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Dev Diary #22 - Contacts & Targets 2.0 🤝

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

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Jason Schreier in "Blood, Sweat, and Pixels" wrote:

People often wondered how CD Projekt Red sharpened the writing in Witcher games so well, especially when there was so much of it. The answer was simple. "I don’t think there is a single quest in The Witcher 3 which was written once, accepted, and then recorded," Szamałek said. "Everything was rewritten dozens of times"

Iteration is central for Espiocracy as well. Some mechanics went through 20+ cycles of implementation, playtesting, and redesign. One of them is core loop of the game, "contacts and targets", eight months ago described as an interface between player and actors (characters, organizations, populations). True to the usual disclaimer "subject to change" found at the end of dev diaries, today we will explore a new version of this system and swing by a few other changes. (Don't worry about reading the outdated 7th diary, the following description will be largely universal.)

Subject to change! Transcript: Screenshot of current main & empty view in the game with some agencies visible on the map.

[h2]Quintessential Why[/h2]

Core loop was italicized above for a reason. It's easy to define a core loop for entire genres - shooting or collecting experience points - but it gets tricky with 4X and grand strategy games. Which one of the ten concurrent loops is most important? Is there a unifying pattern? What should be the core loop of Espiocracy, if anything at all?

Perhaps one of the most universal suggestions was eloquently proposed by Troy Costisick. In an article for eXplorminate, he tried to stray away from the traditional definition of 4X games (explore, expand, exploit, exterminate) and focused instead on the motivation: at the heart of these games, player unlocks hidden tools for victory. When you research technology, build a city, or create a unit, you get new tools to achieve your goals, which are, then, used to acquire even more new tools, and so on in the loop. This point of view is obviously not new, there are even entire books* which argue that game designers sculpt mainly in the medium of player agency (agency understood as the ability to do things, not an intelligence agency). Troy's observation, however, goes a step further: enjoyable strategy games put the player in the sculpting seat. You're not just reliving agency planned by the game developer, you're designing your own agency during a campaign.

This is the real core loop of Espiocracy: expansion of player's agency.

Following this perspective, contacts and targets evolved from the primary mode of interaction with actors into an intricate first half of interaction which can open up the second half, full of new strategic possibilities.

[h2]RICSE[/h2]

Transcript: Visible some actors in Poland, player selects recruitment option, after selection actors with impossible actions are greyed out, player clicks one of the recruitable actors, and then a context menu popups with four options: ego, money, coercion, and custom.

Now, the first half of interaction with actors relies on intelligence operations divided into five categories:
  • Recruitment
  • Infiltration
  • Cooperation
  • Subversion
  • Elimination

These are further fleshed out by methods, customization, and progress that roughly follows 12th dev diary. In this iteration, operations - by blending them with contacts and targets - become a key to continuous interaction instead of a one-off affair (with the honorable exception of spectacular murders, a.k.a. elimination). How exactly?

[h2]Agency of Actors[/h2]

Transcript: Widget with an actor in the USSR which has the following available actions: meeting, support, subvert, change, write a book, tour the country, create private art piece for an actor.

Using operations, players expand their agency by tapping into the agency of actors. In less convoluted description, after recruiting a writer, you will have the ability to nudge them to write a specific book, abandon the manuscript of a book that would be detrimental to your ideology, develop a relationship using their reputation to spy on your behalf, and so on. Extrapolate that to all actors, types, situations, countries...

Actors become a battlefield. Intelligence agencies compete for control over pawns, attack assets known to be controlled by other players, generously support their favorites, create an environment in which some actors succeed whereas others fail, put the right pieces on the chessboard, sometimes to execute a machiavellian plan, and sometimes just to have backup options.

This is where differences between operations create emergent strategies far beyond original contacts and targets. Subversion includes also deception and threats that can push actors into different actions. Cooperation features plethora of deals, either with strings attached to particular decisions of the actor, or as a method to gain trust before future operations. Infiltration is an exciting case in which spies can become members of an organization or get closer to a character, and influence some of the decisions. Finally, recruitment is the pinnacle of control, where via a combination of MICE (money, ideology, coercion, ego) actor's decisions can be more or less fully controlled. Note that the same actor can face attempts at cooperation, infiltration, or even recruitment from multiple intelligence agencies, naturally allowing, i.a., double or even triple agents.

If you think hard about it, it's really "Inception" of agencies of agencies of agencies. What's the better place to pursue that kind of gameplay if not a game where you play as an intelligence agency?

[h2]Preparation[/h2]

If you are familiar with the original system of contacts and targets, it all should map fairly well except for the big-picture focus of espionage. Previously, you could target not only actors but also entire countries. Now, this part of preparation is integrated regular espionage: if player wants to expand in particular countries, they simply establish stations, covert cells, and purpose-specific structures (like smuggling lines and SIGINT arrays). This is also a partial answer to mistakes detected in playtests with old contacts and targets, where the optimal strategy was to contact everyone and to constantly shuffle targets. Currently, the simulationist principle takes over the wheel, and your operatives autonomously develop relationships with everyone and spy on all the actors likewise (with the ability to strategically nudge them, e.g. focus on terrorists).

Transcript: Fragment of country widget, with local intelligence value, parameters of local network, and buttons for establishing new structures.

Furthermore, regular espionage now also features literal spy networks, where operatives acquire assets in a particular country, and follow fairly realistic intelligence ladder: spotting candidates -> developing relationships with them -> getting them to divulge random intelligence (a.k.a. sources / informants) -> recruiting them for cooperation that can be directed or even used in operations (a.k.a. agents).

[h2]Other Significant Updates[/h2]

The following paragraphs are far from dev diary patch notes, just a few - in my opinion - interesting changes.

DD#6: ethnic groups are now represented as special population actors and the role of previous sectors is distributed between these special actors and SPI parameters. On the one hand, it frees up countries from boring repeatable actors (e.g. academia or industry in every country) and solves awkward detachment of propaganda from other operations, on the other hand it extends mechanics such as influence or actions to ethnic groups, facilitating for instance different levels of discrimination and the ability to create new actors.

Transcript: Small widget with summary of funding sources and ability to change spending.

DD#8: player's resources were spiced up and adjusted to different levels of gameplay, from a small organization to a governmental juggernaut. Money can be flexibly procured from many sources, not only from the national budget, but also from cooperation, actors who will attempt to control you with strings attached, or even illegal means. This is, then, translated to staff and special budget. Staff is the main currency that the player spends on spying, networks, and structures. It is now divided into three tiers: amateur, professional, and elite, providing classic strategic trade-off between 100 duck-sized horses or 1 horse-sized duck. Operational budget - as not exciting enough - was abstracted away. Black budget - as too gamey - was replaced partially by special budget (millions of dollars to be spent on propaganda radio stations, large bribes, and so on) and partially by opportunities (which will receive dev diary on their own).

DD#12: speaking of which, operations now have procedurally simulated endings, to be explored in a separate dev diary. Just to hint at a general idea and reasoning behind it, five rigid outcomes for operations turned out to be a little bit too stale for espionage-based gameplay, so now they can result in different details, consequences, fallout, evidence, counterintelligence possibilities, depending on the details of a simulated car chase, murder in the train, or a particularly heated... recruitment conversation.

[h2]Final Remarks[/h2]

With this dev diary, we return for a while to everything espionage-related in Espiocracy. The next diary will be posted on June 10th: Spy Gear.

If you're not already wishlisting Espiocracy, consider doing it:

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



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* See for instance, C. Thi Nguyen (2020) "Games: Agency As Art"

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"We provide for their needs, they provide for ours, it's the way of the world" - John le Carré

Dev Diary #21 - Space Race 🚀

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

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Jules Verne in "From the Earth to the Moon" describes how three people conquered the Moon by launching themselves from a cannon. Curiously enough, the French novel has been translated into English with large changes, entire passages rewritten, and "boring parts" removed. Verne complained that this barbarism painted him as a writer of fiction for children, despite his serious approach to the matter.

We could argue that the topic itself - space flights - already pushed him into the shelf of simple amusement. First a dream, later a reality, space was at best an entertainment and at worst, for some, fringe activity that distracts people from important Earthly issues. This attitude was captured perfectly at the peak of the Cold War by Sister Mary Jucunda in an accusatory letter sent to NASA:

"How could you suggest spending billions of dollars on such a project at a time when so many children were starving on Earth?"

Director of science at NASA responded in widely popularized "Why Explore Space?" which can be distilled to the following line:

"I believe that this project, in the long run, will contribute more to the solution of these grave problems we are facing here on Earth than many other potential projects of help"

The letter printed in Marshall Space Flight Center journal.

Ironically, just around this exchange, the budget of NASA was dramatically slashed by billions of dollars, lunar program Apollo came to a halt, and the project mentioned here (manned landing on Mars) is currently scheduled for 2033, sixty-six years after the letters. In the meanwhile, World Food Conferences, UN FAO, The Hunger Project, and others started to spend billions of dollars on the issue of starvation.

Regardless of whether Sister Jucunda was morally right, she correctly predicted the future, grasping the age-old collective thinking. Following the words of Joseph Conrad, Espiocracy will "attempt to render the highest kind of justice to the visible universe" by featuring the space race not as just as a few checkboxes to tick, but as a conflict between nations, peoples, and lines of thinking.

[h2]The Value of Space[/h2]

On the national stage of the Cold War, countries pursued space conquest to prove their ideological and economic superiority over competitors. There are no gamified prestige points - the main reward lies in spreading the ideology, as was the historical case of the Soviet-American race. In gameplay terms, it creates very concrete motivation for participation in the space race, where achieving one of the firsts (satellite, man in space, man on the Moon, and so on) achieves more than any propaganda campaign could ever do, and provides heaps of material for actual propaganda activities, such as the USSR parading Gagarin around the world (except for the USA which deliberately barred Yuri from entering).

Soviet cosmonauts in a TV studio, 1963. Attribution: RIA Novosti archive, image #879591 / Khalip / CC-BY-SA 3.0.

Pursuing a space program after the initial push can still yield limited political gains. The first satellite in South America or the second in Africa can move regional imagination. Fulfilled promise of sending a man into space, even if it's the tenth nation to do so in the world, can significantly influence incoming elections. At the same time, these projects have to be weighed against real and imagined opportunity costs - in some countries, spending money on space initiatives can backfire.

Beyond pure politics, the space race expands player's agency, provides more options, opportunities, and tools. It is no coincidence that "Why Explore Space?" focused on space-borne inventions broadening the toolset used in programs attempting to solve the issue of poverty.

[h2]Agency expansion[/h2]

Continuing political options, a successful space program in the game opens avenues of cooperation with other countries: sending their satellites and astronauts to bolster relations, establishing joint programs, providing valuable data from Earth-facing satellites, and so on.

At the same time, space is an important step forward for many technologies of the era such as TV, radio communication, and positioning systems. Most importantly from our perspective, it hands the player a new important tool - spy satellites! Real-world history counts at least 18 satellites launched by the CIA over two years (1959-60) despite fledgling space engineering. They truly were at a forefront of technological espionage.

KH-4B Corona, satellite produced and operated by CIA between 1967 and 1972.

In the game, satellites directly collect a wealth of intelligence:

  • Precise mapping
  • Early warning of a nuclear strike, monitoring of nuclear tests
  • Military units and bases, including missiles
  • Activity of strategic factories
  • Deployed air-defense measures
  • Interception of communication

At the moment, direct interaction of the player with the manned space program is limited to a healthy dose of events and some juicy event chains (including one with a spy sent into space). In the future, they may be a scene for espionage operations - on a space station or a Moonbase, closer to Bond movies than the history. Speaking of which...

[h2]Plausible Points of Divergence[/h2]

The space race is a great place to ask a few interesting "what if" questions in Espiocracy.

Stemming from the plethora of mechanics explored in the previous dev diary, pace and participants will largely depend on actors (including Operation Paperclip) and paradigms (mainly around missiles and electronics). The progress relied on many tests and disasters, represented here to punctuate the race with unpredictability. Some of them will have international consequences, providing additional challenges during the campaign - such as the case of Kosmos 954, a Soviet satellite with a nuclear reactor onboard, which disintegrated over Canada. Other failures, paradoxically, will open up new opportunities - for instance, the CIA planned to blame the jamming of Cuban revolutionaries for (unrealized) death of the first American astronaut (with a bit of imagination, space-based casus belli right there!).

Transcript: Newspaper header with a photo of Soviet nuclear-powered Kosmos spy satellite and title: "Could spread destruction, radioactivity if it hits a populated area. Soviet satellite out of control." Note, this is about Kosmos 1402, a few years later after Kosmos 954.

One particularly significant "what if" is the eventual militarization of space. Contrary to almost all the science-fiction, humankind did not export warfare into space, and we know only of a single space-borne weapon test (R-23 autocannon attached to Salyut 3 in 1975). However, players should be able to take a different path in Espiocracy. Instead of signing peaceful Outer Space Treaty in 1967, the limited development of space-to-space weapons is a somewhat neglected yet plausible alternate history. This can further escalate beyond space-faring nations if the weapons in space - nuclear bombs, god rods, Strategic Defense Initiative - start facing Earth.

God rods, kinetic weapons capable of destroying nuclear bunkers.

Second important "what if" comes back to the introduction. What if we did not stop on Apollo 17? The world of Moon bases, landings on Mars, and spaceships orbiting Venus was in the early stages of the space race presumed to happen. By capturing the tension between people with a desire and disregard for space conquest, Espiocracy will also feature the world in which the first group leads superpowers away from The Hunger Project, to continue the exploration of space.

Early proposal of Soviet lunar base found by wonderful Anatoly Zak, a legend in space history circles: http://www.russianspaceweb.com/lunar_base.html

Smaller "what if" is also dedicated to the commercialization and internationalization. The space industry is currently worth 420 billion dollars, ten times more than the movie industry which is rather generously represented in the game (directors, actors, Hollywood as a special sector). Espiocracy will simulate that what-if with space-focused companies, famous engineers, initiatives such as the European Space Agency, and cooperation leading to the International Space Station - all of which could take different paths, creating a slightly different world in every campaign, opening strategic opportunities such as SpaceX reaching for space in player's country.

[h2]Final Remarks[/h2]

Sorry for the lack of screenshots, the game undergoes important changes. The next dev diary should make up for it - we will talk about the new iteration of Contacts & Targets on May 27th.

If you're not already wishlisting Espiocracy, consider doing it:

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



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"Oh Little Sputnik, flying high / With made-in Moscow beep / You tell the world it’s a Commie sky / And Uncle Sam’s asleep" - G. Mennen Williams, Governor of Michigan

Hooded Horse to publish Espiocracy

Espiocracy was announced to be published by Hooded Horse and a new trailer was shown in the Hooded Horse Publisher Showcase at PAX East 2022. The publisher showcase revealed new content and announcements across Hooded Horse’s strategy games.

[previewyoutube][/previewyoutube]

Espiocracy can be wishlisted below:

https://store.steampowered.com/app/1670650/

The trailers for Espiocracy and the other games featured in the showcase can be found at the Hooded Horse Publisher Page on Steam:

https://store.steampowered.com/publisher/HoodedHorse

Dev Diary #20 - Science & Technology 🧬

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

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Modern world has been forged in the fire of science and technology. Far from an anonymous historical process, all discoveries and inventions originated from a relentless march of scientists and engineers, people with their own ideas, thoughts, and beliefs. This is the point of view embraced by Espiocracy: humans & human minds. Instead of featuring just a set of technologies, we will be talking about paradigms.

A paradigm is a line of thought, set of beliefs, body of evidence supporting particular conclusion. In this context, it was popularized by Thomas Kuhn to describe perhaps the most significant change of thinking about our place in the world: the Copernican Revolution. 500 years ago, the geocentric paradigm (Earth as the center of the universe) was replaced by the heliocentric paradigm (Earth orbiting the Sun) in a somewhat fierce conflict between the old guard and the revolutionaries. History of science, Kuhn argued, is punctuated by multiple such shifts in thinking - about electricity, the origin of species, or the law of gravity*. Between these events, science proceeds in the ordinary staccato of experiments, publications, and slight corrections within the existing paradigm.

Transcript: Chart with usefulness on the y-axis and time on the x-axis. Paradigms progress from left to right as a sigmoid curve. The old paradigm at some point in time is met by a new paradigm that overlaps the old paradigm in the exponential part of the curve.

Espiocracy adopts modified version of Kuhn's paradigms to model STEM (science, technology, engineering, mathematics) with two cycles: paradigm shifts and paradigm development. Here, paradigms are extended to practical inventions, usually less violent, and less grandiose than stopping the Sun and moving the Earth. The timeline is too short to expect many significant scientific revolutions, which means that most paradigm shifts work gently by weakening and strengthening other paradigms, shaping a unique STEM landscape in the simulated world. You, as an intelligence agency on the bleeding edge of STEM, participate by placing bets on the combination of paradigms and cycles via the plethora of espionage- and state-based tools.

[h2]Example Paradigms[/h2]

Currently, paradigms are divided into six sectors:
  • Electronics - from vacuum tubes to AI
  • Nuclear Physics - from atom bombs to generation IV reactors
  • Rocketry - from V2s to SpaceX-like VTVLs
  • Vehicles and Weapons - from jet airplanes to drones
  • Medicine and Biology - from vaccines to CRISPR
  • Basic Sciences - from information theory to exoplanets

The staple of the Cold War serves as a primary example of a paradigm:

Transcript: Widget with atom bombs represented as a paradigm in the game. The description follows in the next paragraph.

Nuclear bombs (atom bombs, fission weapons) produce energy from enriched uranium or plutonium. This is in contrast to thermonuclear bombs, which use isotopes of hydrogen to spark much larger explosions - a paradigm that will replace atom bombs in the future. At the start of the game in 1946, atom bombs are still in the exponential phase of development, where normal science attempts to industrialize production of these weapons. Relevant actors include American Atomic Energy Commission and a set of other organizations, currently unknown to the player. There are many requirements to start local development, out of which only one is met by player's Czechoslovakia (uranium mine in Jachymov).

Since paradigms are first and foremost about thinking (among professionals), they can get unusual in comparison to the classic set of technologies encountered in strategy games. Some of the shifts change the world by influencing popular behaviors - there are paradigms pertaining to the health effects of cigarettes and the development of seat belts in cars. Others are straight-up damaging and objectively incorrect, following the example of the geocentric paradigm. These include Nobel-winning lobotomy, Mao's campaign to eliminate sparrows, or Lysenkoism. Far from simple conspiracy theories (which are handled by the system of views), these paradigms have powerful actors vouching for them, wider recognition, and oftentimes are enforced by the state.

[h2]Paradigm Dynamics[/h2]

Paradigms are global, the same for the whole world, which reflects interconnected STEM communities of the modern world. It doesn't mean that everyone has an identical technology tree - far from it, since the global set of existing paradigms is only the source of choice for particular countries. (Think of random 'choose one out of three' slots seen in recent 4X strategy games, where randomness is instead largely controlled and can be strategically influenced.)

Existing paradigms are locally mastered by actors in a country. For some paradigms, it's just an autonomous process, where sufficiently strong actors are all you need. Others require funding, special access, materials, political decisions, or intelligence. There are also lavish paradigms that require state-funded Big Science projects.

"Mastering" a paradigm equals convincing people to a particular line of thought, implementing experiments, producing devices, rolling out measures in the population. The process doesn't stop after the paradigm is mastered! This is where Kuhn's normal science kicks in: the paradigm is further developed and optimized in subcycles (atomic bomb case: better yields, safer handling, faster production). There's always a new, better version waiting on the horizon.

Beyond the horizon of normal science, there are new paradigms. Their arrival depends on investments across the world. In the design documents, this system is referred to as a "STEM stock market", because betting on the next paradigm shift is not only a prediction (we'll be rich if we're putting money on the right horse!) but also a direct intervention (this horse will be richer because we're putting money on it!).

Eureka moment, a paradigm shift, happens to a particular actor semi-randomly, where luck favors the prepared. New paradigms initially remain in the pre-shift phase. The country of origin can try to conceal the invention and widen first-mover advantage. At the same time, other countries - their intelligence agencies! - hunt for paradigm shifts, with early acquisition of relevant materials being a boon to the local STEM community. It is usually a competition leading to temporary advantages (with rare exceptions), because shifts are not exclusive, and can be invented by other actors and countries.

When the new paradigm is advanced enough to be widely accepted, the point of paradigm shift arrives. Sometimes it takes a form of flashy event, the final straw of evidence to convince the world:

Transcript: Event window with title "Paradigm Shift: Thermonuclear Weapons" and the following description: "It's a boy," Edward Teller wired proudly after the first successful test of a thermonuclear weapon. The explosion produced a yield of 10 Mt, making it more powerful than all combined nuclear weapons in the world. The sheer destructive force vaporized Pacific island of Elugelab in an instant, leaving behind a 41 km high mushroom cloud. The news of the test came as a shock to the public. A mixture of fear and awe is palpable in the streets. No one knows what to expect next...

Naturally, the country of origin starts with the paradigm already mastered, ready for further progress in development subcycles. At the same time, other paradigms are over time influenced by the paradigm shift itself - they can be made obsolete (nuclear bombs - by thermonuclear bombs), weakened (Lysenkoism - by genetic code), strengthened (computers - by information theory), or enabled as a possible new paradigm (microprocessors - by MOSFET). In addition, some paradigm shifts will be met not only with reactions of relevant actors but also wider world, even to the point of sparking new movements ("ban the bomb!").

[h2]Interacting with Science & Technology[/h2]

The combination of global paradigms, local developments, and actors creates an intricate decision space.

Starting on the lower level, we can:
  • Strengthen STEM actors at home
  • Weaken foreign competitors ("weaken" in this game equals, i.a., sabotaging a nuclear plant)
  • Acquire STEM intelligence
  • Move actors, vide Operation Paperclip
  • Smuggle in materials, sometimes despite embargoes
  • Combat detrimental paradigms
  • Promote, exploit, defend selected paradigms

On the higher level, through cooperation with the leader of the country, we can nudge local STEM into chosen direction via fairly realistic:
  • Incentives
  • Contracts
  • DARPA-like institutions
  • Big science projects
  • International cooperations

Grand strategic, big picture approach to science & technology in Espiocracy suggests at least a few possible strategies:
  • Investing in fast development of an existing paradigm and putting it to use while temporary advantage lasts
  • Pushing for paradigm shift to make an existing - mastered by others - paradigm obsolete
  • Specializing in a set of actors and paradigms (e.g. Japan & microprocessors in the 80s)
  • Promoting detrimental paradigms and views in other countries
  • Shaping different world to ride the wave of ripple effects (what if the internet arrived earlier or green revolution happened later?)

[h2]Final remarks[/h2]

As always, mechanics and screenshots are work in progress, subject to change, and may even receive a new dev diary down the line.

Don't hesitate to chime in with feedback, there is a lot that Espiocracy can get wrong on science & technology!

In the next dev diary, we will continue the topic by exploring a fascinating product of the Cold War: the space race.

If you're not already wishlisting Espiocracy, consider doing it:

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



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* Kuhn's "The Structure of Scientific Revolutions" didn't really convince epistemologists at large and remains controversial in metascientific circles. As one of the reviewers noted, "paradigm is a word you seem to have fallen in love with!", and as another reviewer observed, Kuhn used the word "paradigm" in 21 distinct ways. There are many legitimate objections to his treatise, many of which I agree with. Among them, the narrow focus on dogmas in scientific communities seems like the largest culprit, which is somewhat corrected here (STEM actors in Espiocracy are generally not dogmatic). Thankfully, I have not only the freedom of iterating on Kuhn's paradigms but also of inventing an entire virtual world in which they are accurate enough!

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"A new scientific truth does not triumph by convincing its opponents and making them see the light, but rather because its opponents eventually die, and a new generation grows up that is familiar with it" - Max Planck

April 1st Special 🥸

In spirit of April Fools' Day, this dev diary will be on much lighter side. Don't worry, it's not a hoax or a joke - instead, we will take a look at two quite silly prototypes from the early days of development. No in-depth analysis, just many odd tidbits, enjoy the ride!

[h2]Espiocracy as a... 4X[/h2]



It was bold, blue, and wrong. Some versions of the map were overwhelmingly atrocious...



...and other just overwhelming:



The prototype drank a lot of 4X Kool-Aid and tested literal exploration - with solar systems replaced by organizations - which actually turned out to be somewhat fun.



The analogy was taken to the limits, working even on the internal level of organizations, providing network gore in place of border gore:



At the same time, this prototype tested some deeper mechanics around procedurally generated characters via shameless bags of statistics:



Hiring window appealed to fans of sliders:



And the hiring was accomplished by winning in a full-fledged negotiation minigame!



By full I mean: opposite character had simulated state of mind and body language, they could get angry (depending on character's personality), and AI juggled actual negotiation strategies (distribution, integration, compromise, bluff, double bluff, accommodation).

[h2]Espiocracy as a... mobile manager[/h2]



Mobile approach was really a random decision (I can't recall now, probably just curiosity about development process for Android). As a one of the first prototypes, it was also a test of Godot game engine and its scripting language (later ditched for C#), written in two weeks of complete freestyle. What this means is that the code was absolutely disgusting!



Gameplay paid homage to good old strategies from the 90s by providing scenarios instead of campaigns or start dates.



Core loop revolved around weirdly quantified cooperation with the government:



The prototype tested detailed approach to espionage - 54 methods of tradecraft which you couldn't directly use (yay!).



Instead of direct choice, AI operatives were crafting plans, presented later to the player. Needless to say, they usually came up with stupid ideas.



Ultimately, gameplay leaned into survival genre. You were either wiped out in nuclear war, suffered from wave of terrorist attacks, or failed at tasks requested by the government.



The game tested time-based tension in a few places, including game over condition:



Final farewell was rather dense & nerdy:



And this is also where our journey through prototypes ends!

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