Realm Of Order
The idea for our game sprung from the team’s prior experience with Real Time Strategy (RTS) games.
We have played many different games of the RTS genre, such as Age of Empires, Age of Mythology, Rise of Nations, Supreme Commander, and Impossible Creatures. The major weakness for us in these games, was the obsessive focus on military expansion. However the appeal of these games for our team was always the multiplayer, construction and creative aspects.
There is another genre of video games known as simulation games.
In these games, there is a strong focus on construction, organisation, problem-solving and creative aspects of play. These types of games tend to be weak in multiplayer and combat aspects of play.
The design brief was to create a bridge between these two genres.
Simulation games are often creatively vague (players can create almost anything) and they are unfamiliar (the theme is very abstract without grounding). With Realm of Order, we decided to create a fun, precise, constrained and familiar game.
Fun because players are building the city, building by building, person by person instead of brick by brick. There is an abstraction of responsibility, a lot of games require constant ‘micromanaging’, where small tasks require constant monitoring. In Realm of Order, there is a minimal amount of micromanaging.
Precise in the sense that there are several high-level components for city building, instead of using very low level components such as the blocks in Minecraft.
Constrained, because Players cannot do anything they dream of in Realm of Order, they need to stick to the actions and behaviours that are possible in the game. This creates emerging problems and issues which encourage the player to solve them. Overall this is expected to increase problem-solving and creativity (Quaadgras, 2017).
Familiar in the sense that the game is based in a historical setting, using components that are familiar to the average person. Buildings, People and Resources. This was done to make it easier for people to connect with the game without needing to learn a completely new world with different principles than the real world. This sets Realm of Order apart from other multiplayer building games, placing it snuggly in the gap between simulation, and RTS games.
We are bringing the strongest aspects of each to create a multiplayer city-building game that’s fun, precise, constrained & familiar.