Designer's Notes | |
Merchant Adventurer wasn't originally meant to be a video game. But I decided that I | |
wanted to create a video game version with more complexity and features than the | |
tabletop game. I also wanted to create a game less complicated than Colonial Aeon | |
while developing that game. Both games share the same look and feel, but the aesthetics | |
of Merchant Adventurer were originally imagined for Colonial Aeon. | |
TIMESPAN | |
The game begins in 982 CE, when Erik the Red was banished from Iceland for 3 years. | |
He then sailed to Greenland in hopes of eventual commercial success, though he was not | |
the first to have discovered it. The game ends after 1601, early in the next year the | |
Dutch East India Company was born along with a new era in business and trade. | |
ASSOCIATIONS | |
During most of the era that Merchant Adventurer takes place in, joint-stock companies | |
and commercial corporations were a very rare thing. Some exceptions did exist, most | |
notably the Bazacle Milling Company of Toulouse. And though by the last half of the | |
16th century joint-stock companies started to become more common, they were still not | |
the norm. However, I still chose to structure commercial organizations in this fashion. | |
In those times networks of partnerships were often the primary method of business, and | |
shares were often issued by individual expeditions or for individual properties, such as | |
ships and mines. Since Merchant Adventurer is played on such a large scale, and there is | |
more to focus on in the game besides commercial obligations, associations are meant to | |
represent and streamline all of these socioeconomic phenomena so that players can better | |
concentrate on economic strategies efficiently, rather than spend too much energy | |
incessantly micromanaging social and business affairs. Those are excellent gaming | |
topics as well, however, they are best suited for another type of game. I also chose not to | |
allow associations to switch hands to represent the family ties in many business back | |
then. In addition to this, automatic dividends are paid to shareholders in certain | |
circumstances to prevent associations from accumulating too much capital, without going | |
out of their way to do so. This simulates the temporary nature of most commercial | |
contracts in the pre-modern business world, which usually resulted in payouts of revenue | |
from a particular endeavour as soon as it was available. | |
GOVERNMENT | |
During the late medieval age and renaissance Europe was ruled by a patchwork of | |
plutocratic republics and monarchies. In either case the nobles were usually a strong | |
factor in governance. Rather than delve into the particulars of these sociopolitical | |
elements, I chose financial influence as a simple method to determine local political | |
power. The reason for this is because I meant for the political aspect of this game to be | |
a secondary tool for player's to utilize for their business strategies, rather than a | |
detailed subject. Sacrificing one's own coins for political influence to gain a strategic | |
edge in a particular region simulates the balance of power across both the republics and | |
monarchies quite well. This, coupled with the potential for the military domination of | |
these same regions provides a dynamic atmosphere of alternative strategies in a | |
predominately economic game. | |
CIVILIZATIONS | |
I wanted to give players the ability to control non-European entities in this game, unlike | |
in the tabletop game. This is another idea taken from the game Colonial Aeon, though the | |
depth of non-European entities in this game is even more limited than it is in Colonial | |
Aeon. In both games players aren't able to manage individual non-European commercial | |
organizations. This is covered in other games. For example, in Dynastic Investors players | |
are able to control private businesses in China during the Song Dynasty. The mechanics | |
of non-European entities in Merchant Adventurer and Colonial Aeon are more like a | |
traditional strategy game, where 1 player controls an entire civilization. And these | |
civilizations are dynamically tied into the economy. They aren't meant to explore the | |
details of non-European civilizations of the time, but meant to add another dimension | |
of strategic complexity to the game. They offer other ways to manipulate the game, both | |
economically and militaristically. | |
DEVELOPMENT | |
2020 | |
~development begins with Adnecto Technologies | |
2022 | |
~first edition published | |