Problems of Empire of Sin, and how they can be
solved.
I
love this game. It has unique charm of cartoony 1920-s, mixed with
bloody executions and lead of Tommy-guns. It has very strong and easy
to understand economy system, which is rare in all games. It has so
much character and love poured into bosses and Black Book gangsters.
Not to mention that each of 15 bosses has its unique quest line. But,
yet as its been released in December of 2020, it desperately lacks
something that would make it into a masterpiece, probably rivalling
Jagged Alliance 2 of the olden days. That one game where player had
to liberate small banana country from evil Queen Deidranna, with
dozen of mercenaries. If you'd like to know more about that
masterpiece click here
[https://lilura1.blogspot.com/search/label/Jagged%20Alliance%202],
that game was a standard for any tactical RPG, long before XCOM.
Enough
of me comparing old games to the new ones. Lets cut to the chase: the
main player's activity loop, or what you do in Empire of Sin.
Hire
Gangsters
Attack
and /or take over the rackets
Improve
rackets, to bring in more money
Kill
the Boss of rival gang and take all of his/her Empire
Rinse
and repeat
As
you can easily see, at no point we are forced to do anything else,
but combat and upgrade of buildings. Once player takes over the
rackets of first rival, he is creating a giant difference between him
and all other NPC factions. More money means either more or higher
quality weapons, equipment and gangsters. Before AI is capable of
catching up we already own half of the city and knocking into the
last bosses door. Besides, at no point police, or Prohibition agency
is doing anything, unless its scripted. Player is having a very easy
time, and thus gets really bored and disappointed with the game.
Problem
1: Complete information
Yes,
game destroys any pretence of you running an ILLEGAL and SECRET
business as soon as you load it. Just open the world map and you can
see every other racket and safe house in town.(ok, you would need to
have at least a walk in most of districts to know that). In addition
when you open your business administration screen you immediately see
not only every competing racket in your are, but how much they make,
how busy they are, what they produce and how many customers they have
in compresence to you. In normal business administration tools this
information would be priced in gold! Simply by looking at it you can
figure out how much money your opponents can make, and where to hit
them if you want to make most damage.
Same
goes about safe houses! Once you know where the locations are,( and
you will do that even if you don't want that, simply because other
bosses will invite you to their hideout.) the game becomes a simple
planning phase for upcoming attacks on the safe houses. As a result,
even if you try to prolong the inevitable, you will be done with
majority of Chicago underworld in less than 2 game years.
If
every racket and safe house has its own rating in DEFLECTION, then
why do we see their real position just by walking the street? If
deflection works only on police AI, and trigger only scripted events,
why bother investing into it? Now, if all of the gangster in Chicago
are aiming to wipe out the completion, why are we invited into their
main safe house, just when they first come into contact? Its the
easiest way for them to get killed, and game literally serves all of
them to player on a silver plate. In addition, you always know when,
who and where you enemy is going to attack. And thanks to
teleportation magic of taxi, you can always send you A-team to
intercept incoming goons.
Problem
2: Dead city
The
more you look at different districts the less difference you see.
Yes, the map layout is close to real Chicago, the name and streets
give you all the right vibes. But, none of the districts has got that
reason, why we would behave there differently. Occasional background
Chapel or park do provide a landmark, but in essence none is living
in this city except gangsters and their rackets. In addition, none
else is doing any kind of legal business, there. Meaning, that in a
game about gangster, we have no mechanics for racketeering others!
Sorry, there is no mechanic for “protection services”, the main
bread and butter of every gang of crooks from the begging of time. I
understand, that it would require adding another level of complexity
to the game, that has no taxes in its economic system.
But
this represents a huge missed opportunity: the loyalty of the
district to player or competitor, with additional bonuses to
deflection and word of mouth.
Frankly,
when I've hear that Dean O'Bannion was running his operation from the
flower shop, I kept searching for any flower shop in the area, until
I've realised it just sitting there in random safe house on the next
street from me.
To
fix this problem in meaningful way, it would require not only
additional systems to be implemented, but to add unique traits,
quests and buildings into the game. For example: control over Docks
district, would allow to import booze or guns from outside the city;
Control over the Theatre district would give you an increase to your
Public Image (I will elaborate on this later); Slums would allow you
hire a cheaper security, and so on.
Eventually,
the goal of player controlling the district is to create moments from
first Godgfather, when a local comes asking for justice to Don
Carleone instead of police, in the name of his daughter. This is a
best image of power I can think of. However currently its just a
minor footnote in gameplay loop, designed to force your way from one
combat into another.
The
problem of emptinesses is increased by game generating derelict
houses in such numbers, that in some cases a very poor district can
have up to 80% of it houses in derelict state. On one hand, its a
chance for player to gain control over majority of money making
buildings. But on the other, it kills any need for expansion into
other districts. Basically, if you concentrate 5 breweries in one
district, surrounded by your other properties and guard you will
never need more booze, and you ll never get taken out by enemies, due
to sheer firepower supremacy.
Problem
3: No one cares
Imagine
a well dressed gentleman walking across the street from you: with one
hand lifts his hat to say “Howdy”, while in the other he carries
huge, golden Lewis machine gun. Would you call a police after saying
“How do you do?”, or after seeing this fine gentleman killing
several bouncer, police officer and a horse with aforementioned
machine-gun? Or, only if he is using a stick of dynamite on some poor
fellow? (what kind of gentleman uses dynamite in a broad daylight?!).
In Empire of sin, that is norm. Police and other lawmakers simply
ignore everything, and have a memory of a goldfish. You can be a
suspect, but it makes no difference in your quest for control of the
city. But it should. After all, mayors and police higher-ups are
suppose to react in one way or another to public danger, even of they
are corrupt. But unless its scripted nothing ever happens.
Or,
let me correct myself, unless its scripted, nothing serious will
happened. You may have one of you rackets closed, but by the time of
2 hour on the game, its not going to change anything. In short,
unlike XCOM 2, this game is not trying to kill you. It is not even
bothering with annoying a player. I was dreaming of see a district
wide searches and police investigations after some very outrageous
gunfights with many civilian casualties. But none cares. If player,
does not have any negative feedback from the game systems, that
supposed to limit his progress, then player has no incentive to
overcome or even engage police system.
Game
also does not punish player for betraying other gangster when you
sell them Poison or Swill disguised as fine whiskey. Yes, the
opposing boss will get angry with you, your relationship will
deteriorate, but it has no other meaningful consequences, no threats,
no attacks, nothing. Smaller factions do not even notice that they
have been tricked.
However,
none of this affects the single available objective: kill them all.
If game had at least two other victory conditions, for example:
produce the most alcohol in Chicago, or be the first to reach maximum
Notoriety, then all of the other diplomatic solutions would have a
meaning. But alas, it only a waste of time to work on improving your
businesses, as all you have to do is keep taking over other rackets
in order to keep your income going up.
Problem
4: Broken difficulty curve
In
short, this problems of Empire of Sin stem from design choices
limiting gameplay only to combat related activity, and giving player
all of the benefits from the start. In comparison, lets see how the
difficulty curve is designed in other tactical RPG games.
XCOM
and XCOM2, always gives every advantage to the AI opponent, this
creates a constant arms race, of research, training, building and
recruiting better and better tools for the missions. But even then,
XCOM keeps throwing curve balls into players plans, such as major
country leaving the project for reasons unknown to players, aliens
increase the number and strength of their attacks and inducing panic,
so that player, even with combat parity, can not react everywhere at
once. So when you pick your battles, and somehow deliver the killing
blow, it feels good.
XCOM
2 keeps same pace, but then drops the final countdown of project
Avatar, that will finish the game if left unchecked. Even if the War
of Chosen has broken importance of that mechanics, its still remains
an important reminder that your opposition is actively seeking your
demise. When you overcome it, it feels well deserved and good.
XCOM:
Chimera squad, limits our squad to 4 troopers versus at least double
the number of opponents. Phantom Doctrine, follows the xcom formula,
but in addition makes combat extremely lethal, even with basic guns.
This is forcing player to use brute force only as last resort.
Jagged
Alliance 2, had different approach. It started player in a very weak
position, with handful of mercenaries, basic weapons and small amount
of cash against an entire army. However each attacks we made, and
each town we captured gave us more resources and support. Training
our militia and assisting them in combat against superior enemy
forces was in our direct interest. If we'd lose Drassen airport, we'd
not be able to quickly reinforce our troops, or if mines were lost,
that would hit our weekly income. Or if SAM site was taken over, we
are unable to airdrop our units across entire map. In a way, its a
classic dungeon RPG approach implemented on the bigger scale. The
close we got the Queen, the more difficult became the opposition, and
more and more retaliation strikes we had deal with, across the whole
area. (Those blackshirt commandos with rocket rifles still give me
PTSD). But with every step, player got better and better troops, guns
and information about enemy's actions. The final battle was a
culmination of all your efforts during campaign. That felt good.
And
how does Empire if Sin do its difficulty curve? At first you start
with a Boss that can single handedly kill up to 6 goons in one round
of combat. Then you find stupid amount of “rare” guns, that make
anyone who wields them into a combat monster. Then you remove any
kind challenge from expanding your empire by allowing player to grab
entire empire of your opponent, just by hitting the enemy Boss. And
when they all fall, one by one to your blunt “kill em all”
approach, you feel meh. It was not such a difficult fight.
In
addition game has literally a free money exploits, that AI is obeying
to. On top of everything else, POLICE DOES NOTHING! So, whatever you
do, there is no retaliation. When you go into the war with other
mobs, they have zero chances of winning against player, since player
solves all wars by directly taking out the boss in first fight. So
basically, the whole game, with all its complex systems boils down to
boss fights. Which are no different from any fight on the street, bar
or alley. It seems to me, that developers have not looked at any
other games that has been released in this genre for the last several
years. Several of them have brought a much welcomed innovation into
stale xcom formula.
Namely,
look at the XCOM: Chimera squad. Every mission there is very focused
small scale (no more than a 2-3 rooms) close combat. With identical
to Empire of Sin system of Initiative, it pull off the thrill of SWAT
or Rainbow Six: Siege in the same turn based format. But to be
completely honest their Boss battles, are following same pattern as
all combat encounters, but still its much more interesting than
breaking into same Safehouse every time (yes, all of them are
identical between all bosses, with 3 slight variations). In addition,
every time you attack the Boss house, you find the most powerful
enemy, isolated and almost never using his game breaking powers on
players.
Or
look at very underappreciated OTHERCIDE. The boss battles there are
insanely difficult, but only when you mastered you troops, or found
enemy's weak spot you can hope to prevail. But the challenge is
there.
If
I'd be a casual player, who is looking for power fantasy, then Empire
of Sin would satisfy me. But I've spent my life cursing at the
monitor for missing 90% shots, and still want more. Challenge me!
How
I'd fix the game:
If
you reached so far in my ramblings, you might think I do not like
Empire of Sin. But, I'm afraid that this game have followed tradition
of other Paradox games: get released as a half-baked, half-tested
vision of the game, only to become what it had to be some 48 patches
later. So what a smartass like me would have changed in order to make
Empire of Sin better.
Balance
the Bosses:
Lower
HP of every Boss to a 45, in order to make them equal to Gangsters.
Retain initial combat abilities, they are too good to lose. Allows
Bosses to learn other than combat talents, such as lowering
percentage on upkeep, ratios on rackets, safe house deflection,
political influence, intimidation ect. Increase Bosses HP by 20 per
level, this way by the end of the game you have a really tough guy,
but its balanced against serious competition.
Change
game Victory conditions:
In
my opinion, Empire of Sin is not about total war, or booze
businesses, its about staying power in very hostile environment.
Victory conditions must reflect that. So allow for different path to
victory: most money, most Notoriety, most positive Public Image,
most influence in the police, most political influence (measured in
bought politicians, senators and other government officials). In
addition, add a possibility of other factions to remain, but be
subservient to you. This way you do not have to kill your way up,
you can make a lasting alliances and become Capo del Tuti.( Italian
for Supreme Don).
Change
sitdown mechanics:
Sitdowns
are great way of showing the true strengths of Bosses. But in order
to complement the solution to problem of 100% information, sitdowns
need to change in some aspects. First, if Bosses do not have an
established friendly relationship, the sitdown must take place in
some public space, most likely hotel. This way, secrecy of safe
house remains, and player who initiates the sitdown may choose a
better place for conversation, or let others players know, where the
meeting takes place. Bosses will not have sitdowns until player
reaches certain Notoriety level, thus proving their worth to them.
That threshhold must be different for all Bosses, in order to avoid
the overflow of invitations and allow for individual Boss strategy
to unfold.
Change
the way hiring of gangster:
Allow
player to hire gangster on at least 3 different terms:
Unlimited
time: same as now, for % of the earnings
Short-term:
gangster works for specified number of days/weeks and for agreed
sum of money. Perfect for hiring a highly skilled hitman before
sitdown.
Task
specific: gangster works for specified time doing one of the
specified jobs: training security, improving management, running a
scam, gathering intel, approaching police for bribery or finding
where is the enemy safehouse.
Implement
hidden rackets:
Hide
all of the rackets from the players view, unless they have been
investigated by members of your crew and they have found to whom
they belong. Same applies to safe houses. Hide all information that
is unknown to player from the Production and other information
panels. Information must be gathered in order to be visible!
CHANGE
THE EMPIRE TAKE OVER RULES!
When
player or AI has successfully taken out the opponent, then rackets
change ownership in the following order: 50% to surviving Underboss,
40% to surviving Advisor, 25% to surviving Lieutenants, 10% to
Allied faction, 10% to Enemy faction that knows the location of the
rackets and has nearby rackets or gangsters. Underboss and others
create their own minor faction, and may be bargained with. If no
command structure left, then unknown rackets are changed into
derelicts with thugs possession, if they had security below 3rd
level. Rackets changed into legal business if it had Ambience or
Security over 4th level.
Add
a non-combat skill tree
Every
gangster or boss needs to have a management tree instead of
half-hidden traits, with certain skills that modify income,
spending, information gathering, upgrades or even district bonus.
These skill should work when character is assigned to safehouse or
particular racket. This way player will have a clear need to assign
those tasks, instead of simply running around town with its tireless
gang.
Balance
the economy and spawn point
Limit
number of available rackets per district, this creates a tougher
competition between all players. Make sure every major faction has
its own starting location, at least one district away from others,
so that initial opposition is presented only by minor factions.
Limit the volume of trade between the major factions in accordance
to levels of trust between the factions. This removes an exploit of
players robbing the AI from all cash and guns right before they
storm the last safe house, and make long term alliances more
important and viable. In addition, it lowers the risk of players
abusing the trade system. Make the treachery of selling swill (or
any other alcohol) disguised as something else know to all other
factions. Its a risky businesses, but words get around, and Bosses
should be less trusting to players actions.
Change
the police!
Make
the police system, dangerous and ever present threat! This requires
an incremental, step by step ladder of influence and trust from all
Bosses in the city, towards the police and each other. You cant just
dump money, and overnight become Honorary Deputy, if yesterday you
were a Public Enemy! Allow for random raids, inspections and
infiltration from them. If anything, copy the system of Dark events
from XCOM 2, its a very good basis. If anything, add some POLICE
STATIONS into the game!
Add
Public Image to the game:
Empire
of Sin desperately needs a system of public image of our Boss in the
game. If history is of any example, Al Capone, has been known to be
gangster, but he went to jail for tax evasion, as any
self-respecting American businessman can, in order to protect his
wider empire. If you donate to charities, publish good-willed
articles, visit public gathering like theatres or political meeting,
people will trust you more, even if you deal in illegal booze. When
people trust you (aka district loyalty is higher for you, than
others) then its easier to gather information about opponents
rackets, movements or attacks (that includes police). In addition
you Public Image should affect how other Bosses see you, for example
traditionalist like Genna or Mr.Donovan , would support you if you
solve problems with your lawyers and good word. While others may
think, you are in bed with authorities.
Those
10 points are minimal fixes, in my humble opinion to make this lovely
game into a diamond it deserves to be. Thank you for reading my
ramblings. If you name happens to be Brenda Romero, then I'd like to
express my personal gratitude for your work on Jagged Alliance
series. Its one of the greatest games ever made.