Rule the Waves 2: To May, 1902

Before diving into the month-by-month update structure to which Rule the Waves 2 lends itself, I realized based on some comments last week that I haven’t explained what Rule the Waves 2 is.

Rule the Waves 2 is a strategy wargame which covers, in roughly equal parts, the design and development of warships between 1900 and 1955, and battles using those ships. The two most important parts of the game are the ship design screen (which you’ve seen a few times already in the first entry in this series, and which you will see twice more today) and the battle interface (which has not yet come up). The strategic layer which glues the two together is primarily there to create reasons to design ships and to start wars in which the ships get used.

That’s pretty much the long and short of it. The game advances in one-month turns; battles play out in one-minute real-time simulation steps.

June 1900

Back to the game. Two fresh destroyers come down the ways, and our spies uncover details on a new class of Italian armored cruiser. Not much to worry about.

001: cruiser Francesco Ferruccio
Much slower and much lighter than ours.

August 1900

Unlike historical France, this is not a democracy, but the weight of public opinion nevertheless leans toward bullying the Mediterranean. Another fellow is doing a Rule the Waves France playthrough right now, and is also bullying the Mediterranean. It seems to be working, but I also hate to be a copycat. I think we’ll keep our eye mainly on the Mediterranean, but we won’t disdain the chance to expand in Southeast Asia if it falls before us. (At the behest of a blog commenter—I’m running this in three places with three relatively active audiences, if I hadn’t mentioned that already.)

With an eye toward Mediterranean domination, the bulk of the navy moves to Marseilles. A squadron of destroyers stays on the northern coast.

October 1900

October sees a handy event. The Prime Minister makes a gaffe, so we exploit it for more money. This has the side effect of bringing war with Italy nearer, but with the increased budget, I order another Tage-class and push our research spending to the maximum permissible 12%. Worth it.

December 1900

A new government decides to raise expenditures on armaments. That’s good news for us. We lay down a new La République, to be named Suffren.

January 1901

The Gueydon-class cruiser Bruix enters service. Replacing her on the build list is one light cruiser and three destroyers.

Light cruisers are particularly important elements of the fleet. They serve as our eyes in fleet battles, typically deployed in an umbrella ahead of the battle line. Given the speed of our battleships and the size of their guns, holding our preferred range is important, and a robust scouting force of fast light cruisers will let us do that.

February 1901

Parliament votes to cut naval spending, upending our carefully-planned budget. We have enough of a cushion to run a deficit until some ships finish building, however, so that’s what we’ll do.

March 1901

003: heavy secondary guns

A breakthrough in ship design! We can now build semi-dreadnoughts, ships with secondary batteries not dramatically smaller than their primary batteries.

That brings us into approximately the semi-dreadnought era. Pre-dreadnought battleships, with a small battery of heavy guns and a larger battery of quick-firing medium ones ones, were predicated on the idea that naval gunnery at long ranges was not possible. You had your big guns to punch through heavy armor, and a good number of smaller guns to wreck your target’s upper works and superstructure as the range closed, keeping up a high rate of fire.

Early on in the 20th century, advancements in rangefinding and fire control proved that this was not the case. Since your big guns could hit targets at long range, it made less and less sense to carry a lot of middleweight guns when you could instead spend that weight on your heavy ones, and deliver knockout blows from further away from your enemies. This update to the received wisdom on shipbuilding ultimately produced the dreadnought battleship.

The technological capability to build ships with, say, three centerline turrets with 12″ guns existed in 1900, but doctrine had not yet caught up. While most of the technologies we’ll develop in Rule the Waves are actually technological advancements, some (in particular, in the Ship Design tree) represent the development of new ways of thinking. We, as players with some historical knowledge, know that the dreadnought battleship is the way of the future, but our 1901-era French have not yet hit upon that idea, so the game sticks some limits on us to force us to stay in character.

April 1901

Spies report that the Italians have also figured out the heavy secondary battery. We’re keeping an eye on their shipbuilding, but they haven’t laid down any new battleships just yet. It appears they’re focusing on their wimpy armored cruisers.

May 1901

More intelligence reports from Italy: they’ll be commissioning a new light cruiser just after the New Year, and their current light cruiser class has a speed of 21 knots and belt armor of two inches. Their armor is heavier than our light cruisers’, but they can barely outrun our battleships, and our armored cruisers could easily run them down and have a massive firepower advantage.

Our Gueydons slot into the hierarchy of naval warfare right around where battlecruisers do a decade later. Battlecruisers made armored cruisers obsolete, by dint of their higher speed and heavy main armament—a battlecruiser could easily catch and outshoot an armored cruiser, and could easily outrun a battleship (whose armor tilts the fight in favor of itself).

The Gueydons to light cruisers are like battlecruisers will be to armored cruisers, in that they’re excellent light cruiser hunters—faster than other armored cruisers with heavier guns, faster than most light cruisers, and much more heavily armed. Too, as someone pointed out, they’ll make great experimental aircraft carriers someday.

004: almanac
One year in, the Italians have nearly caught up to us in naval budget. We’re closing the battleship gap, but won’t have our sixth ship until 1903. They’re building more armored cruisers, but ours are heavier.

June 1901

We may not get the chance to catch up, though. Italy looks to be making waves in Greece.

005: italy ultimatum

The Italians back down, but tensions rise.

July 1901

With tensions between France and Italy running high, we skip hosting an international regatta in favor of keeping the budget focused on shipbuilding.

The Italians raise their naval budget again.

August 1901

We catch a German spy. I briefly debate using the occasion to push for a higher budget, but decide instead to sweep it under the rug. Tangling with Germany would be unpleasant.

September 1901

A disarmament conference in the Hague ends with no concrete results, to my satisfaction.

October 1901

One light cruiser and three destroyers enter service.

We send a force to quell an uprising in China, which increases tension, but also raises the prestige of the French Navy.

One concrete suggestion from a reader was a cheaper (that is, expendable) class of light cruiser for commerce raiding. Enter the Chateaurenault class:

006: chateaurenault design

At 2800 tons, it’s a little more than half the displacement of our Tages. It doesn’t sacrifice much speed—at 23 knots, it’s still one of the faster light cruisers in current production, at least that I’m aware of—but has lighter armament and armor. It’s much cheaper than the Tages, too, so we can bulk out our fleet of light cruisers more quickly.

December 1901

007: the joys of a free press

Thanks to the newspapers, we get a little budget bump. Design studies on the Chateaurenault class are finished, so we order two with some of our current excess.

January 1902

008: san diego class

Spies recently dispatched to America to see what one of the big-spender naval powers is up to bore their first fruit this month, giving us a blueprint for an American armored cruiser of the San Diego class. It isn’t much to write home about. The Gueydons remain clearly superior in weaponry, speed, and armor, as you might expect from ships with an extra 5,000 tons displacement or so.

It’s a good month for the French intelligence services generally. We hear that the Americans are building a Raleigh-class light cruiser with 3″ main guns, outmatched by even our cheap light cruisers. Austria-Hungary has commissioned two armored cruisers this month, and Italy has improved its armor-piercing shells.

February 1902

009: spies get caught

Spies recently dispatched to America now bear negative fruit. One of them gets caught.

As a consolation prize, we invent a number of new technologies this month, reducing the weight of our ship’s hulls and machinery and allowing us to build ships with secondary batteries in double turrets. Ocean, a La République, is coming off the ways in three months. I smell a new battleship design to take her place.

March 1902

The Japanese wish to buy a technology from us. I decide to sell it, given that we’ll shortly be paying the design expenses on a new battleship design.

Well, since we are paying the design expenses on a new battleship design.

010: trident design

The Trident-class battleship features the same four-gun 13″ main battery as the older Les Républiques, backed by a pair of two-gun 12″ wing turrets in the secondary battery. 12 4″ guns in turrets provide defense against small craft. Their armor protects them against their own guns between at least 5,000 and 9,000 yards, and possibly further out or in depending on gun data at those ranges.

Finally, they have a 22-knot speed, practically unheard-of in this era. Even the real-world HMS Dreadnought, still four years off, only managed 21, and that was with turbines rather than the triple-expansion engines we’re rocking.

Anyway, the upshot is that sufficiently fast heavy ships render armored cruisers obsolete, so there’s no real reason to build more Gueydons.

That brings us to a decision point. The Tridents are the largest ships we can build in our current docks. Should we focus on building a shipyard expansion or two over the next two years, building one Trident at a time, or build out the fleet more quickly by building two Tridents at once? A shipyard expansion costs 2,000 per month, I believe, so at this point in our game history, it’s just about equivalent to one battleship.

April 1902

Just as we prepare to render the armored cruiser obsolete, the monthly intelligence report indicates that Austria-Hungary, Great Britain, Japan, and Italy have either laid down or commissioned armored cruisers this month. Our spies in America steal the blueprints for another San Diego-class, which is of limited use to us given that we saw the same blueprint in January.

May 1902

The La République-class battleship Ocean is commissioned. One year from today, the last La République, Suffren, will join the fleet. Next month, the design studies on the Trident type will finish, and we can start producing one of those.

French researchers have developed reliable bursting charges, which will enhance the damage of penetrating hits. A trade mission to Great Britain yields important results: we developed the technology to build coastal submarines. Finally, we learned how to make 600-ton destroyers. A new design there will be in the offing early in the next entry. Speaking of, should we spend our small-ships budget on new destroyers or on some submarines? The coastal submarine design will work well for us, given our focus on the Mediterranean; each submarine costs a little more than half as much per month as the Fauconneau destroyers do (although the Fauconneaus are cheaper in absolute terms, taking fewer months to build).

The intelligence report is very busy this month: Germany commissions a pair of destroyers and a pair of battleships, Great Britain is concerned about its naval superiority and has increased its spending. (That’s their national special ability. Ours? Our government frequently changes its mind on fleet priorities. C’est la vie…) Italy has laid down a pair of light cruisers, but between what we have in service and what we have under construction, we still have a better light cruiser fleet.

Japan has at least two classes of armored cruiser in progress right now, one with 10″ main guns and another with a 20-knot speed and a 5″ armor belt, both of which are entirely outclassed by even our existing battleships, to say nothing of our future designs.

Two-Year Report: Diplomacy

011: diplomacy

Tensions continue to run high with Italy, our most likely foe in the next few years. Despite our efforts, the Austro-Hungarians continue to view us as friends.

Britain and Germany, the two do-not-touch powers, aren’t our biggest fans, but also don’t seem to have much motivation to come after us.

Two-Year Report: The Fleet

012: fleet comparison

Here are the Mediterranean Current Naval Tonnage and Planned Naval Tonnage Rankings. Italy has about a battleship’s lead over us presently in the latter category, with the situation flipped in the former.

  1. FR 190,700
  2. IT 179,600
  3. AH 128,600

  4. IT 238,300

  5. FR 222,100
  6. AH 164,100

Italy still holds a lead in battleship tonnage, and will continue to do so until at least one Trident enters service (which is two years and five months out from when we lay the first one down).

Their lead in the Planned Naval Tonnage category stems from a heavy investment in armored cruisers, to match the Austro-Hungarian plan. Should we could consider a class of inexpensive armored cruisers to match them? Compared to a Trident (which takes 29 months to build and costs about 2100 funds per month), a hypothetical 22-knot cruiser with 9″ main guns, a 5.5″ belt, and a turreted 5″ secondary battery would take 22 months to build and cost about 1,500 funds per month. That’s a little more than our current class of large light cruisers per month, and five months longer. These cruisers would be armed slightly below the standard of their peers, but armored similarly, and would have a speed advantage of a knot or two. I lean against the idea, myself, given that we have a fast class of battleship and a light cruiser class suitable for commerce raiding, but I figured I’d put it on the table.

Under construction right now, we have one La République, which will be finished in 11 months, a pair of Tages, which will finish between one and four months from now, and a pair of Chateaurenaults, which are about a year away, in addition to a single Fauconneau.

Our current budget surplus is 2,120 funds per month, which will be put into a Trident as soon as the design study finishes next month. Out of our total budget of 15,100 per month, maintenance on the fleet costs us 4,652 and construction costs us 6,315.

Don’t forget, when answering, that shipyard expansions are also on the table as options for spending our money.

Wednesday What We’re Reading (Jan. 1, 2020)

Welcome to the New Year, folks!

Defense

Science and Technology

World Affairs

Sport

Grab Bag


  1. To doubly ensure that, consider chipping in a bit to our Patreon! Not that we’ve done much to earn it since we ‘launched’ it. Alternately, stop by the Discord and recommend some things for us (or more accurately, me; parvusimperator isn’t big on being told what to do) to write about. 

Wednesday What We’re Reading (Christmas Day, 2019)

  • Luke 2:1-20 – In the superior English Standard Version, of course.

From us to you, dear readers (and especially our cast of regulars), have a very merry Christmas1. Enjoy the week off, like we’re doing, and we’ll see you on New Year’s Day for your usual defense news roundup.


  1. Also a happy New Year and/or Hanukkah, or your other winter holiday of choice. The intent is fond feelings, at any rate. 

Winter Wargaming 2019: Rule the Waves 2

The nights are long, it’s cold outside, and I’m almost done with my Christmas choir obligations, so it’s time for some winter wargaming.

This year’s selection is Rule the Waves 2. We’ll be playing France, for its interesting position astride the border between Europe (where Germany and Britain vie for naval supremacy) and the Mediterranean (where there are a bunch of second-rate powers to beat up on), and the chip on its shoulder in re: Britain and naval matters.

I like to do some audience participation in these, so I’ll bold occasional decision points throughout posts.

My plan is to post one update a week, each covering about two years of game time, which means a full game (from 1900 to 1955) will take us into summer. I’ll aim to have the updates posted on Thursday, so I can play a little over the weekend and write in the evenings thereafter.

intro
Vive la France!

In Rule the Waves 2, France has neither serious perks nor serious drawbacks. We do get two bonus techs (Hardened AP penetrator, which just finished researching, and Quadruple Turrets, which is a decade or two down the road—bonus tech just means we have a good chance of getting it early). Our budget ranks third or fourth, after Britain, Germany, and sometimes the US. We have a moderate budgetary edge over the Italians (but more overseas colonies where we’ll have to station creaking, dilapidated armored cruisers years past their best-by date), and a serious edge over the creaking, dilapidated Austro-Hungarian Empire.

Looking north, we come to the Germans, among our historical foes, and the English, also among our historical foes. In the real-world timeline, England began making overtures to France not long after the present game date, as a way to counterbalance Germany. An alliance north of France, one way or another, might keep us safe from the other party, but might also drag us into wars we don’t really want.

I guess Russia is also up there, but in a game about naval warfare, European Russia might as well be on the moon. (In the real-world timeline, France and Russia are allied, so they aren’t among the six opponents the game chooses to simulate for us.)

Looking west, we have the United States. We don’t have any reason to mess with them, and the only place where we have the bases to plausibly do so is Southeast Asia.

Speaking of which, looking east, we have Southeast Asia, where we’re a major player. Japan is an obvious threat out that way, given that Southeast Asia is their backyard. The Americans, who hold the Philippines, also have interests out there.

Time for the first decision. Where do we focus our strategic interests? In the Mediterranean is my preference, but I could also see convincing arguments for expanding our presence in Africa or the Far East. Relatedly, how hawkish should we be? In Rule the Waves as in real life, it’s much easier to get money appropriated for the Navy when using it is in the cards, but actually having to use it means we might lose parts of it, and if the part of the

Before I get too far ahead of myself, though, let’s take a look at our starting fleet, custom-built according to the theory that France has historically produced some unusual warships.

ships-in-service

under-construction

If you don’t want to zoom in on that, it’s four battleships of the La République class, four armored cruisers of the Gueydon class, five light cruisers of the Tage class, and 16(ish?) destroyers of the Fauconneau class in active service. Under construction, we have another La République, another Gueydon, three Tages, and two Fauconneaus.

Because our ships are built nearly to the limits of our dockyards’ capabilities, we have fewer of them than other nations. We have four battleships, while Italy has seven, Britain has nine, and the Germans have 10 with another four under construction. Our four armored cruisers put us ahead of the Italians, but we lag them in light cruisers and destroyers, although the Tages under construction will change that.

The Austro-Hungarians have less than half the battleship tonnage we do.

la-republique

The La Républiques (Les Républiques?) are fast by the standard of pre-dreadnoughts, at a design speed of 20 knots, and well-armed with 13-inch guns. That’s enough to outrun and outshoot their historical British counterparts in the Duncan class, although they give up a bit in terms of armor.

gueydon

The Gueydons are oddball ships. They’re relatively fast at 23 knots, and their range and internal accommodations support colonial operations. They have about the armor you would expect for the class and era. The strange part is the gun layout. Rather than the usual four 9″ or 10″ guns and broadside casemate 5″ or 6″ guns, they have an all-medium-gun layout: twelve 7″ guns in six double turrets, with a broadside of 8 guns and a fore or aft throw of 6. They also feature three torpedo tubes underwater.

Time will tell if the unusual armament layout is a success or a failure.

tage

The Tages are also strange, with turreted 5″ guns fore and aft, and broadside 4″ guns in casemates, along with torpedo tubes. They’re lightly armored, and only slightly faster than the Gueydons at 24 knots. (That’s still faster than contemporary light cruisers, though.) Their armament is a bit lighter than their peers’, but their armor is heavier.

fauconneau

The first and only one of our starting ship classes which is notably slower than its contemporaries, the Fauconneaus make up for it with a few extra torpedo launchers.

Decision point #2: where do we focus our shipbuilding efforts? Is France to build a mighty battleship fleet to crush the Italians and the Austro-Hungarians? Should we focus on cruisers to scour the trade lanes in the event of war? Are submarines, destroyers, and torpedoes worth our time? Is there anything in particular we ought to build right now, or should be build a nest egg for when research begins to pay off? Bear in mind, building a battleship is about a two-year endeavor.

That decision also influences our research priorities. Should we change any of them for now?

research

Finally, finances and diplomacy. Tensions are low right now, and our budget is in near-perfect balance. At 6%, our research spending is a little low. It might be wise to increase that, as ships come off the ways and money becomes available.

finances

That’s all for this first update. This being Christmas week, I’ll plan to do the next update the first Thursday in 2020.

Wednesday What We’re Reading (Dec. 18, 2019)

It’s an even more eclectic week here at Soapbox World HQ than usual.

Lead Story: Magnetized Target Fusion is awesome

  • Fusion with pistons: General Fusion gets Bezos backing – If I were a billionaire, I’d definitely fund cool Future Technology projects, too.
  • Here’s the 2007 paper describing General Fusion’s concept – Start with a steel sphere two meters across, studded with steam-powered pistons. Fill it with a liquid lead-lithium alloy. Use equatorial pumps to turn it into a vortex, and polar pumps to pull it out the top and bottom, so you get a vertical cavity. Inject plasma into that cavity. Fire the pistons, which all impact the steel sphere at the same time and make a compression wave in the lead-lithium. That compression wave ignites the plasma, heating the lead-lithium. Run the hot lead-lithium from the polar pumps through a heat exchanger, which generates steam for turbines and the pistons. Repeat once per second. Neutron activation turns the lithium into tritium, and the use of liquid lead as a working fluid means you don’t need to worry about neutron bombardment turning your steel sphere into Swiss cheese.
  • Here’s a video, if my description isn’t clear – Obviously, General Fusion is invested in saying it’ll work, but the math seems to check out, and this particular approach to fusion seems to have a number of advantages over pure magnetic confinement and pure inertial confinement. The biggest one, as I see it, is that it operates on principles broadly familiar to today’s industrial equipment: it has some pumps, and it has some steam-powered pistons (with some electronics to control impact timing), neither of which is all that complicated. The devices to generate the plasma are a bit more esoteric, but well-understood.

All told, a nifty system, and one with a number of seeming practical advantages. Also, I love the idea of a fusion power plant being bulky, spiky, and loud. (All those pistons hitting a steel sphere…)

Defense

Science and Technology

Grab Bag


  1. I can’t get over how stupid an architectural choice they made here. Let’s say the average request to the Gameanalytics service in the previous bullet point takes 0.1 second to handle each request, which is likely faster than the real figure. Even then, it’s handling around 5800 requests simultaneously, more than Plaid’s 

Wednesday What We’re Reading (Dec. 11, 2019)

Thanks to church choir obligations, Winter Wargaming will likely start in early January, or possibly late December.

Defense

Science and Technology

Grab Bag


  1. I found one source which said 425km, but that appears to be a miles/kilometers mixup. 

Wednesday What We’re Reading (Dec. 4, 2019)

Given that last week was Thanksgiving, you might have expected last week to be the short edition. That’s where you’d be wrong! We were both on the road, and neither of us did much of the linkable sort of reading.

Books

  • When Tigers Ruled the Sky mini-review: starts slow, especially coming from an uber-detailed Massie book. Mr. Yenne tried to do the same biographies-of-everyone-involved thing, but didn’t have the page count to do it justice. It picked up dramatically after two or three chapters, when he got into the actual Flying Tigers action, and that part did not disappoint. It gets the Fishbreath Recommends stamp of approval.
  • Empires of the Sea mini-review: this is a reread, so no revelations here. It’s an extremely readable account of the sieges of Rhodes (briefly), Malta (extensively), and Nicosia and Famagusta (briefly), plus the Battle of Lepanto (extensively). The author has a good sense for characters, but spends a suspicious amount of time on drawing equivalences between Christendom and the Turks in re the brutality and slavetaking common at the time. I’d have to dig up some better sources before I say I trust that take1, but the book still gets my thumbs up. (I am, after all, reading it a second time.)

Guns

Defense

Hong Kong

The Solitary Grab Bag Item


  1. In the latest edition of his Hardcore History podcast, Dan Carlin remarked that, in the Pacific Theater of the Second World War, everyone was bad but the Japanese were worse (my paraphrase). The Christians and Turks of the 16th century strike me as broadly similar. Nobody comes out smelling like roses, but it’s not wrong to identify degrees of badness. 

Wednesday What We’re Reading (Nov. 27, 2019)

Happy Thanksgiving! If you aren’t an American, you can overeat and nap tomorrow anyway. We’re very egalitarian that way.

Books

  • I’m going to be spending my time on When Tigers Ruled the Sky and Empires of the Sea this Thanksgiving.

Defense

History

Science and Technology

Sport

Guns

Grab Bag

Some brief thoughts on game design: make the player earn it

Among the many things parvusimperator and I chat about on our coffee breaks at work are video games, and in particular those we’re playing at any given moment. For me, for now, that’s BattleTech, the recent turn-based entry by BattleTech (the miniatures wargame) creator Jordan Weisman. For parvusimperator, it’s been Resident Evil 2 2, PS4 boogaloo. That is, the recent Resident Evil 2 remake1. The two are very different games, but in the end, they do make the player earn it.

BattleTech: mercenary life, paycheck-to-paycheck edition

In BattleTech-the-setting, mercenary companies are undisputably the coolest way to play. The meta-story around the battles writes itself—dragging damaged mechs back to the dropship, patching them up as best you can, sending them out again to pay the bills.

A lot of BattleTech-the-setting PC games have only partially delivered on this promise in the past. The majority of them have been mech-piloting games rather than mech-management games, which makes it more difficult to come up with an AI that properly challenges the players. Too, it takes a more serious masochist to pilot a degraded mech in first-person than it does to manage some other poor shmuck doing the driving.

BattleTech, on the other hand, leads hard into the mercenary-life-is-painful trope. Not quite as much as Battle Brothers, but not too far behind it, either. In particular, early in the game, you’ll find yourself barely getting by, scrabbling for easy money wherever you can come across it, and cursing the moments when your intel misses some key piece of information about the strength of the opposition.

Eventually, things get better. You hire a few more mech pilots, so that losing one to injury doesn’t put you so far behind the curve. You salvage a few more mechs2, so you can field more weapons or sub in a B lance if your A lance is in for repairs. I’m in the early midgame now, and have a few months of salary cushion and close to a second lance. Things are still tight, though, and unlikely to get very much less tight until I can bulldoze missions with maximum firepower. One or two bad drops, and I’ll be right back where I was, only getting along by the skin of my teeth.

What you get over time is resilience—the game itself doesn’t get any easier, but setbacks get smaller proportional to what you’ve attained.

Resident Evil 2: the cool toys are for closers

My thoughts on this one are less my own and more parvusimperator’s transcribed, but he’s working on defense commentary articles, and we all want him to keep working on those, so here we are.

I’d wager that many of the people playing the Resident Evil 2 remake have fond memories of Resident Evil 2 the original. The other side of the coin is that those same people remember how Resident Evil 2 went. So, in addition to the variations present in the original (that you can play from the perspective of both main characters), it adds a few more wrinkles, which I’ll leave parvusimperator to expand upon in a comment, if he wants3.

Eventually, after you’ve beaten the game with a given character in a given manner, you can go back and play with all the toys from the get-go, infinite ammo, and suchlike things. You know, how you would approach a zombie thing if you knew one was coming, rather than (like the characters) you’re surprised by it.

What you get over time is ease—the game gives you tools to beat it more readily.

Conclusion: winning easily is more fun if it was hard at first

In both games, the end result is positive feedback loops. Play well? The game makes it easier for you to win later. Put another way, the difficulty curve is a hill: it starts on an upslope and ends on a downslope.

“I should make my game easier just as people are getting better at it” sounds like a questionable design choice, but it makes a lot of sense in both cases. In BattleTech, the change in difficulty curve is subtler, but important nevertheless. If the game was so finely tuned that no matter how impressive a mercenary company you put together, you’re always just barely getting by, it wouldn’t feel at all rewarding.

In Resident Evil 2, the change is more obvious. “Here’s infinite ammo!” is not sneaky. At the same time, though, it makes sense. Why are you replaying the game? Because you enjoyed it the first time through, and want to see it again. Do you want to do things the survival horror way? Maybe you don’t. After you’ve seen it how you were supposed to, the game ceases to care if you want to play outside the boundaries.

So there you have it4. Make your game get harder at first, then sneakily (or not, depending on your goals) easier later on, so that your players can properly experience gaining mastery.


  1. I’m going to bury this tidbit to see how closely he reads my articles: Resident Evil 3 is reportedly getting the same treatment
  2. And that’s your only option. Nobody sells fully-functioning mechs—why would they? They’re difficult or impossible to make. If you have a working one, you keep it. If it breaks down and you can’t fix it, you sell the bits on and use the money to buy bits to repair your other mechs. 
  3. There’s a lot of creativity in how many New Game+ options you have. 
  4. It’s something I’ve been thinking about with respect to tabletop RPG design, too, and why perfect balance is not necessarily desirable. If you get more powerful, but your foes also do at exactly the same rate, what have you accomplished but for reskinning the fight against six rats at the very start of the campaign? 

Wednesday What We’re Reading (Nov. 20, 2019)

So, Winter Wargaming is Rule the Waves 2. For those outside of the know, it covers naval architecture and battles at sea between 1900 and 1955. I’m thinking France for this game, given that it has a clear route to dominating the Mediterranean, and that’s always a fun place to play.

Defense

Guns

Science and Technology

Grab Bag

Protests, Rebellions, Etc.

  • Bolivia protests inspire Chilean protests? – I didn’t actually read this one. It just indicates that there are protests going on in Chile.
  • Hong Kong protesters not driven by hope – “They talked about Xinjiang, and what China had done to the Uighur minority. I’ve heard about the fate of the Uighurs from so many protesters over the months. China may have wanted to make an example out of the region, but the lesson Hong Kongers took was in the other direction—resist with all your might, because if you lose once, there will be a catastrophe for your people, and the world will ignore it.”
  • Scenes from Hong Kong, again