We now had a dynamic and robust ambition system which fed the leader increasingly difficult goals to achieve. The last step was to tie it to a victory condition, and the answer turned out to be right in front of our faces. The original pitch for the game was that one game session lasted literally ten lives, the first ten rulers of a dynasty. Hence, the working title of the game was
10 Crowns as a metaphor for ten lives (and using numerical digits because I had maniacal plans to make sure the game was listed first in any alphabetical game library). However, I never revealed publicly why the game was called
10 Crowns (although Allen Cook guessed correctly on the Gamers with Jobs
podcast shortly after the announcement). I kept it a secret because I wasn’t sure playing ten rulers would actually work, and it turned out I was right. Good old-fashioned randomness meant that ten rulers could last 50 turns, or they could last 500 turns. There’s just no way to balance a game with that much variability, and I was afraid to put my thumb on the scale and start covertly killing off rulers who had overstayed their time on the throne. However, I now had a simple solution to make the name
10 Crowns work – the “Crowns” would now be the ten ambitions you needed for victory, not the ten rulers of your dynasty! Problem solved – I took the rest of the day off!
Unfortunately, the team didn’t buy it and staged
another mutiny where they expressed their very reasonable concerns that ambitions were not “Crowns” and vice-versa. I suggested renaming ambitions to crowns, but it was too late. We needed a new name, and we needed it soon as we were shipping as an Early Access title in a couple months. I considered calling it
The Great, but there was apparently some Hulu show about Catherine the Great in production (which turned out to be amazing, by the way). Someone threw out the name
Old World, which was stupidly close to
Offworld and yet also the perfect name for a game from this era – simple, accurate, and evocative. I did the research and was surprised that no one had ever made a game called
Old World although there was apparently some MMO being made by Amazon called
New World? That seemed hardly worth considering because Amazon always conveniently cancels their project before shipping (or, just to mix it up, sometimes after shipping), so I shrugged that one off!
So, we had our new name,
Old World, but in the process we had accidentally hit upon a victory condition that was varied, dynamic, and thematic – simply complete ten ambitions and achieve victory. We weren’t quite done yet, however, because there wasn’t actually a way to lose the game. Obviously, the AI could still wipe the player out, but the real problem would be if the player falls behind and gets stuck in purgatory where the AI is dominant and the higher-tier ambitions are too difficult to achieve. I spent a lot of time waving my hands and talking about how the Paradox games didn’t even have victory conditions! We were being so old-fashioned! Gamers today set their own goals! Kids, go outside and make your own fun!