Tag Archives: Simulation game

Prison Architect (PC, Mac, Linux, Android, iOS, Playstation 4, XBox One, and Xbox 360)

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Managing a prison is a monumental undertaking that I hadn’t really considered before playing this game. Keeping them fed, watered, cleaned, entertained, and busy would all be pretty easy if they weren’t at risk for stealing sharp objects and trying to kill each other. These are the objectives and challenges you face in Prison Architect. Lock ’em up and throw away the key, or try to legitimately reform them? The choice is yours in Prison Architect.

History

Prison Architect was developed by Introversion Software. A small 10 person company spearheaded by Head Designer Chris Delay, Mark Morris, and Thomas Arundel. You might know them from their fantastic party game, Defcon. I don’t think they thought a game about degenerating alliances and nuclear war would be a great party game but they didn’t know my group of friends.

The big thing about Prison Architect’s development was that it was mainely funded by pre-orders. The pre-order offered early access to the game while it updated and creeped closer and closer to its final product. Introversion also gave these early adopters the opportunity to write a custom prisoner bio — which are often poorly written caricatures and silly stories but whatever, they earned it.

Prison Architect was released on October 6th, 2015. It’s competition was Armikrog (PC, Mac, and Linux), Undertale (PC, and Mac), and Warhammer: Endtimes – Vermintide (PC).

Experiences

Going into this I didn’t exactly understand how the prison system worked. I didn’t understand how prisons could enrich or exploit their prisoners. Tired of the prison industrial complex? Tired of how unemployment, homelessness, drug addiction, illiteracy, and mental illness drive otherwise normal people to crime which sends them hurtling toward a jail cell? Think it’s unfair that it provides companies access to cheap labor? Think you can do better? Try building your own prison that’s a legitimate reform center. Or say, ‘screw it’, lock men up, and use their sub minimum wage labor to fuel your own commercial enterprises.

Gameplay

Prison Architect is a Sim Cityesque game except the population you’re managing is openly hostile instead of feigning peacefullness — you can’t tell me all my city’s fires were caused by accidents. You lay foundations, fill rooms with necessary objects and accoutrements, hire staff, and designate which rooms are which. Keeping your prisoners alive is just the bare minimum for your prison. Your prison is also graded on punishment, security, reform, and the health of your prisoners. The better these all are the less likely they are to reoffend and the more likely you are to keep your job.

Punishment and security are simple things to enforce — just don’t leave the armory door unlocked — but reform and health are a risky proposition for a prison. Giving prisoners access to medical facilities, workshops, or instructional programs also leave your prison vulnerable to theft. And a prisoner with his fists is much less dangerous than one with a kitchen knife. So striking the balance between safety and freedom is a tricky proposition that you and your prison will have to tackle.

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Plan well otherwise you’ll end up with a mess on your hands.

Prisoners come in all shapes and variety. They come in low, medium, high, and super max security.These generally serve as a guide to how prone to violence they are. The higher security they are the more likely they are to have powerful traits like quick, volatile, and deadly. But, the higher their security the more you get paid to keep the locked up. They also all have different needs. Some care intensely about their religous needs or their families, others… not so much. Understanding your prisoners and their needs are vital to designing a prison suited to them.

The Gush

One of the things I’ve mentioned on this blog before is my love for creating a perfect machine, so to speak. I find the experience of using the systems of a game to make a perpetuating cycle incredibly enjoyable. And Prison Architect is an ideal opportunity to make that perpetuating cycle. A lot of free time, a hefty army of armed guards, some dogs to sniff for tunnels, and the occasional shakedown mean the prison almost manages itself.

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I only wish I had invented such a precise facility.

Of course there’s no need to build an efficient prison. You can really just have fun with it. Trying to get a prison that looks like a dinosaur or whatever but still functions is worthwhile and fun considering you can post it on Steam’s workshop so everyone can see your bizarre creation.

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Like by building a prison shaped like a turtle.

And once you’ve built your prison, precise or otherwise, you can play in escape mode. Become a prisoner in your own prison, or one chosen at random, and try to get out. Start a riot, start a gang, try to tunnel your way out, fight toward the armory and try to shoot your way out. Have a grand old time… and find the weaknesses of your prison.

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There’s nothing like being on the fun side of a riot.

The Kvetch

Sometimes things in your prison just won’t work. You’ll have set out designated family meeting areas and yet your prisoners won’t go talk to the father whose been waiting for hours. Why? Dunno, the game might be glitching or you might be doing something wrong. The game glitches so wearily often it’s usually impossible to tell. Thankfully it’s usually easy enough to fix, a simple reload usually does the trick. But it’s still a pain.

Sometimes I’ll come face to face with a problem I don’t know how to solve and can’t seem to figure out. I’ll have a prisoner who’s so stronk and crazy that even if I surround him with armed guards he will try to instigate a riot and eat buckshot in response. I keep sending him to solitary but he just keeps trying to break out, prompting more buckshot. And then I can’t get anyone close enough to feed him. At which point he dies of starvation and I get fined 50,000 dollars. It’s not my fault! This guy is high octane feral! At least I got a good story out of it.

The game has got great sound effects but there’s no music. The only noticeable music in the game is the spooky music the game plays before you execute someone. The rest is just a sort of ambiance. Sim City had a kickass soundtrack, why doesn’t Prison Architect get the same treatment?

The Verdict

It’s a little wonky and a little finicky but no matter what I had undeniable fun. I usually like building reform prisons which is very difficult but that makes it all the more challenging. It’s a little pricey at thirty dollars but it’s such a verbose and well thought out sim game that I would say that it’s totally worth it.

Next Week: X-Com: Enemy Unknown.

Game Dev Tycoon (PC)

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I don’t know who you were before all this happened but that doesn’t matter now. The future is in shambles, brought upon by bad videogames. You’ve gone back in time using your trusty Delorian –you could use it to kill Hitler or something but… videogames, dude– to use the knowledge you have now to make a videogame development company that will stand the test of time.

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Who’s garage is this? WHO’S GARAGE DID YOU STEAL!?

 

History

Game Dev Tycoon was made by Greenheart Games, a team of five people. Patrick Klug directed the project, inspired by a game called Game Dev Story. He and his team wanted a game like Game Dev Story but one that was based more on player decision and less on chance.

The game is probably most well known for it’s response to piracy. Green Heart released a version of the game on the Pirate Bay after it’s release that had a fatal error in it. After the player made a few games pirates would start taking a majority of the game’s profits prompting players with the message “Boss, it seems that while many players play our new game, they steal it by downloading a cracked version rather than buying it legally. If players don’t buy the games they like, we will sooner or later go bankrupt.” Eventually making the player go bankrupt.

Game Dev Tycoon was released on December 10th, 2012– and re-released on Steam in 2013. It’s competition was Baldur’s Gate: The Enhanced Edition (PC and iOS), Knytt Underground (PS3), and Street Fighter X Megaman (PC).

Gameplay

The game is pretty simple. You start out in a garage working alone, developing for the Govadore 64 and the PC. Each game needs a topic and genre pair — not all combinations are created equal however– and then a console to release it on –once again, some consoles are suited to different topics and genres. You can unlock research to market games, cater to a type of audience, or release it on multiple platforms. As well as researching new topics, better sound, graphics, and other features. The game then goes through a cycle of development which is expressed by a series of sliders. The more focused on one the more neglected the others become so it’s important to spend your developer’s time wisely — i.e. an FPS game needs good AI and Level Design but it’s Story doesn’t necessarily have to be great.

Eventually you get out of the garage and move on to an office, at which point you can hire additional employees — who can even be real people from the industry if you scout at the right times. More people means making better games but spending more money so it’s all a big gamble — one that you can control by making good games by considering what decisions will make them good.

Things eventually get crazy when your company opens up a Research and Development section or a Hardware lab. Then you can start making consoles or a version of Steam itself called The Grid and all sorts of other high end things.

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I really like what a silly caricature this R&D lab is. My personal favorite is the guy in the purple scarf. It’s possible for him to end up in there alone if you cut the budget, spending his days talking to the open air.

Experiences

This game is like a pile of legos. It’s only limited by the player’s imagination and how many pieces they’ve got. I’ve known players to make silly challenges for themselves like trying to naming all of their games with dinosaur puns. I like to imagine what the game I’ve made would be like based on its title and such.

This game’s a surprisingly fun party game. Me and my friends have rules where one person is head director and every other person is on the board of trustees. They can make suggestions and instruct the director. They become the director if the game tanks and they offered the most helpful advice. So it, behooves them to offer bad info to make the game tank but enough good info to take over.

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I also like naming games obvious parodies of pre-existing titles.

The Gush

I really like how obviously spoofy all the consoles and companies are. Mirconoft and Ninvento will always tickle my funny bone. It’s also interesting to hear the retelling of gaming history and why certain events occurred as they did.

The game has a bunch of silly and interesting easter eggs. It certainly doesn’t take itself too seriously. With such events including a secret agent named Blowfish who can wreak havoc on competing companies or give you technical support. Or Dave Johnson asking if you can put some exploding red barrels into a game.

The Kvetch

The musak in this game is definitely musak. It might change from stage to stage but it sounds samey and it’s just not very catchy or good. I muted the music and played just about anything else in the background.

The Verdict

I really like this game. It offers a satisfying power fantasy with relevant and educational information about the history of the game’s industry. That being said, there’s not much game here. The fun I have is based on silly challenges and thinking about stuff that the game doesn’t show like what the game would actually look like or what it would be about. If the concept of an imagination fueled adventure through making silly or awesome games interests you then I suggest you give this game a shot. It’s also cheap to boot with a ten dollar price tag.