
Since posting about it
previously, addiction has set in something rotten and every spare minute I could muster has been poured into my Ikariam Empire, which is now a commendable size, with two colonies and a growing alliance of friends and colleagues. But some glaring issues with the game’s design have also become apparent, beyond the fact it isn’t finished yet in itself. Here are some issues I’ve come across that would be worth considering for any web-based developers.
No Invite
I am shocked and appalled there is no “invite friends” button on the site. I have to tell my friends via email to try it out and to make sure they join the same server as me, whereas this would have been much better done with a single button and standard invitation email. This would also allow for friends who join using the invitation to have an island somewhere in the rough vicinity as your own on the same server, and not, as is the case now, spread across the map at several days’ distance from each other. When I create an alliance I want it to be with the people I know, preferably, but that is only useful if we’re all in the same sector. An invitation process could easily bring new players to the game and make sure they are clustered fairly close together, for added fun.
Warmongering
If you have the misfortune to be neighbours with an aggressor who is more powerful than you, the game is, for all intents and purposes, finished. There is no way for the victim to build defense or an army large enough to combat the invader if the latter keeps hammering you. The only option is to research to a certain level and build enough to be able to join an alliance and hope they can sort things out for you, but if you’re a real low level player, even this could be problematic or at least very time consuming.
They do limit the number of attacks a person can unleash on any single village by
6 per day, which is still a lot and leaves the victim with absolutely no recourse to defend or rebuild. A better tactic would have been to limit an attack to one per every few days, giving the victim time to slowly, very slowly, build towards a defense, in either building or joining an alliance, and will force the warmonger to attack other villages while he waits for another chance, thus angering more players, increasing the chances of a joint retaliation and so making the risk of warmongering commensurate with the possible rewards. Alternatively, set up a mercenaries system, where big Alliances can be paid, maybe deferred, to help out a small starter village by pummeling someone who deserves it.
Obtuse rules
Apart from the constant attacking, which is called “bashing”, there is another rule called “pushing” where lower level players may not send huge amounts of resources to higher players. This last one seems a little odd but I guess it came from friends artificially strengthening each other’s villages or aggressive players demanding obscene amounts of “tribute” under the threat of invasion.
Though the rules are basically sound, if they are so problematic, why allow the player to do these things in the first place? If you want the number of attacks on a village to be capped at 6 per 24 hour period, a bad decision as I explained above, why not stop the player from being able to do so by having a counter which limits the number of attacks in this way? Why wait for the aggrieved player to report the aggressor to the moderators first? If players are finding ways to exploit the system it means the system is broken, and punishing the players may, in the short term, appease the victims, it doesn’t help build a friendly community. Build these rules into the game design and don’t rely on forums and “verbal” agreements.
Resources
It is undeniable there is a balancing issue with players who start on an island with the marble resource having a distinct advantage in the early and mid games. As pretty much all important buildings require marble to upgrade you can witness a seller’s market in your trading post with certain cheeky players demanding a king’s ransom for a tiny amount of the material. Of course, if you’re lucky, as I was, your neighbours are decent traders, so I was never in such a position, but it does happen. What is the point of being a tiny, defenseless village with a lot of research because the crystal resource was only good for upgrading your academy? A better balancing of buildings and upgrades and the resources they need could prevent this.
Upgrading
A problem in the mid game, continuing on into the long game are not so much the number of resources you need for upgrades, which do become immense, but the time it takes. Part of this is the fun of the game, where you set your tasks and let the game play it out for a while, but later on certain timeframes run into the days, rather than hours. An option to take workers away from mining and research and pour them into construction to marginally speed up upgrading would have been very welcome and adds a new level of tactical depth.
Mechanics
Part of the fun of this game, so far, is finding out together how things work. I’ve had long email conversations and witnessed long threads of forums about the game where a lot of the information is shared. “Did you know that when…” or “Oh, you need a …” type conversations are common and this sense of exploration of the game’s rules is actually a lot of fun, especially in a friendly community.
However, it is also a sign that your documentation or help system isn’t working. I think I have finally gotten to grips with the building and upgrade structure, what I need and when, how to split my populous between mining and making money and how to keep the plebs happy (wine!), but as for military actions…I am in the dark. What makes a good defense force? What do I need for an all out attack? When am I spending too much money on overkill when just a few ships would suffice? What are the real effects of spending huge amounts of cash and resources into upgrading my units? These kinds of things are costly to explore in the game itself, as an attack can anger other players and, if you’re unprepared, could cause devastating revenge. Beyond this too, what happens exactly when I upgrade my town hall? What effect does corruption have on my colonies? Too many questions are left unanswered for the average player.
Trawling the game’s forums is a good source of information, but, with the massive signature picks and the many, many subsections it’s not fun. A decent wiki or on-line guide, explaining in minute detail the ins and outs of all aspects of the game is necessary. Instead we rely on fan-made wikis and information, rather than a fully integrated and in-depth manual that delves deeper than what is currently there.
Cash
So far the tactic to charge players real money for certain types of incentives seems, well, flawed. There is simply no compelling reason to pay money for a few of these temporary perks, certainly not later in the game when you have resources growing out of your backside. Maybe one off payments for an instant but limited boost to certain resources for the beleaguered attack victim, or certain units which are strong but expensive and can only be purchased through the premium system. There are many opportunities here, but a small percentage boost to resource mining for a few days…just doesn’t seem worth it. Also, with the game still very much in development, players might not want to spend money on it yet, as too many things can change, including these premium elements.
So in my inexperienced opinion developers of on-line games should be aware of the following rules:
1. Don’t punish players for exploiting loopholes in your design. Make the game play as it is intended to play and don’t rely on the honour system. If you want players to stick by certain rules make sure there are systems in place to prevent the players from doing these actions.
2. If you’re relying on word of mouth and, especially, if you have a community aspect to the game, allow “invite friends” options and provide for, in the case of Ikariam, the close proximity spawning of invited players.
3. If you are going to rely on added content to bring in revenue, make sure the added content is worthwhile, and that you don’t offer it before the game is at least basically complete.
4. RTFM, and make sure this is an M available. A detailed Wiki allows players to skim through the basics but also to delve deeper into specifics. Exploring game rules can be fun, but it shouldn’t have to be a crapshoot.
However addictive Ikariam is, it is not perfect and it certainly isn’t quite finished yet (it’s a good thing I haven’t forgotten all my German!). That said, I still highly recommend the game, but the developers need to rethink certain issues and design elements before it grows from “great” to “
excellent”.