Now that the fiasco that is Master of Orion 3 is out, a lot of
people seem to be asking how it could possibly have ended up as
such a mess. The game is more than just micromanagement Hell - it's
micromanagement Hell where someone else (the AI) does the initial
micromanagement and you then have to go back in and micromanage
the mistakes. Totally, completely nuts. Or is it? If you look at
all the game's pieces, you can clearly see the spectacular evidence
of failed game design that eventually exploded. It all makes sense,
and I'm surprised that Tom didn't recognize it in his review. After
all, the key piece of evidence is on his own website.
I've always agreed with the game design theory that anything below
the level of the player's control should be abstracted. The original
Master of Orion did this beautifully. Each planet had a slider that
let you set what proportion of a system's resources went for what
purpose. How many organic robots were really working in the
Cryslon system when you set the Industry slider to 57%? Who cares.
Their hopes, dreams, love lives, and need to go to the bathroom
were all abstracted into some percentage of the planet's overall
capacity, which you controlled directly.
This kind of obsessive micromanagement can obviously devolve into
spreadsheet optimization. One way of getting around this is to design
a system where everything is theoretically under your control, but
your ability to get involved in the details is somehow limited.
This is what some real-time strategy games do when they force you
to micromanage every single unit. At some point, you have to concentrate
on the most important units. Choosing where to focus your attention
becomes part of the strategy. It's also frustrating because if you
have to get involved in the first place, the unit AI has to be bad.
It's a cheap gameplay tactic, although it does technically work.
In a Tito-esque Third Way of Game Design, what if you could create
a system in which the AI was just fine, but you sometimes had to
get involved anyway because what it was doing, while it made
sense, wasn't what you wanted? And what if you couldn't always
get involved, because your ability to do so was limited by something
other than a frustrating inability to click fast enough?
Imperial Focus is the Leader's ability to get things done during
a single one-to-two year Game Turn. During a turn a Leader can
only focus on so many issues. To simulate this, each player has
only so much Imperial Focus each turn. With it, he or she reviews
the current standing orders throughout the Empire and spends Imperial
Focus Points (IFPs) only when he or she wants to change the status
quo. With Imperial Focus, the player can choose to do anything
but cannot do everything.