Subterfuge (video game)

(Redirected from Subterfuge (game))

Subterfuge is a real-time strategy video game developed by Ron Carmel and Noel Llopis. It was 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 took place in an underwater world where players used diplomacy and tactics to defeat their opponents.[4][5] It featured minimalist art, except for the specialist portraits, which were drawn by Shane Nakamura.[6]

Gameplay

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Subterfuge took place in real time to allow for diplomacy; an average game lasted for about a week but could be longer or shorter. Despite taking a week to play, the developers claimed the game was still "short".[7] A game supported anywhere from 2 to 10 players.[8] Diplomacy was highly encouraged in Subterfuge, and players only communicated via in-game messages.[9] This allowed for the negotiation of strategy and teamwork which was vital for players to win.[10] To win a normal game, a player must gain 200 neptunium through mines which could be constructed by combat units. Over the course of a game, players must fight over outposts spread across the map in an attempt to increase production capacity and rate for combat units.[11] "Dominion rules" were also available where the goal was to control a certain amount of outposts instead.[12]

Time machine

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Due to the 24 hour nature of the game, Subterfuge did not require a player to be in the game to issue moves (orders): players could plan orders in advance using the time machine feature, allowing complex maneuvers to be performed. The time machine also allowed the viewing of past events and a prediction of the future based on player knowledge. The time machine worked by letting players go to the time they wished to have the order executed; they then played the game as if it were in the present. When the set amount of time had passed, the order would be carried out, even if the player was 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 could only schedule four moves using the time machine, players who have bought the full game could issue an unlimited amount of future orders.[14] The time machine also moved forward when you launched a submarine, which showed the player what the map will look like when the sub arrives.[15]

Reception

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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]

References

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  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.{{cite web}}: CS1 maint: multiple names: authors list (link)
  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. Archived from the original on March 10, 2016. 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 (24 November 2014). "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. Archived from the original on August 12, 2017. 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. Archived from the original on August 12, 2017. 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 Archived 2016-03-07 at the Wayback Machine", 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 Archived 2016-03-05 at the Wayback Machine", 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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