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Pandemic: AS - Journal 2
2009-07-23
Written by Blips. Blips's forum profile can be viewed here. Game Design related journal entry. Journal has 20 comments.

Welcome to the second Pandemic: American Swine journal. Unlike the last journal, this one will be focusing primarily upon game design and will discuss some of the obstacles I ran into while developing the game. The third and final Pandemic: AS journal will be written and released approximately two weeks after the game's release. Speaking of release dates...

Pandemic: American Swine will be released (this) Friday the 24th, on Kongregate! Recently a lucky member of our forums got the chance to play the game and had this to say about his experience: "In conclusion, I think this game is the best of the series... ...at least on par with Pandemic II." And soon you'll be able to judge the game for yourself, but until then this journal will have to do.

Before any in-depth design could take place, I first needed to create the game map and populate it with interesting objects. The previous Pandemic games influenced this portion of the games development more so than any other. It also happened to be one of the most tedious aspects of the games development as well. While building the United States and populating it with airports, seaports, cities and hospitals was not difficult work, it was definitely very time intensive. Maps of the U.S. and it's interstates had to be merged and then aligned with maps of Canada and Mexico in order to allow me to render a realistically scaled game world. The largest cities, busiest airports and seaports and best hospitals were researched and then had virtual versions of themselves inserted into the game in their real-life locations. City and state population information was used to accurately populate the map. All-in-all, the first step of the game's design required very little thinking in comparison to the later work.

The first real step in designing the gameplay required acknowledging that most of the game mechanics found within the previous games had to be discarded. The player needed a more direct, more reliable method of input than any of the previous games provided. Otherwise there would be little need to form strategies or make decisions and the game could become extremely frustrating for the player. This line of thought lead to the general idea of having the player interact with the game through "operations". The idea of player launched "operations" was later refined into two different categories: "recurring operations" (operations that never stop but require daily payments to keep active) and "one-time operations" (operations that require just one payment but only last for a short period of time). With the concept behind operations established, it was time to give them a purpose. The most logical place to start was with the design of the disease game mechanics.

With the map already completed, designing the disease gameplay was fairly straight forward. The disease would obviously be able to spread across the map via interstates, airports or seaports. Neighboring countries would create a possible risk as well. As the disease was nearing completion it was becoming very clear that in order to make the game challenging and entertaining realism was going to have to be suspended when it came to infection and mortality rates. The main reason for this was due to the fact that the game map's population was based on real-life figures. If the disease was simulated completely realistically, the game would take hours upon hours to play. Knowing that I wanted each operation within the game to have a very clear purpose, I could only think of six to eight well defined operations that could allow the player to combat the disease. Since the game would quickly become repetitive with so few operations I was required to design and additional game mechanic that would require player intervention.

I knew a "news system" was required just as it had been in all of the previous games, but I was curious as to what occur if it played a more prominent role in Pandemic: AS than it had done in any of the past games. Out of this thought the panic gameplay mechanic was born. Inspired by certain real-world "journalism", every news event found in the game would have an effect on public panic. The higher public panic got, the more difficult it would become to play the game. If panic got extremely high the government would lose control of the country and the game would end. This relationship between news and panic definitely made the game more challenging and also happened to present an opportunity to create a number of new operations for the player to exploit. With the majority of the gameplay nearing completion it was time to implement the final element of the game.

The need to include an economy was evident as soon as my preliminary work on the player managed operations was completed. An economy would provide the player the means to launch new operations and maintain existing recurring operations. It would also add an interesting new element to the game's core gameplay. By implementing an economy I was also able to provide a clear purpose for seaports, airports and neighboring countries. Seaports, airports and other countries now became risky objects of opportunity the player could take advantage of. Now instead of being closed immediately, the player would be forced weigh the pros and cons.

With all of the game essentially completed there was just one last major step in the development process: tweaking and game balance. Unfortunately balancing and tweaking the game can only be done one way: by making small changes, then re-compiling the game and then playing the game. Hours upon hours upon hours were spent solely devoted to balancing the difficulty of the game. Panic, news reports, looting and riots all had to be brought together to create a challenging but manageable game. A large amount of time was also spent balancing the three different available government transparencies (players can choose between open, average and closed when starting a new game) to ensure that each were balanced and fair. I'm confident that although you may find the game challenging at first, you will have no trouble mastering given enough time.

That's the end of my second journal for Pandemic: American Swine. Hopefully it has given you some insight into the basic development process that went to making Pandemic: AS a reality. I look forward to seeing your response on Kongregate as well as on our forums to the game.

Weasle
2009-07-23
Good stuff Blips, good stuff.
Nuno
2009-07-23
A Pandemic 3, based on Pandemic 2, with just a few minor changes would also be nice. Just a suggestion.
ZangeTSM
2009-07-23
Nice, can't wait
TNTX32
2009-07-24
it's not released right now, duh
unknown
2009-07-24
its the 24th ofjuly and i cant find it can you post a link please?
TNTX32
2009-07-24
Nice and amazing work, hope Blah will shut up now!
straika
2009-07-24
too cool! *.*
Nuno from Portugal
2009-07-25
Played it today for the first time, I think it's a very nice game, better than I was expecting. I find hard to control costs, but that's it. Well worth the wait. Pandemic 3 would also be a very cool project to think of in a near future. Thanks Dark Real Studios.
straika
2009-07-25
i think it isn't that good...
even on the hardest mode it's as easy as pandemic 1
sry guys... better make a pandemic 3 or smthng like that ...
straika
2009-07-25
xD this game is released but kingdom keeper isn't xD
how funny u are drs
connah
2009-07-25
i played it today it is well mint you should play it it is out now
alex
2009-07-26
it the best pandemic game you have made
Lorenzo F.W
2009-07-26
its boring pandemic 2 is much more fun i played like 2 time won 2 time and got bored pandemic i still like after playing 62 times or somting
Micheal
2009-07-27
I agree that Pandemic 2 was much more interesting and fun. You had more options and I'm sure that people enjoy killing more then healing.
Mikmo
2009-07-29
Pretty good game. I love being able to Nuke cities. XD But.....how did YOU find out about the Neutron Bomb? Bush didn't get a chance to use it on Iraq yet.......
braxton
2009-08-02
i was really confused on this one
mr.MAC
2009-09-24
I HATE THIS!!!!!!!!!!
pandemic 3 PLZ!
wizzy
2009-10-07
go to youtube than put snake eats kid alive and their is a fake snake and boy
caca man
2009-10-07
hi am caca man
someone
2009-10-22
dude seriously u guyz, u have got to make pandemic three it would be amazing you could make it as a sequel to pandemic american swine like it could be multiplayer you could just find a random partner on a different computer who u dont even know or you could set up a freind list and battle your freind and one would play as america and one would play as the swine flu and just a side note in pandemic: AS it says disburse not disperse
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