Turtle, Turtle, Turtle: RTSes for Basebodies

How to prevail against waves of attacking tower defense games
5/15/2009 6:39 PM | 6 Comments | Page 1 of 4

Tom Chick
Tom Chick
Status: Battle dancing
There are about 13,272 tower defense games out there. Do not try to play them all. You cannot do it. I know this for a fact. I ran out of steam with about 13,262 to go (it helped that 10,000 of them are on the iPhone and I don't have an iPhone). In the process, I came to the conclusion that tower defense games are like playing excerpts from real-time strategy games. You simply cut to the chase. A tower defense game is nothing but basebuilding and then a swirl of activity. You don't fuss with a complicated economy, tough choices about booming and rushing, scouting a map, or the intricacies of using attack moves. Tower defense games are RTS fast food.

But even if you don't like them -- count me in that group, for the most part -- there are some worth playing. I'll give you my intel report in a moment, but first, let me offer a bit of advice to tower defense game-makers who might be too busy to play the 13,272 games that will be their competition. Here's what it takes to make a good tower defense game.

1. I can't be expected to just twiddle my thumbs while the game plays itself.

This is mostly why I don't like tower defense games. In an RTS, being attacked is just part of the game. But in a tower defense game, it's the entirety of the game. So once I've dropped my towers and the waves of attackers start attacking, make sure you give me something interesting to do. Move a little man around, as in PixelJunk Monsters? Collect resources, like clicking on sundrops to collect sunbucks in Plants vs. Zombies? Or just watch the money roll in until I can upgrade my towers, which is what most tower defense games seem to expect? A good tower defense game needs to be interactive even after the towers are dropped on the map.

2. Pacing. And also: pacing. Pacing, too.

Tower defense games are traditionally very slow in terms of unfolding the gameplay. You start with a turret. Then you get a turret that goes to level 2. Then you get an anti-air turret. Then you get a turret that goes to level 3. Then you get an artillery turret. Then you get an anti-air turret that goes to level 2. Then you get an artillery turret that goes to level 2. Oftentimes each step will be an entire 10-minute scenario. If you're going to unfold this slowly, you need to keep me very, very entertained. Plants vs. Zombies is very slow, but very wacky. Too few tower defense games trust their players like full-fledged RTSes do. In a full-fledged RTS, if I lose patience with the way the campaign dribbles out the units so as not to confuse the more casual players, I can just play a skirmish game. Instead of protecting me from being confused, your tower defense game should let me jump into a full game when I feel I'm ready.

3. It has to look good. Or, if good is too much to expect, it has to look different.

Since the gameplay in most tower defense games is pretty soundly established, you might as well pull out all the stops for the visuals. Unfortunately, since many tower defense games are created by a dude in a basement, this isn't always a viable way to do it. Here's where you have to get creative. And no tower defense game has risen to the occasion better than Immortal Defense, which is simultaneously one of the best-looking tower defense games I've ever played and the one with the simplest graphics. More on that later.

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Comments

  • RyanKuo

    9/29/2009 11:15:57 AM

    Immortal Defense is currently on sale for $3, so I finally bought it. Not far in, but it's second only to geoDefense as far as I'm concerned.

    Reply »
  • Bwuh
    Bwuh

    5/25/2009 9:51:11 PM

    Desktop Tower Defense remains the best entry simply because it's so clear cut. Everything is laid out for you: the map, the spacing, and the exact stats.

    Compare this to Defense Grid. Super polished, but too much so for its own good. You get bars instead of numbers. Are the bars exact proportions? How can I tell if it's worth upgrading a tower to level 3? And finally you have an isometric view of a multi-level map that you cannot see all at once, which really kills your chance to sit back and plan things out.

    Immortal Defense: interesting plot, great music, trippy colors, absolutely horrid game. Again, feedback comes into it. There may be some super deep strategy to it, but hell if I could figure it out with the complete lack of visual feedback. They were more concerned with making flashy disco lights than they were with letting you see what was going on. You can only see the enemies and path about 1/3rd of the time. As far as I could tell, the only real strategy was to put all your money into one of those ultimate towers and just keep firing charged up cursor shots (then just turn on the cheats for the bonus levels because they are mathematically impossible).

    Reply »
  • rinkuhero
    rinkuhero

    5/21/2009 12:14:34 PM

    thanks for the mention of immortal defense, glad to see you liked it.

    the stage select screen music was actually helen humes, not billie holiday, but close enough. :)

    Reply »
  • w1ndst0rm

    5/18/2009 2:15:17 PM

    Immortal Defense and I had a great time last night.

    Reply »
  • Switchbreak
    Switchbreak

    5/18/2009 1:00:43 PM

    Plants vs. Zombies bored me pretty quickly. I loved the funny zombies and the good animation, but after you've seen them once the next 50 identical ones running towards you at a snail's pace aren't all that exciting. Maybe it would have helped if I felt like I was doing anything meaningful - I played the whole game absentmindedly tossing out plants without really paying attention and never lost.

    On the other hand, I liked Defense Grid a lot. It was also slow, but it had a fast forward key you could hold down at all times unless something important was going on. And the way it's set up, small changes in strategy can lead to huge changes in how well you're doing - the exact opposite of Plants vs. Zombies. Plus, it has a funny British computer talking to you the whole way through, a practice every game from here on out should adopt.

    Reply »
  • spelk
    spelk

    5/18/2009 10:02:31 AM

    Adding story to Tower Defence games seems to be missing the point really. The focus and reason you're playing the game is to try out your hand at defensive construction. You don't need a long winded and emo tale of rogueish apprentice saving town and lost children. As is the case with Locks Quest. You just need a manageable interface for your contruction. Interesting things to be done to help fortify your position. And satisfying peaks of intensity when your whole setup may crumble against the onslaught and that one combination of double turret and impeding wall saved you.

    I do applaud what Immortal Defense attempted with its trippy sci fi theme, and making the defensive entities have their own personality was a stroke of genius and imagination. Couple that with the Minter-inspired vector graphics and the actively offensive powers you're given with your constructing cursor, and you have a truly vibrant Tower Defense game that stands head and shoulders above the average competition. Even those who are marvellously 3d modelled and lit with the best technology.

    Tower Defence games can be very rewarding, especially for quick bursts of play. But because their remit is often very straughtforward they tend to attract a lot of mediocre offerings, and only the truly novel ones stand out and are worth your defensive time.

    Reply »

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