Subterfuge (video game)

Subterfuge is a real-time strategy video game developed by Ron Carmel and Noel Llopis. It is loosely based on the strategic board game Diplomacy.[1][2][3]

Subterfuge
App icon of the game
Developer(s)Ron Carmel and Noel Llopis
Publisher(s)Snappy Touch
Platform(s)iOS, Android
Release
  • NA: October 15, 2015 (2015-October-15)
Genre(s)Real-time strategy

The game takes place in an underwater world where players use diplomacy and tactics to defeat their opponents.[4][5] It features minimalist art, except for the specialist portraits, which were drawn by Shane Nakamura.[6]

Gameplay

Subterfuge takes place in real time to allow for diplomacy; an average game lasts for about a week but can be longer or shorter. Despite taking a week to play, the developers claimed the game was still "short".[7] A game can have anywhere from 2 to 10 players.[8] Diplomacy is highly encouraged in Subterfuge, and players only communicate through in-game messages that can be sent to other players.[9] This allows for negotiation of strategy and teamwork which is vital for players to win.[10] To win a normal game, a player must gain 200 neptunium, through mines which can be made through the use of combat units. Throughout the game, players fight over outposts spread across the map in an attempt to increase production capacity and rate for combat units.[11] "Dominion rules" are also available, where instead of getting Neptunium, the goal is to control a certain amount of outposts.[12]

Time machine

Due to the 24 hour nature of the game, Subterfuge does not require a player to be in the game to issue moves (orders); players can instead plan orders in advance using the time machine. This feature allows for complex maneuvers to be performed. The time machine also allows the viewing of past events and a prediction of the future based on player knowledge. The time machine works by letting players go to the time they wish to have the order executed; they then play the game as if it were in the present. When the set amount of time has passed, the order will be carried out, even if the player is not present. Developer Ron Carmel said that he implemented this feature based on previous experience playing "Neptune's Pride", which lacked this feature, leading to inconvenience.[13] While most players can only schedule four moves using the time machine, players who have bought the full game can issue an unlimited amount of future orders.[14] The time machine also moves forward when you launch a submarine, which shows the player what the map will look like when the sub arrives.[15]

Reception

Subterfuge has been met with mostly positive reception; it has been praised for having simplicity and tactical depth.[16][17] Pocket Tactics gave it the award for the best multiplayer game of 2015.[18] Three weeks after launch, Subterfuge had been installed 113,000 times on Android and 107,000 times on iOS; it earned $23,000 in the three-week period.[19][20][21]

gollark: Although I don't think you need it to recognize the obvious issues in FPTP.
gollark: And have significant impacts on this stuff.
gollark: Arrow's theorem and stuff are pretty new.
gollark: Approval voting is cool and good™, pretty simple, and much better than first past the post.
gollark: It's not grounded in actual formal logic or something.

References

  1. Joe White, App Advice, "Subterfuge is a Week-Long, Social Multiplayer Like No Other", April 5, 2016
  2. Ron Carmel, Noel Llopis,"Subterfuge: A week long game of strategy and diplomacy ", February 15, 2016
  3. Llopis, Carmel, Noel, Ron (December 13, 2015). "We are Noel Llopis and Ron Carmel, Developers of Subterfuge, Ask Us Anything!". Reddit. Retrieved April 9, 2017.
  4. Charlie Hall, Polygon, "Subterfuge is the Most Cunning Game on IOS Right Now, Here's How it Works", February 19, 2016
  5. Venter, Jason. "Subterfuge Is Getting Its Strategy Right". Hands-On. Retrieved March 22, 2016.
  6. Alexander, Leigh (October 19, 2015). "Can diverse character art invite you into a game genre you normally avoid?". Offworld. BoingBing. Retrieved March 22, 2016.
  7. Carmel, Ron. "Gamasutra: Ron Carme's Blog - Quality of Life in Subterfuge". Gamasutra. Retrieved April 9, 2017.
  8. Venter, Jason. "Subterfuge is Getting Strategy Right". Hands-On. Retrieved April 9, 2017.
  9. Chris Priestman, Gamastruta, "A Brawl and a Race: Designing for the Long Game in Subterfuge", March 25, 2016
  10. Farokhmanesh, Megan (December 16, 2013). "World of Goo, Flower Garden devs team up for Subterfuge". Polygon. Retrieved April 9, 2017.
  11. Faraday, Owen (January 27, 2014). "SLOWPLAY GAMES GET DEEP: RON CARMEL AND NOEL LLOPIS ON SUBTERFUGE". Pocket Tactics. Retrieved April 9, 2017.
  12. How Sneaky: Backstabbing Simulation Subterfuge Gets a Major Update", April 5, 2016
  13. Chris Priestman, Kill Screen, "Subterfuge is a Strategy Game for parents and Busy People", February 25, 2016
  14. Ron Rich, Gamezebo, "Subterfuge Review: Waiting to Surface", April 4, 2016
  15. Faraday, Own (January 27, 2014). "SLOWPLAY GAMES GET DEEP: RON CARMEL & NOEL LLOPIS ON SUBTERFUGE". Pocket Tactics. Retrieved March 21, 2016.
  16. Chris Bratt, Eurogamer, "Unsung Games of 2015: Subterfuge"
  17. Andrew Fretz, Touch Gamer,"Subterfuge Review", February 19, 2016
  18. Tof Eklund, Pocket Tactics, "Multiplayer Game of the Year 2015: Subterfuge", February 15, 2016
  19. Noel Llopis, "Game Developer Income", January 2, 2017
  20. Ron Carmel, Noel Llopis, Designing Subterfuge, "Subterfuge Launch and the Future", February 24, 2016
  21. Dotson, Carter (July 7, 2015). "How Will 'Subterfuge' Monetize? Let Designer Ron Carmel Explain How it Keeps Changing". Touch Arcade. Retrieved April 9, 2017.
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