I should keep playing them, the answer was that I should look to smaller games instead. They remain the products of inspiration, not obligation.

Rob Zacny is a freelance writer and host of the Three Moves Ahead, Esports Today, and Idle Weekend podcasts. His work has been published at most reputable games websites and a few disreputable ones. He lives in Cambridge. You can find him on Twitter and listen to him chat with Austin on the most recent episode of Giant Bomb Presents.

73 Comments

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Baal_Sagoth

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I'm thrilled to see the direction these guest columns are taking. This turned out much better than I dared to anticipate. Wouldn't have expected to see Rob Zacny on GB, thanks for that!

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RobZacny

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@leem101: So I think Hearts of Iron 4 could be amazing, though it was in SUPER rough shape when I looked at it last summer. But that's an eternity in Paradox time. The main thing I'd say is that it streamlines a lot of the complexity out of old-school Hearts of Iron and tries to shorten the distance between thought and action. So instead of managing giant resource stockpiles, it's more about managing input and output streams. Instead of constructing an entire chain of command from HQ all the way down to the last tank regiment, it's more about just grouping units into armies, designing war plans, and then putting it into action at the right moment.

For me, those changes are pretty cool, though I'm not sure the rate-economy idea is super viable (the Germans couldn't have fought WW2 without their strategic reserves, as the beta version I played made abundantly clear!). But I wonder if it will turn off old HoI fans, because man was that series about the details of WW2 command economies.

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Danieller

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Edited By Danieller
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RobZacny

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@mavs: Oh man, see, for me the card game was good in evenly matched encounters but suuuuuuucked most of the time because it was swinging between "trivially easy" and "prepare to get crushed." It was a real Goldilocks experience which soured me on that whole system, even though my few close victories felt amazing.

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Tennmuerti

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DTS

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@austin_walker: Any chance you've got some writings somewhere about your experience with Endless Legend?

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MikeLemmer

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@robzacny: I agree about Thea's cardgame swings. When the main plotline jumped from 2/3-star challenges to a brutal 5-star Social challenge where all the enemies had preemptive attacks.. that was an utterly brutal skill cliff.

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austin_walker

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Cronstintein

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Did Star Ruler 2 slip past you? It was my #1 with a bullet. Unfortunately it wasn't marketed very well and had a lot of similar-looking competition. But it did novel (and good!) things with diplomacy.

Sadly, the studio had to shut down. :'(

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noblenerf

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Never thought I'd see the day that Giant Bomb mentioned Thea: The Awakening. It's a lot of fun, and yeah, it's bogged down by a lot of UI and poor presentation. But the sheer vision of it is hard to deny. It's getting a free expansion/update thing soon, focused on giants.

There's three strategy things I'm excited for in 2016 are as follows (it'd be 4 if XCOM 2 wasn't out yet):

  • Stellaris - The Next Generation of strategy games, without a doubt. If it's even half as good as it sounds, it will be the new Crusader Kings II in terms of how much play I get out of it. (Lots!)
  • Age of Wonders 3 - whatever expansion they come up with. The first two xpacs have added a lot, and by all accounts whatever's on the horizon will be very promising. For instance, they still haven't added the Shadows... but I think they're going to, and this excites me.
  • Expeditions: Vikings - a unique mix of roguelike, RPG, and strategy, that should be great if Expeditions: Conquistador is anything to go by. There's also a real focus on historical accuracy/alternate history stuff that makes these games so cool.

So 3/4 (including XCOM 2) of my 2016 list are iterative additions. But Stellaris is definitely the most anticipated, for the sheer potential it has. However, I'd be disappointed if the others weren't on the horizon.

I suppose, for strategy, the mechanics of these games plays such a huge role that changing anything practically makes it a different genre. Like a real-time 4X just becomes Grand Strategy, or the space 4X / fantasy 4X split (with the former leaning heavy on ship designing, and the latter with tactical combat) and Civ being its own unique beast. Together, this leads to the apparent sameness in these genres. So development becomes a game of iterating and outdoing competitors to get at these established crowds, rather than striking out into the unknown and gets who-knows-what.

And thinking about it, how many sites do you even see covering unconventional strategy games? Especially if it's from a small developer. (i.e. Thea. I've seen almost nothing about it; one review, one site giving it game of the year, and this article.) So this further encourages remaining in the Strategy Establishment.

The Strategy Establishment is both great and horrible.

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AmberLeaf

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I think you're right about the overall lack of freshness in the larger strategy genre games released last year. 2015 was the year I uninstalled CK2 and EU4, after a combined 3,200 hours I felt I had truly wrung them dry. EU4 might reasonably be considered one of the most entertaining games I've ever played, and played and played. And although they've remade the game several times over into something more impressive with DLC, I hope Paradox can serve up something new and equally compelling in the future. Good article!

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Onemanarmyy

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On the other hand, I worry about whether those those independent

Those Those? is this a typo?

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Forderz

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@robzacny: I bought and played 20ish hours over this long weekend and have to agree.

If they gave you better control over your dudes' level ups, or changed the binary pass/fail to gradual percentage-based chance, I think their system would work a lot better.

That said, I got a sick death ghost lady with 8 base magic and gave her a magic Warhammer that gives her another 12 magic damage, and 20 crushing. She can practically solo encounters.

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matthewgm

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I agree with the points in the article, but for those of us that don't really invest in strategy games often, something like "MoO2 with modern bells and whistles" sounds pretty good.

I understand the frustration for a dedicated fan of these types of games. I just don't have the experience to feel the frustration for myself.

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wannabepirate

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+1 on loving the guest columns. Finally sth to read at GB ;). Don't get me wrong - the videos and podcasts are great - but now I know what was missing. Thanks Austin and all the guests :)

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skuupin

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I've listened to quite a bit of 3MA, but like those occasional emails to the Bombcast describing the staff, I had never seen an image of him before. He looks about twenty years younger than I imagined.

3MA has made me go and pick up some older strategy games when they talked about them, and now it seem like I'm going to try out Thea.

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clagnaught

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Although I haven't played a space 4X game myself, I can understand that sense of fatigue. The past few years feel like a group of people in a room said "You know what? Space! It's in this season!"

I would like to try a 4X space game some day though, and I would love a proper Civ VI (V is the only one I've played so far and Beyond Earth doesn't look like what I want out of those types of games)

Still need to play Invisible Inc. Never heard of Thea, but that idea sounds rad.

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Johnny5

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Edited By Johnny5

Wow, wasn't expecting to see Mr Rob Zacny on Giantbomb. It's really awesome to get more of a mix of game writers and strategy is obviously not really Giantbombs thing. Well done article too.

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Bill_Murray

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Thea: The Awakening is a cool game but it's way too easy to min/max.

To win : Set difficulty to godlike, start game, put everyone in town, spam enter and autocomplete every challenge. Around turn 500 start an expedition. Stomp everything, and have way too many resources. Win game.

It's unfortunate because on my first run I was totally in love with the game. After doing a few the game's poorly thought out system becomes really apparent. I'm surprised strategy fans like it.

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dewar

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I'm disappointed that MASSIVE CHALICE didn't make the cut.