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The challenges of developing the colony sim, from Dungeon Keeper to Dwarf Fortress and beyond

July 23, 2026
in PC
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From the archives: This characteristic was initially printed in PC Gamer #305 (UK, June 2017). It seems beneath as initially written, with solely minor adjustments in formatting and presentation.No gaming style can generate tales fairly just like the colony sim. Virtually fully distinctive to PC gaming, colony sims job gamers with constructing and sustaining a habitat for a gaggle of AI characters, which may very well be something from dwarfs to demons.Though the participant controls how the colony is formed, developing rooms or buildings and filling them with helpful objects, they don’t management the inhabitants instantly. As a substitute, the colonists work together with their environment and different NPCs by way of AI programs that simulate their wants and needs.Newest Movies FromThrough these needs and the participant’s means (or incapacity) to satisfy them, colony sims produce unbelievable, incidental plotlines; tales of dwarves who delve too greedily and too deep, unleashing hordes of monsters into their fortress, of bitter rivalries between demonic creatures that tear aside the plans of an evil dungeon grasp, of prisoners who explode into riot as a result of the warden forgot to construct a bathe block.It’s the autonomous personalities of those AI people which separate colony sims from different populace-focused technique video games comparable to administration sims and city-builders.

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(Picture credit score: Digital Arts)“You watch extra named non-player creatures interacting with one another over an extended time period in a colony sim,” says Tarn Adams, co-creator of Dwarf Fortress, “And also you’re watching them extra fastidiously than you typically watch, say, scheduled NPCs in an RPG. It provides you an opportunity to essentially get to know the characters, and the way they reply to conditions each you and the sport world throw at them.”However this additionally makes colony sims robust to develop. Because the launch of Bullfrog’s Dungeon Keeper, which set the template for colony sims by way of the colorful and sometimes fractious personalities of its demonic creatures, solely a handful of comparable video games have been made. Lately, nevertheless, the style has witnessed an thrilling resurgence, because of the dedication of some tiny growth studios.Preserve updated with a very powerful tales and the most effective offers, as picked by the PC Gamer workforce.Dwarf Fortress is the flagship on this resurgence. Created by Bay12 Video games, Dwarf Fortress is an immense, 20-year growth undertaking at present midway to completion. Its easy premise is that you simply construct and preserve a colony of dwarfs, however the final goal is to generate and simulate distinctive fantasy worlds of their totality. This contains every part from the terrain to the historical past, proper all the way down to what garments particular person characters put on.

Dwarf Fortress generates its world historical past by primarily enjoying a method recreation with itself. (Picture credit score: Bay 12 Video games)The sheer scale of Bay 12’s undertaking is mind-boggling. The aforementioned options are merely entry-level stuff for Dwarf Fortress’s preposterously granular simulation.Newer additions embody procedurally generated poetry, the results of a cascade of recent options that typifies the rabbit-hole that’s colony sim growth. “If I recollect,” says Adams, “we had been engaged on taverns on the time and we had been devoted to permitting the dwarves to play the devices that had been within the fort. This led to procedural devices, which led to procedural music, which led to procedural lyric descriptions, which led to procedural poetic kinds and likewise dance kinds.”

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Such element will increase the vary of distinctive occasions that may occur to the dwarfs in any given fortress. However it’s additionally necessary that the participant shouldn’t be ignored as part of the sport. Certainly, one of many instant challenges in designing a colony sim is figuring out how a lot management the participant ought to have over the colony and its inhabitants.“It’s necessary in some unspecified time in the future to have a conception of what the participant ‘is’. For us, it’s the ‘official will of the fort,’” says Adams. “So that you’d ideally have the ability to give orders and determine on different fortress-level actions, whereas the dwarves are in command of their very own lives, and might even determine to disobey orders in excessive instances.”Dwarf Fortress’s dedication to simulating each angle of fantasy colony life has made it legendary inside the business. However it’s an excessive recreation in all senses, and this is applicable to its flaws. It’s famously tough to become familiar with, because of an archaic presentation and consumer interface, whereas its dedication to random numbers means your expertise with it could range wildly.Rimming the changesNot all colony sims are so uncompromising, nevertheless. Ludeon studios’ sci-fi colony sim RimWorld is a pure evolution of Dwarf Fortress’s design.However not solely is it extra accessible, with an easy consumer interface and a contemporary artwork model, it additionally flips Dwarf Fortress’s design philosophy on its head. Slightly than utilizing procedural era as a foundation for its storytelling, it makes use of storytelling as a foundation for its era.

“RimWorld is designed at each stage to generate story,” I’m informed by Tynan Sylvester, founding father of Ludeon studios and lead developer on RimWorld. “That’s at all times been the central pillar of the design, to the purpose that I intentionally determine each design battle between ‘recreation’ and ‘story generator’ instructions in favour of the latter.”This idea is embodied by RimWorld’s AI Storyteller. Impressed by Left 4 Lifeless’s notorious AI director, that is an overarching AI system designed to keep up the tempo of the sport. The system contains two precept parts. “Story watchers” monitor the sport state alongside particular parameters, comparable to participant wealth or risks encountered.Then “incident turbines” take these statistics and reply to them by triggering occasions within the recreation. These may very well be optimistic, like a much-needed cargo drop, or damaging, like a illness epidemic.“She [the AI storyteller] makes an attempt to match a rising and falling pacing curve, and to not over-brutally homicide struggling gamers,” Sylvester explains. “Although she additionally shouldn’t be pandering or cloying. A struggling colony can nonetheless be hit by fairly brutal raids or disasters, as a result of in excessive problem lies the best drama.”

(Picture credit score: Future)Though it helps to mediate the participant expertise, the AI storyteller provides one other layer of complexity to the colony’s simulation, which already has probably dozens of AI brokers shifting by way of it, all with their very own objectives, wants, feelings, and ambitions.Add all of the completely different rooms you possibly can construct, objects you possibly can craft, buying and selling programs, climate programs, environmental hazards and hostile aliens additionally included within the recreation, and also you’ve received one large pile of overlapping, interlinking, and probably conflicting programs.That is one other of the key challenges of colony sim design—structuring the event.Realizing when so as to add options and recreation mechanics, and when to cease including options and recreation mechanics, is essential. “I feel the attribute design hazard on this style is drowning in your individual complexity,” says Sylvester. “It’s very simple to simply find yourself submerging gamers in complexity and micromanagement.”My strategy right here is to deal with participant studying and participant consideration as treasured, restricted assets and ‘spend’ them accordingly. If any mechanic would require any quantity of participant studying or participant consideration, I attempt very onerous to revamp it so it may be optionally available, or set issues up so it solely applies in some conditions, or so it may be launched step by step.”Interior area

Though it’s a hybrid RTS, Dungeon Keeper’s creature administration mechanics had been a defining second for colony sims. (Picture credit score: Digital Arts)Contemplating the participant’s expertise of your colony sim is important in different methods too. One of many hardest challenges when designing these video games shouldn’t be making a system that produces fascinating occasions, however guaranteeing it communicates these occasions successfully to the participant. This can be a drawback that has been agonised over by Simon Roth, the creator of the colony sim Maia.Maia traces its origins extra to Dungeon Keeper than Dwarf Fortress, however has an identical dedication to simulating its alien world at a particularly granular stage—significantly with its human colonists. In Maia, every part can have an effect on a colonists’ temper, not simply starvation, thirst or fatigue, however whether or not they’ve spent sufficient time round different individuals, and even the lighting of the room they’re in.In complete, Maia’s colonists have round 50 wants that may have an effect on their temper, however speaking all this info to the participant in a manner that’s each clear and unobtrusive isn’t simple. “Presenting extra info to the participant has been the largest problem within the recreation,” says Roth. “The factor is with the AI it’s so extremely complicated now, though the code is nicely laid out.”

Each creature makes use of Maia’s decision-making AI, even the chickens. “They’re most likely smarter than actual chickens at this level,” Roth says. (Picture credit score: Machine Studios / Simon Roth)Machine Studios has tried to unravel this drawback by giving the participant each direct and oblique details about the colonist’s psychological states. In contrast to Dwarf Fortress and RimWorld, Maia’s 3D engine means Roth and the workforce can use detailed animations to speak colonist feelings.Paradoxically, this solely works for apparent feelings and wishes, comparable to starvation, anger, fatigue, and so forth. For subtler issues, the workforce wanted a extra direct answer. In order that they enabled the colonists to ship the participant emails.“The emails weren’t such a giant factor,” says Roth. “However since we realised we would have liked to current extra depth to the participant, the colonists can ship emails. They will ship these lengthy procedural issues.”Alongside easy statements about their bodily and psychological state, in an uncommon transfer, the colonists may also current the participant with direct selections about how one can cope with sure eventualities within the colony.From the archives

(Picture credit score: Future)This characteristic was initially printed in PC Gamer #305 (UK, June 2017). You’ll be able to nonetheless subscribe to PC Gamer to get new problems with the journal (in print!) each month.“In the event that they’ve received a ability for a factor and so they spot a possible drawback within the base, they will recommend doing one thing to the participant, and the participant can both give them a sure or no reply”, Roth says. “It reveals the AI are extra self-aware than you realised.”Though virtually 30 years previous, the colony sim style has barely been explored. This latest smattering of video games has pushed the envelope enormously in the previous couple of years. However the nice irony of colony sims is the extra element you embody within the recreation, the more durable it’s to make sure that element will probably be appreciated by the participant.Therefore they must be considered like several storytelling medium. Finally, it’s not about what number of phrases your story comprises, it’s about how entertaining they’re to learn.



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