That's why I said "Don't shoot the messenger". There is some good info in the video that might help with figuring out details on how to integrate the gameplay aspect.
I wasn't planning on discussing any further the "public relations" side of this.
That's why I said "Don't shoot the messenger". There is some good info in the video that might help with figuring out details on how to integrate the gameplay aspect.
I wasn't planning on discussing any further the "public relations" side of this.
How do you want the mechanic to integrate with the rest of the game?
Is it a poisoned option, which looks superficially tempting but inevitably makes things worse in the long run?
Is it a net benefit, such that you have to play at a disadvantage to avoid the topic?
Is it a situational choice, where it requires a certain playstyle? If so, what sort of play style would you want to make it "work out"?
It is just flavor, where participating or not doesn't really matter?
I think it should be sort of benificial for the early game, but needed to be phased out mid to late game. Plantations are more important than in the original (you sort of need those).
Maybe population growth (of "free workers") can be unlocked midgame, making slaves less useful at that point onward.
The original game is very much based on US history, and slavery there was very much still around when declaring independence from Britain. And I dont want it to be forbidden to achieve independence either.
Maybe the amount of slaves you have work against your ability to declare independence, but doesnt make it impossible? Sort of a scoring system where you must reach a target score to progress (in the original you must reach 50% rebel sentiment to declare independence, which starts a war against your european sponsor).
The constant attempt to avoid the topic while exploring the topic is silly. Gameplay and gameplay meaning are always connected. You can't talk about slavery without talking about slavery. To continue to attempt to do so is being obtuse.
The problem you're running into is the reason why slavery existed so long and still continues today. It can't be 'balanced.' It is, in every case, a license to print money. It is, unless you make up and enforce something illogical and unhistorical, always the best choice for the bottom line. It does not hurt production if you have a high percentage of slaves, more double shift workers with minimal overhead only helps all things being equal, and it did not negatively impact anyone's ability to declare independence, but actually helped the financials needed to do so and maintain it.
Slavery was only balanced by morality. The high moral and social cost to dehumanize people. There was never, and still isn't, any financial or material drawbacks to slavery. It is purely a moral and social issue.
And to be clear, so you don't continue to dodge your own conversation: I'm not talking about not including slavery. I'm takling about including slavery. The grittiness the griminess, the soul-wrenching effect of your empathy conflicting with your bottom line. You keep trying not to include slavery, avoid any further information on slavery that could be used to inform you design, but I'm saying, as I did before, to include it. Really include it. And if you really include slavery, and not try to make up things about slavery so you don't have to truly include it, not only will you have meaningful gameplay that asks interesting questions of your players, but you'll actually be exploring the history you're claiming you want to explore.
A great game that accomplishes this kind of morality vs bottom line is The Darkest Dungeon. Papers Please also, though in a different way. Those are the kinds of ideas and problem, historically, that balance slavery for 'late game.'
EDIT: But, it's your game. You don't have to really base it on history if you don't want.
You keep trying not to include slavery
Who tries to not include it? Me? Not at all. I'm confused by this comment. This topic is specifically about how to make the gameplay better since I already decided to include it.
Also you didnt comment before here as far as I can see.
There must be some balancing to slavery (some drawback), otherwise other sources of population will be pointless and the gameplay suffers.
How does Darkest Dungeon accomplishes "this kind of morality"?
You keep trying not to include slaveryWho tries to not include it? Me? Not at all. I'm confused by this comment. This topic is specifically about how to make the gameplay better since I already decided to include it.
Also you didnt comment before here as far as I can see.
There must be some balancing to slavery (some drawback), otherwise other sources of population will be pointless and the gameplay suffers.
How does Darkest Dungeon accomplishes "this kind of morality"?
You say you want to include slavery, but you redirect conversation about slavery to another discussion, which I responded to you in, and you're not aware of. It makes it seem like you don't want to talk about slavery, and you can't include something you don't know anything about. You can include a pale fiction-based facsimile of it, sure, but you can't actually include slavery without learning more about it.
The drawback to slavery is, in reality, being faced with the inhumanity required to make money in this way. Being faced with the humanity of the people you are disposing of. That is the drawback to slavery. It already exists, it's already been proven not to be anything else. That's all there is to it. If you're doing a historical game, that's your goal. If you want people to be able to experience or explore the triangle trade, that's your goal, essentially guilting them into not being slave traders.
Darkest Dungeon does this by showing you the anguish your causing and then allowing you to move on and start fresh without any mechanical consequences. As time goes on, it requires you to do more and more inhumane things to keep your numbers up at the same rate. This video from Game Maker's Toolkit gives a great summary:
Now if you don't want to actually do the actual Triangle Trade, you don't have to, but the whole point of the 'Include it or Not' thread was that you wanted to be faithful to the time period, to be respectful of the realities of that time period. So for you to include slavery, purely to be faithful, and then, once you have stated your claim of faithfulness and respect, to then decide that being faithful to the time period isn't that important, but it's all about arbitrary rules to include an unfaithful disrespectful version of slavery, it makes you very inconsistent, and it's hard to advise, much less make a good game, if you're not consistent about what you're trying to do.
So the question then follows: what is "Better" gameplay in this context?
Thanks frob some good embryos for mechanics there!
@hypester
I understand your point but do you think this about every subject? Most strategy games are about war. But almost all of them completely ignore the themes of refugees, rape, killing of children, ethnic cleansing, some sort of enslavement etc, yet these are part of most wars. Does it mean you cannot make games about wars?
I think a game may include historical slavery, use mechanics and some historical elements of it, while still keeping it fairly respectful. But again this thread is not about that. Also, I'm not making a commercial product, and not one for the American market only, nor about American history specifically (which everyone seems to assume).
Some real-world (or at least realistic) negatives that you could implement, that would have a gameplay effect. And some would (I think) highlight the moral costs of slavery.
Actually, that last one is a really interesting addition to the Colonization formula. Beyond getting to independence, there could be a second win condition of abolishing slavery. Leading to the potential for interesting game journeys like getting independence, then trying to abolish slavery and getting into a civil war, then getting invaded again and losing independence, and having to gain it again.
@Valrus
Good ideas, many interesting game events can be plucked from this.
My prototype now includes free and forced worker units:
Free workers: originally only colonists from Europe.
Forced (unfree) workers:
Native and african slaves. May be free only through reforms
Indentured servants (from Europe). May become free after ~20 turns of work
Criminals (deported from Europe) May become free after ~40 turns of work
>Only free population may support the idea of Independance (be "converted" from tories by liberty bell production) making unfree workers good for production but bad for reaching end goal and building larger populations in a "city" (large colony).
>Unfree workers may not produce/work in some workplaces (town hall, church etc). Free workers may.
This may make slavery an element that is partially "phased out" as history unfolds. More testing is needed to know how this works out.