In (Wholly Unnecessary) Defense of Space Strategy

“Any sufficiently advanced technology is indistinguishable from magic”.
– Arthur C. Clarke

“Never seen a recruit melt a bug’s face from 500 yards away with magic.”
– Some tough future Sargeant, probably.

Let’s face it: the strategy game market, especially 4X, has and has always had, space fever. Though we are arguably living in a new Renaissance of strategy releases, it seems like every month there’s an announcement of a new game set somewhere in the immense gap between the clouds and the outer edges of the universe. “We need a new setting!”, many cry, gnashing their teeth and rending their clothing. “It’s stale! There’s no drow! Where are my terrain bonuses?”.

Well, gather around the fire, younglings, and hear tell of why the proliferation of space strategy is not only a good thing for 4X, but for the development of the genre as a whole.

An initial benefit to space strategy is how it can both focus and logically abstract the often daunting concepts most 4X games revolve around. Much as storytelling tropes need to be kicking about for a while in order to be fleshed out, often games need to get comfortable in a setting before abandoning some easy paths and branching into new creative directions. Standing on the shoulders of giants that have come before is nothing new, but the iterative cycle moves faster in futuristic settings.

The often huge scope of the game area necessitates many changes. Stodgy hex-based movement is translated into point-to-point lightspeed jaunts between solar systems. Entire planets replace cities as industrial powerhouses and military bases, while starships enter the roles of traditional military rock, paper, scissors, with economic upkeep being the limiting factor, rather than X units per tile. Exploration stretches into the far reaches of the Galaxy; simultaneously reducing travel downtime (if I never have to spend extra movement points crossing a river on an overland map again in my damn life, I’ll be happy) and heightening the excitement of potential discoveries from solar node to solar node. Glass rival planets from orbit or simply pull a Death Star rather than going through a protracted siege. Abstracting the above rules and more helps ease players into a state where they can more effectively evaluate what new game designs have been brought to bear.

This paring down or reevaluation of concepts efficiently lays the groundwork for another major advantage of the setting: as an incubator for new takes of gameplay mechanics. A shift to technological warfare has massively enabled the rivet counters among us, bringing detailed fleet, unit, and army composition micro into the realm. The genre has long advanced past the stage of equipping units with +1 armor and vorpal blades; why stop at flanking bonuses and enchantments when you can kit out an entire space fleet from scratch, design specific supply bases, and develop the most efficient logistics chains to support your vanguard? Modern unit creation has become more robust than ever, iterating constantly from one game to the next. (Hell, it can often be turned into the meat of the game in its own right. Make one working ship in Aurora 4X. I dare you.)

As one of many potential illustrations of this mechanical development in design, we can use the (rightly)oft-maligned Civilization: Beyond Earth. Though it played out as a fairly bog-standard imitation of its predecessors, it did manage to experiment with a few set-in-stone mechanical aspects, namely, the tech tree and the traditional paths. The former tree was reconceptualized as a ‘tech web” with semi-interlocking advancement spokes that let you vary your research paths a bit more, and dabble in a few side technologies that the player may usually have ignored in the usual tree’s sprint to technological supremacy. This was a novel approach towards tackling an existing 4X trope and inspired other games to think about how to approach the same issue.

The approach towards the tradition paths was interesting in a different way, as rather than them being a new approach to an old mechanic, they took an existing mechanic and amplified the effects on gameplay. As the player progresses along with the aforementioned tech web and completes certain quests in the world, they increase their affinity in one of the three paths. As affinity advances, certain technologies are locked out, and the diplomatic effects of the path choices amplify, ostensibly more organically tracing the development of your colonist society and affecting diplomatic impact. Again, though the path changes didn’t have quite as interesting an impact on the game dynamics as intended, it was a firm attempt at seeing how much further a gameplay system could be pushed.

Numerous more examples exist across strategy, and of course, this systems experimentation is in no way unique to a sci-fi setting, but the ease in which changes in games can be immediately evaluated and contrasted with those their predecessors is a strong testament to our familiarity with the groundwork space strategy has laid.

Finally, space is not only the most fertile territory for those ideas to grow in but also the setting most adapted to our modern sensibility of what storytelling can be. The fact that we both invented flight and went to the moon in the space of only about the last century is a testament to how much closer we are to laser guns and FTL drives than various sizes of pointy iron stabbers. This proximity makes science fiction environs the most accessible playground for extrapolation of current socio-political questions into compelling narratives.

Science fiction is fundamentally optimistic and forward-looking. Even though it may occasionally paint a dystopian future where Toxic Avenger looking mutants roam freely across a blasted wasteland, a hopeful message can often be found in the fact that humanity (or some form of it) has survived, and more stories than not find their rising action in tales depicting noble causes to protect, develop, or even fundamentally evolve civilization.

Take the trope of the cryo sleeping spacefarer, tucked away nicely into a flight centuries-long, being jarred into early wakefulness for one of any number of reasons. A conceit that’s been done not a few times, but there’s a reason: it’s compelling. This chestnut gives us a protagonist that we can identify with as s/he is thrust unwittingly into some form of a brave new world, interpreting whatever far-flung oddities they’re witness to from the perspective of the modern-day. It’s an immediately accessible way for a story to say “Hey, check out this weird stuff I’m throwing at you–how do you and Jo-Jo Protagonist here feel about it? Compare and contrast!”. The observer is invited into the setting instantly and forced to start making analogies between their own way of thinking and how it stacks up with the characters and settings presented.

Age of Wonders: Planetfall takes this exact same trope, and uses it to push the gamer into the world of the game. During the initial campaign scenarios, Jack Gelder starts learning about the fall of the Star Empire he thought he was still serving in, meets a few Mad-Max survivalists, routs a psychic ex-slave alien or two, and away we go. From the jump, the game asks us to consider slavery, imperialism, and the repercussions of the downfall of the same without us even knowing it. These themes resonate because we have a sense of the issues still recurring today in one form or another. One doesn’t have to look far through the strategy backlogs to see examples of political and moral ideology being grappled with in empirical forms, laws, and racial design. Our societies moral stances have also advanced, (though arguably not as much as our technological advances), and with it our ideas of what composes a satisfying narrative arc. In space strategy, focus shifts from stories about one hero’s or tribe’s journey to a larger story about the planetary population or even humanity or species as a whole. Transcendence, evolution, mass adaptation, even genocide. These themes are more prevalent on the grand scale in space fiction and play perfectly into the strategy game arena. The overarching story of Alpha Centauri is an obvious touchstone here, but aspects of the aforementioned affinities in Civ: Beyond Earth and certain ascension paths in Stellaris also fit.

Of course, I realize that the genre I love doesn’t really need my help regarding the setting. It’ll go to space, or back in time, or just “out for some cigarettes” for as long as it damn well pleases. And, hey! That’s fine! I get off on grand battles between green-skinned fellows with clubs and animal-men with slightly different clubs just as much as the next guy. Innovation continues in all aspects of the field, and I still slavishly look forward to each new 4X on the horizon.

Just know that in my heart of hearts, I’ll always be longing for my next opportunity to bring my armadas to battle in a place where no one can hear me scream.

Editor’s Note: Niblick is a new author here at eXplorminate and we are always curious to know how you feel about newcomers! Let us know below!

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10 Comments

Quark02 7 years ago

It was an interesting read, and I most certainly do not mind 4X games using space. Sure, I was sceptical when Triumph announced that the next instalment of Age of Wonders, a game series that is arguably the best thing to happen to fantasy strategy gaming since Heroes of Might and Magic (and notably had curious Windows-inspired UI in its first game back in 1999 that still holds up on a 4K screen) would take place in space. Add to that news that there would be only a single map layer, whereas most AoW games had two (Underground) and one had even three (the Shadow Realm, infested by Demons an cute little Syrons), and trouble was afoot. How could a game series that has been strongly rooted in campy fantasy tropes possibly transition into magic-less science fiction that, to some, was already oversaturated. I hoped for the best, expected the worst, and ended up quite happy.

The thing is, there are not that many different settings for a 4X game to take place in. If you decide not to look to the future, to the great vast void of space, would you stick to fantasy, with care not to copy Lord of the Rings mythos too much? Or would you go the Civilization route or past and present Earth? A post-apocalyptic world could work in any of the three. They have all been done before. And very often, they are interchangeable – the mechanics of the game do not rely on the setting. It is like saying “Farscape already did space, therefore Killjoys is a mere unoriginal copy”, which is a statement I, and probably many others, would heartily argue against. Would Endless Legend be better if it had Halflings and Wood Elves running about? Perhaps. Is it a massive problem that it does not? Not really. Would it help against being trope-accused? Most definitely not.

What space and fantasy provide is a setting where anything is possible. You want to travel vast distances in no time? Use a spell/FTL/teleportation. You want to fight? Use shiny lasers, green torpedoes, colourful magic missiles. Want to build? Make a spaceport, tank factory, wizard’s tower, druid ring… Not even the sky is the limit. I dare you to think of a setting that would be neither space or fantasy that would allow for this kind of freedom. And this freedom allows for exactly what you stated – experimentation, innovation.

I would in fact say that the problem that people allegedly have with strategy games set in space (“allegedly” since I have not heard of or talked to any) is probably not the “set in space” part. It is the lack of innovation. It is expected that anything new has to improve upon something older in some way. It has to be a step up. If it is worse than something that came before, then…. why not just play the older game? Graphics-wise this was discussed in this week’s podcast – if a game looks like it was made in the 90’s, you don’t know how good or bad it is, but you have a craving for something from the 90’s, then why would you not go for something that you know for certain was brilliant? Game mechanics is a similar affair. If your diplomacy system is more limited than other games in the genre, people take issue with that. If your combat is not as engaging as the other games’, people take issue with that. If your game throws tons of lore in your face, but neglects to explain any non-obvious (most) core mechanics, people walk away. New games have to constantly “out-do” their predecessors and outshine their competition. Sometimes the techniques and tricks introduced work out, sometimes they don’t. What matters is, a new technique or trick was tried.

When people somewhat sarcastically state that “Oh, yet another space 4X, how terribly exciting, I can barely keep my tea from being spilt upon hearing such wonderfully surprising news!”, it is not because space is boring. It is because a lot of games’ innovations do not click with them. Heck, I haven’t played any Civilization game between SMAX and Civ6, because every change that they made moved it farther from SMAX, which was a goshdarn masterpiece. So the new Civs never caught my fancy until one day I saw someone streaming Civ6 and it caught my interest. Now I am considering trying out 5 as well. I never tried Master of Orion 3 because how could they possibly make it better than Battle at Antares? People find games that they adore, that they love, and anything that fiddle with their formulae are abominations, monstrosities, and anything that tries to copy them, lazy fan tributes. Do something new, you are blamed for ruining the franchise/game style/genre. Copy something old, you are blamed for being unoriginal. Catch 22, subparagraph B. It takes time and a lot of attempts, a lot of little changes to reach another state where all the game mechanics work well together again, and the people stuck on the oldies to be open for a new potential favourite. There will always be complaints, and I will proudly be one of the complainers. But it does not mean I do not look forward to these changes, to new games, it does not mean I do not fluffing love the genre.

Two more notes:
I looooooove your use of “younglings”.
And I have never heard of “glass” being used as a verb like this.
“Glass rival planets from orbit or simply pull a Death Star rather than going through a protracted siege.”

Niblick Henbane 7 years ago

This is excellent feedback and a well constructed thought, thank you.
And to be clear, I totally agree with everything you are saying regarding innovation. I feel that developers are often caught between needing novelty, and needing to have enough trappings of the genre exist in their game to please long time fans. I also definitely did not mean to minimize the fact that innovation is essential and possible in any strategy game, no matter the setting. (An example: I’m playing through Dominions 5 right now and the attention to detail in faction design, unit diversity, and spells/powers is simply astounding.An argument can be made that being able to borrow from mythology of various cultures makes this intricacy much easier to develop, and that grounding all of it in what is essentially a mechanically simple fantasy wargame keeps the spotlight on what is interesting, whereas attempting to translate it all into an extraterrestrial setting would shift the focus.)

lukedenby 7 years ago

While there are the standard “historical” options (in which I would count from ancient History to near Future options) I find Far future/sci fi give the ability for wilder options. There isn’t as much of a burden of staying true to the past as you can extrapolate and provide options that ultimately service the functions of the game.

That said I’d just as happily play a goofy theme like controlling a micro world of creatures that live in your refrigerator.

So what is the worst theme for 4x games?

Niblick Henbane 7 years ago

Hi Luke!
Well there’s a healthy discussion currently going on on the discord right now, but I think I’d generally say that there’s no objectively bad theme for a game, just ones that are more or less difficult to implement for one reason or another.
We came to a similar conclusion about (in regards to difficulty to design) historical warfare, due to it being burdened by so many expectations as to how faithfully conflicts should be reproduced, how faithfully units should be rendered, what mechanics should be implemented (terrain? Flanking? Splash damage?), what scale a given conflict should be reproduced on, etc.
I can give it more thought and definitely produce my own subjective ideas as far as worst theme (especially since I obviously have some ideas as to what the best theme is), but “best” and “worst” are really difficult ideas to objectively enshrine.

omzh 7 years ago

Great article, this really speaks to me as a 4X fan who has generally preferred the space/sci-fi settings in most games I play, and works as a solid counterpoint to Oliver’s article on space 4X games. Thank you!

Niblick Henbane 7 years ago

Thank you, I’m glad it was enjoyable.
It’s interesting you brought up Oliver’s article, because it was posted shortly after I had the idea for this piece, and I was worried about the similarities. I’m glad that I managed to differentiate myself from his excellent article.

omzh 7 years ago

Oliver’s article was very well written, however I disagreed on a lot of the points he brought up as he seemed overly pessimistic. I think there are lot of great 4X space games out there, and Stellaris has been that for me while the other big release have done it for other folks. I think as developers decide to take the leap into different and more daring and innovative mechanics as you say, the genre and setting will get better (looking at Pax Nova as it’s going through development). In my opinion we just have to get over the hump of the 4X critics that decry any game that doesn’t follow a certain mold 😀

orfulbiggun 7 years ago

Sir Nibs, if I may? 😉 Very nice work, seriously! I’ll second the “interesting” comments and add that I love the style and the references and didn’t really see anything to disagree with. Kudos, welcome aboard and all and such as that, and if this is any sign of your future work ’round these parts (not sure why it wouldn’t be, unless someone else wrote this piece haha), well, we’re all of us going to be in for a grand old time! Hell, I might even be down for a good old fashioned teeth gnashing, although I’d probably have to draw the line at garment rending … that’s a little too wasteful for my family’s wallet.

You definitely had me at Myth: The Fallen Lords, which I absolutely adored back in the day, not in the least for its Black Company style setting and narration. And that 3D … whoo. Some of my friends tried the game at the time and failed horribly. Not I, however, no siree. The reasons for that, however … have long evaded me? I’m not really a strategy game whiz, nor did I live in a Holiday Inn Express during those years … maybe I cared about it enough to put the time and effort in? That’s probably it, actually.

Okay, I immediately thought of Talisman when you mentioned crossing a river space – did you? 🙂 Well, even if not, you have to admit that being able to cross a river only because you own a boat or an axe with which to make one, and wasting a turn … or after defeating a Sentinel … whew, that would all be pretty damn bad in any kind of new computer strategy game not based on a beloved board game.

I do remember reading about Aurora but I haven’t kept up … hell, that pic broke my head, glad I know to stay away, now. I love some complexity just like the average strategy gamer, but egad, from the looks of that screenshot I’d need (or at least want) to be paid a solid 75K a year with some really good benefits for learning and putting that mess it into action.

You and a commenter or so have finally convinced me to give AoW Planetfall a spin, you know, see how it handles. I’ve heard it’s great, so why not play it? Here goes!!

Cheers! And grats on joining the esteemed Explorminator folks! They’re great, smart, thoughtful peeps and I think you’ll fit in just fine with them. I for one am certainly looking forward to reading/hearing more!

Niblick Henbane 7 years ago

I love the tone of this, and thank you so much!

eXplorminate 7 years ago

Great comment and a great welcome to Sir Nibs! 🙂

In (Wholly Unnecessary) Defense of Space Strategy