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Dune:
Game Design Skinny (pg.3)
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The Global View
The global game view provides an overall planetary view
of Arrakis (Dune), where all the action occurs. The player's Fiefdom and
other Houses are present as some of the many available overlays on the
rotating image of the planet. Specific areas can be selected and zoomed-in,
such as encampments and mining operations. This interface is used to achieve
the player's primary charter: the production and delivery of Spice
to the player's Lord.
The player at this level monitors Global and fiefdom-wide
events, including: trade and personnel ships arriving, edicts of the Emperor,
sandstorms, activities of the Fremen (indigenous peoples), etc.
Some of these events are known to occur at certain times on the game clock.
The player has control of their primary trade outpost, any bases in the
their fiefdom, and harvester fleets. At the Global level the player can
engage in communications and trade with other players, follow the distribution
of resources (fuel, personnel, equipment, convoys, Spice) from one place
to another as they move in game time, search out new resources, spy on
opponents, hire administrators, acquire Heroes, initiate and respond to
missions, establish space perimeter (satellite-based) defenses, pay "visits"
to the Bene Gesserit, Fremen, or other faction leaders for
requests and influence, etc.
Influences is accrued at this level with the various
factions through positive trade and by responding to their requests for
items, regional access, support or directed military conflict. Influence
can be spent to get favors in return. For example, with enough Imperial
influence the player could get a legion of Imperial Sardaukar from
the Emperor, perhaps get him to pay a personal visit, get the trading
rights of a rival house revoked by the High Council, or get a hand-picked
Judge of Change to oversee the takeover bid of the Major House
of Arrakis.
Of course, treachery is fully allowed. Treachery against
another faction results in a partial or complete loss of influence with
that faction. Under the right circumstances such a loss may be worth it
- and it may result in a net gain of influence with other players.
In many ways this level of play is a real-time game which
just operates on a fixed clock. The player can enter a turn any time they
like, in the meantime, while the clock runs, they can consider, move,
set, reset and then finally commit their strategy in one fell swoop. Events
will still take a fixed amount of game time to occur once set in motion.
In this fashion players can execute asynchronous turns, as the commands
provided by a player don't execute until the turn is registered. All events
happen in relative game time, regardless of how many "turns" the player
allows them to execute.
Opportunities for special missions occur during the single-player
campaign while watching the Global view, or alternatively can be played
as tactical multi-player combats. The nature of such missions may be to
assassinate one of the other faction's Heroes, take out a force field
generator, or something equivalent in which the player pits a handful
of operatives or Heroes against the might of a base. These missions can
either be micro-managed or the AI can resolve them automatically from
the Global level, as in any combat.
The Builder View
From the Global scale the player can zoom-in to any
tactical zone that makes sense, making a transition from the planetary
view to something very much on the scale of a Warcraft "board".
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The structures visible at this scale could make
up a remote sensing outpost, a harvester zone, a hidden weapons
cache, a supply depot, a full military base, or a central command
facility or city. At this level the player can build structures,
explore the surrounding terrain, place units, instruct them with
default strategies, assign their Heroes, etc. Additionally, the
player can assign facility administrators so that structures are
automatically built to a certain template or so that battles do
not have to be micro-managed but will take place in a certain fashion.
Building structures requires the materials to be handy on the site;
if not, they will have to be transported from other sites, perhaps
ordered from the Space Guild, another player, or the Emperor, all
of which will take game time to deliver. Better materiel allows
for more rapid Spice acquisition (and therefore more money,
which can buy influence as well as men/equipment/etc.) or better
offensive/defensive capabilities or better training, resistance
to spies and assassins or a variety of other things.
This level of micro-management is not necessary
to engage in, as facility administrators can be purchased or assigned
to oversee operations of any zoomed-in area. Minor Houses that owe
fealty to the player operate as administrators over what could be
multiple sites and tiers of facility administrators. These Houses
can be fully micro-managed by the player, but such heavy-handed
involvement in internal affairs will certainly breed resentment
and loss of influence. This detailed micro-management can be engaged
in to any level desired by the player, or almost completely ignored
with the assignment of administrators and heroes. Note that global
game time continues to elapse at a constant rate while the player
is micro-managing at this level.
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The Tactical View
This is the scale of combat or infiltration missions.
At this scale players are in control of a variety of units on a highly
zoomed-in field of battle. All placement previously done by the player
at the Builder View is present here - however, note that the Tactical
View is yet another level zoomed-in from the Builder View.
At this level buildings are very large, and individual troopers can be
made out and ordered as desired.
The time scale of tactical operations is much smaller
than of global operations, being measured in seconds and minutes rather
than hours and days. This means that tactical operations cannot be concurrently
executed while global operations are also occurring, necessitating the
multi-player game division between Global dominance and Tactical combat.
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Of course, this view will look ultra-cool, with
big pyrotechnics and other flashy eye-candy. Additionally, a level
of autonomy will be manifested by all the troops, especially by
the Heroes the player may command at this level, with their special
abilities demonstrated graphically. If the player doesn't order
their troops to the exhaustion of their movement capability for
the turn and instead allows them autonomy (which can be somewhat
guided from a menu of directives) the units will spend their additional
movement during the turn in not-necessarily-predictable ways. By
executing such movement individual units will attempt to execute
the player's orders as they and their morale see fit.
The results of Tactical operations are immediately
reported in the Global View once complete, with resulting
effect upon the overall flow of the game or the reactions of other
Houses. In a multi-player game this is not an issue, as tight tactical
operations only occur in that mode of the game, and the resolution
of operations at the tactical level indicates the end of the game.
Resolution of Tactical operations in single-player mode may result
in another step being taken in the campaign path, with an associated
cutscene presented and the story progressing to the next chapter.
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In Summary
Dune stands to be one of
the great games of its time. Dune is founded on game elements that
embrace the cutting edge of game design: strategic turn-based combat,
a user-scalable level of micro-management, economic, construction and
political simulation models, all possessing spectacular 3D effects in
every view. Additionally, all of the design elements owe their flavor
to, and are melded seamlessly with, the original awe-inspiring vision
of Frank Herbert. We have in Dune a game whose time has come; able
to take advantage of the existing technology base and unify that technology
with advances in game design, delivering on its promise of a breathtaking
foray into the vision, the feeling, and the dream that millions around
the world have experienced as DUNE.
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