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Video: How to design multiplayer games that will build friendships

In this GDC 2018 session, Spry Fox’s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable or abusable when designing multiplayer games.

Cook provides a simple design checklist based off well supported models of friendship formation, explaining how developers can put it into practice to create games that build stronger player relationships and stronger communities.

In addition to making the world a better place, Cook explains how these games will likely have a better retention and improved monetization because devs are creating value for their players that speaks to their deeply human psychological needs.

It’s an informative talk that’s definitely worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Sea of Thieves bug resulted in players wielding the spyglass differently

Sea of Thieves fell victim to an unexpected glitch after releasing their latest update last week.

In addition to adding new features like cursed cannon balls and skeleton ships, the update caused a spyglass to protrude from player’s groins. 

It’s always nice when developers share silly and unintentional bugs that occur in their games, especially if they go on to explain how the incident occurred in the first place. 

As Eurogamer reports, Rare was initially quiet over the spyglass spectacle until a recent livestream in which executive producer Joe Neate finally explained how the accident came to be. 

According to Neate, Rare mistakenly overwrote a number of animations for two of Sea of Thieves’ eight body sizes when compiling its latest build.

One of these turned out to be the animation that plays when pirates hold out an equipped spyglass, but the game ended up thinking players were carrying a treasure chest instead. This resulted in the spyglass showing up below the belt. 

“Unfortunately, the default position for any item that doesn’t have an animation tagged to it is basically the pelvis of any skeleton,” Neate explained. 

Rare has confirmed that the unintentionally lewd bug will be fixed in Sea of Thieves’ next update, which is scheduled for tomorrow. 

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Games intelligence firm SuperData acquired by analytics company Nielsen

Nielsen Holdings announced in a press release today its acquisition of games market intelligence firm SuperData Research, known for collecting and interpreting data from customers.

As part of the acquisition (the details were not disclosed), SuperData will help strengthen Nielsen’s games and eSports research sectors, which offer publishers, developers, console manufacturers, media platforms, eSports brands, and industry stakeholders data from customer research. 

While SuperData and Nielsen share numbers publicly, it’s worth noting that research pulled from either company should be taken with a grain of salt.

It’s not entirely clear how they interpret and collect data and the language surrounding their methodology seems vague. 

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Beamdog’s Icewind Dale, Baldur’s Gate & more to get new DLC

By Joe Robinson 05 Sep 2018

Some (belated) news seems to have surfaced out of PAX West this past weekend. If you’re into your table-top role-playing, you may/may not be familiar with the Dice! Camera, Action! group and their role-playing sessions portraying the members of the ‘Waffle Crew’.

It was announced during a panel at PAX West that Beamdog will be creating voice-over and portrait packs featuring the Waffle Crew characters, with the cast recording the voices for their characters.

These will be released as premium DLC packs for the developer’s entire ‘Enhanced Edition’ series of remastered Bioware titles:

  • Baldur’s Gate: Enhanced Edition
  • Baldur’s Gate II: Enhanced Edition
  • Icewind Dale: Enhanced Edition
  • Neverwinter Nights: Enhanced Edition

There’s no definitive timeframe, although the new packs are due our by the end of the year. As well as PC-based platforms, these packs will also be available on Android & iOS.

Rumours suggest there was supposed to be an additional announcement from Beamdog at this panel, possibly dealing with a new game or at least additional new content for their RPG games, however this seems to have been postponed.

You can read more about the announcement on the official forums.

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Video: How Supercell challenges traditional studio conventions

In this GDC 2018 talk, Supercell’s (Clash of Clans) Ilkka Paananen dives into the management lessons he’s learned as a company founder, sharing his experience of building an unconventional organizational structure for Supercell.

Paananen shares his observations after years of leading companies that were structured like most games companies.

Management owned the vision and had creative control, while he wanted to create a structure that would allow talented, creative developers to flourish instead. 

He discusses how Supercell challenges tradition and give teams the independence and full autonomy to design games, lead projects and have the final say on whether the company launches or kills a game.

It’s an informative talk that’s definitely worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Check out Rolling Stone’s 1972 coverage of Spacewar!

The original scan of a Spacewar! article published by Rolling Stone back in 1972 has been uploaded to the Internet Archive, a digital library dedicated to preserving bits of cultural artifacts that may have otherwise been lost to time. 

The title should ring a bell for most developers, as Spacewar! is among the first video games to have ever been developed (back in 1962!) and contains a rich history.  

While it isn’t clear if this Spacewar! spread is the first time a video game was written about for Rolling Stone, it’s still interesting to see how coverage has changed throughout the years. 

A text-only version of the article can be viewed here as well for easier reading.  

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Don’t Miss: Devs recount their first game design experiences

Every game developer starts somewhere. Maybe it was a goofy little Twine project. Maybe it was a mod level. Maybe it was drawing a D&D module on graph paper, or scribbling their own Mario levels on notebook paper in class. Maybe it was inventing new “house rules” for Risk or Monopoly.

Everyone remembers a key moment when they first realized that they could write their own rules, design their own systems, tell their own interactive stories, and create their own virtual worlds.

Gamasutra reached out to several developers to ask about those moments and memories–their own personal origin story. We were overwhelmed and inspired by the variety of stories we heard, and we think you will be too.

I played a ton of non-electronic games as a child. There was a war game played with a pencil that was very popular during my 3rd and 4th years at elementary school. You had to attack other players’ forces, moving units such as tanks, aircraft carriers and fighter jets. For the map we used the back of newspapers to make hundreds of variants, with a fresh one to play with my friends every day.

After war games I made another game using pencils which was a racing game. As before, I made a new course every day to play with my friends. The biggest was a racing game with 50 levels, but it had complicated rules and required so much play time that my friends became complacent and didn’t play that one.

It’s a very happy memory, creating my own game and story and expanding on them. That was probably my starting point as a game designer.



Usborne’s 1980s game programming books are now available as free PDFs

As a child of the 80s, I was schooled on game-making by the type-in listings we’d get from magazines and dutifully copy out. And, more specifically the books from Usborne Publishing that would pull us in with the elaborate illustrations on the cover of dragons and knights and all sorts of magic.

As a teen, I made a series of text games that chronicled one of my friends’ search for romance; bawdy romps as much influenced by the BBC’s Bottom as by the Infocom titles that I loved. When I look back now, the heart of those games was a kind of antagonism between the game’s narrator and the intended audience, a kind of humor that came from making my friends act out their own humiliations. Already I was thinking about the complicated relationship between the creator and the audience in an interactive story!

Also, this was a game I made for my friends in Qbasic, Social Realism Dizzy. A hilarious parody of the popular but awful Dizzy games 🙂


Full size image here

Full Size image here

I made an overlay for Clue when I was a dorky middle-schooler! I swapped all the murder-rooms for places like McDonald’s and “Nintendo HQ.” The weapons all became anvils, poisoned chocolate and submachine guns (I was going through a Wolfenstein phase); and the possible killers were all me and my friends. Great fun. I still have it.

I think it tapped into my love of taking things from my own life and sticking them in the games I’m working on, which later manifested itself in my game Cat President, where most of the character portraits were photos of my friends’ and family members’ actual, real-life cats.

Partial view of the world map of Aetolia

As a teen, my mother was (probably justifiably) concerned that I was spending too much time with our video game consoles, and cut me off video games entirely. However, what she didn’t realize was that she accidentally pushed me into the open arms of MUDs, the all-text precursors to modern MMOs. I became downright obsessed with the characters, stories, and politics of these virtual worlds, to the point that I ran out of things to do and began volunteering my time to create and run worlds of my own.

Several years later, just as I was finishing college, I ended up working with Iron Realms Entertainment on their commercial MUD Aetolia. In 2005, I realized I enjoyed designing new characters and systems more than I actually enjoyed playing games. I already had a full-time job teaching English in Japan and yet I would spend hundreds of hours creating quests, areas, items, and hosting events. And it seemed I was good at it. After that realization, it seemed clear that I should try pursuing a career in game design, by any means necessary, and have a chance of getting paid for this thing I was willing to do for free.

My first game was an RPG Maker 2000 game called Toby’s Adventure and I don’t remember anything about it except the theme song was a .wav of me singing and doing trumpet sounds with my mouth.

The first game-like experience I can recall is probably when I was around 10 years old. I played a lot of Worms and Worms Reinforcements on my PC. My friend and I would play together, but instead of trying to kill each other’s team every round, we’d often make our own game by creating bases for our team’s underground. The idea was to create a secure base within a certain amount of goes, before endless airstrikes would fall down and attempt to destroy them. Whoever’s team survived the longest, won. We actually preferred to play the game this way, as it was a little less aggressive/ competitive.

Around the same time, I was also very fond of the level editor on Micro Machines Turbo Tournament 2. I just found it a little limiting and wanted to create my own levels from scratch. I remember drawing tracks on paper, though it never amounted to much more than that!

In the fourth grade, I was introduced to LOGO (aka Turtle Graphics) on the Apple II GS. It was a simple programmable drawing tool. The assignment was to just draw some basic shapes, but I really enjoyed LOGO, so I went overboard and created a whole winter scene with snowmen, mountains, snow flakes, etc. I even tried to create animations by “overdrawing” different areas and having them “move” across the screen. My teacher was blown away. Unfortunately, I didn’t really understand the relevance of what I did and how it related to actual programming or game development. It wasn’t until many years later when I did anything with computer graphics again.

Build engine editor

In high school, I used the Duke Nukem 3D editor to build a level map based on my high school. I accurately modeled the entire building. It was a painstaking process and it took hours and hours. Like many kids, I was desperate to re-imagine school as a different possibility space than the one I was forced into. My high school experience wasn’t that terrible, but it did feel like being in prison at times.

Now I wish I would have spent my time doing something more original and interesting, but at the time, building my own transgressive power fantasy was a mental escape. It’s sad more kids don’t have similar creative outlets. I don’t want to be flippant about something so terrible, but when I see news about gun violence in schools, it doesn’t really surprise me.

Kipnis is second from the left

My parents often had dinner parties for their friends, whose kids were younger than me.  As the eldest, I was put in charge of entertaining them all.  The games I came up with for us to play together usually involved a known street game mechanic but with narrative twists.  

One such game I can remember that was a huge hit was a hide and seek + tag combo. The opening of the game was normal hide and seek rules — one seeker, everyone else hid.  The twist was that the seeker was a hideous, scary, magical creature (making growling and snarling noises was encouraged) and had the power to turn someone who was hiding into a seeker by tagging the hiders as they were discovered.  The tagged hider immediately joined the seeker monster team and helped find others. The hiders, in turn, could run to a safety location, where the seekers couldn’t get them (limited based on how many hiders were playing, so that not everyone could be in a safe area).  If the seekers were able to find all the hiders within 3 rounds, the seekers would win.  If there was a round where someone hiding couldn’t be found after 10 minutes, the hiders got to turn back a seeker into a hider.  The hiders would win if in each round, there was at least 1 person who wasn’t found within the time limit.

It’s worth noting that this originally started as a much more simple game and that the rule set grew to include the safety zone and its limits, the idea that you could be turned into a seeker or back into a hider, and so on. The funnest part was deciding with everyone on what would be a fun rule to introduce and trying it out. There was lots of lively arguing over how long the seekers had to wait before starting their search, how long the rounds were, how quickly were the seekers allowed to move (maybe they were *slow* monsters!), what kinds of powers the seekers would have, and so on, but it was really cool to see that the kids would nearly always come up with mechanics ideas that were primarily motivated by the fiction of the scary seekers, rather than dry balancing considerations. I really loved watching them really get into those monster roles (even when it tipped off the hiders to their presence — it was a great morale-breaking tactic).  

Since I was the oldest, I got to decide on which rules became official, but the ideas came from everyone and the best part was feeling like the game fiction came to life, shared by everyone, and was no longer just a vague idea in my head.  Kids got so into it that they had very strong opinions on the direction it should go and even came up with back stories for the monster seekers.  We never did get the balance right — the difference in ages made this really tricky — but because there was a playful aspect to the game where we could pretend to be monsters or try to escape them, we all had fun anyway.

Reading this over, it really sounds like a zombie game. 😀  But note that in the USSR, we didn’t have zombie movies, so they were explicitly not zombies but some sort of folktale creatures.

Full image here

I made my first complete game when I was 13. It was a card game, drawn on notecards with crayons and pencils, with a printed uniform back, all hand laminated together. The game was called Thriblets, and it was a battle resource management game. I remember making the game to overcome issues I had with Magic the Gathering. Not all my friends could afford Magic cards, and when they could, those of us with more money would usually have the better decks.

I wanted to make a game:

  • where we all stood an equal chance of winning,
  • had access to the same cards,
  • had resource management,
  • was less complicated than Magic,
  • and where we drew cards from the same deck.


So I made Thriblets.

While a lot of the other students didn’t understand why I’d make a card game. There was this fantastic feeling when I played it with friends. Having a shifting experience that we could improve as we played. I didn’t know it then, but every time we played, we were effectively playtesting it. I loved the idea of creating my own systems. Not making a game that was “my version of Magic,” but a game that scratched the itches I had from Magic.

Eventually I shifted work to a paper-figure tabletop strategy game: Warhammer 40,000’s rules are even more complex than Magic, and the game has an even higher monetary barrier to entry. Both of those I wanted to tackle.

My first real playable game was made in Klik & Play and it was going to be my Sonic RPG answer to Mario RPG on the SNES. I had some awful artwork, inappropriate music in midi form, and fistfuls of ambition. I had absolutely no idea where I was going but I was going to get there fast.

My biggest hurdle was that K&P did not have any simple way to transfer data between levels and could not do screen scrolling. The software did however support up to 4 players and gave them a global value for lives and scores. I started looking into how password systems worked in Wonderboy 3 and how I could maybe use that.

I ended up creating a few puzzles and sequences that kept permanence with this 8 value system. I was hooked on making games, playing games, and making more games. This was one of those moments were I found myself starting to go way beyond my normal realm of scholastic books, grade school learning, and Saturday morning cartoons. I needed to bring my creative work to life and invent worlds.

I continued to use Klik tools for years as they updated and changed slowly. The whole time I regularly hit its limitations while discovering ways around it like the password system above. I got into animating as well as comic books, but making games was my focus.

I’ve always just had the itch to create. My dad made sure that I always had paper and pencils to get all that energy out on. I’m glad my parents helped me focus that passion and never told me to give up on what I was doing with my time.

If you mean an actual game as opposed to arts and crafts, I think it would have to be a board game I made when I was in elementary school.I don’t remember the finer details, but I had drawn a chess board pattern on the back of a spare worksheet and was explaining the rules and setting to my schoolmates as though I was the Game Master for a tabletop RPG.

It was satisfying to have people play my game. Filled with self-confidence I made a second, which became something of a series, so I think the grounding in what I do now was formed at that time. 

The first game I ever played was called GORILLAS. It was an MS-DOS game – a QBASIC game, to be exact – that came with our first home computer. I must’ve been five or six years old at the time, and I was trying to mess around with the computer. I knew sometimes computers had games, but no matter what executable I fired up, none of them was a game. That was, until I fired up QBASIC.EXE. QBASIC was a programming environment for Microsoft’s QuickBASIC programming language, and with it came some tutorial files. NIBBLES.BAS was Snake, and GORILLAS.BAS was a 2-player “Tanks”-type game but with gorillas. To open the game, I loaded up GORILLAS.BAS, looked at the code, and then hit F5 to “run” the code. 

I couldn’t read English at the time, but I did find the main menu’s text in the code one day. I changed it to say “R A M I”, booted up the game, and saw my name instead of the normal main menu prompts. From that point on, I knew computers translate words into games – and I never stopped trying to figure out how to make things.

As a child, one of the kids in our friends group called everyone to go to his home to play a new thing he has called “video game console”. It was an Atari, and for some reason I found it pretty boring. It was years later, when I first saw an arcade cabinet with Phoenix, that I was touched by video games. It was a lonely pilot fighting giant alien birds in the space, and everything was so dangerous and fantastic that I fell in love.

Later, after years of practice I finally beated R-Type (with a credit, as it was usual not to continue due to the lack of coins), and with that utterly difficult victory, I feel confident enough to think I would be able to make a video game some day. And so I did… like 20 years later, but hey 🙂 



I started making graphics with an Amiga 500, using Deluxe Paint IV, but sadly I lost all my discs after a moving :___( I can’t even check if I’m any better now XD

I made my first game as a University student. Not a digital game, it was an analogue card game. Influenced by games like Avalon Hill’s “Up Front” I wanted to make a simple card game of my own. In the game, you form your own yakuza gang, gathering members, building up your wealth and having fights – a dark game – but I remember enjoying playing it with my friends.

Hang ‘Em High layout

The first indication that I was destined to become a game designer was in drafting class in high school. We were supposed to be building out floor plans for an open-ended architecture project and I decided to draw (from memory) the Hang ‘Em High level from Halo 1. It was my Drafting teacher that suggested I go into video game development after talking with him about the future, so if you’re reading this, thanks Mr. Macmillan!

My parents were never the kind who bought everything their kid asked them, so if I wanted something badly, I would try to make a lame copy with the things I had at home.

One of those things I really wanted was Kirby Super Star, when I was around 7 years old. I remember I drew Kirby on a tiny piece of paper, and different “stages” on my sketchbook, and I would move Kirby between those awfully easy levels. With time, I ended up adding mini-puzzles in between, and even making pop-up books to make the stages more interesting.

I started sharing these activity books with my friends, and I discovered I enjoyed making stuff for other people way more than I enjoyed playing them myself.

As I grew up I moved onto computer games after learning about Flash and other engines, inspired by the games I’d see on Newgrounds. I started to lurk game development forums when I was 12 years old, and since that moment I knew that it was what I wanted to do for the rest of my life.

I don’t have any of those activity books with me anymore, but the oldest thing I have is the evolution of the sprites I have made for Long Gone Days. The analogue drawing is from 2003.



analogue version (2003)



digital version (final game due in 2018)

I’m a musician. Over the years, I sent applications to different video game companies to work as a composer.

It was difficult to find work, so I decided if I couldn’t find a serious video game project to make music for, I would create the game myself! In doing so, I discovered that I really liked to create games, their rules, their worlds, and the code to give them life.

I decided to work toward releasing my game, which became more important to do than creating music. I coded my own shmup engine, drew my sprites, and recorded my own sound and music. It was the first video game I’d made on my own. (There’s a new version on Steam now!)

It wasn’t the first video game I’d ever worked on. I was a data manager on Tintin, Michael Jackson, and Just Dance 2, and then I was a designer on Killer Freaks and ZombiU at Ubisoft. But Overdriven was the first game I made all on my own. 

bluesuburbia

I originally started as a Net Artist. My interest has always been the web and how interactivity and art there can create new types of creative expression that are yet to be explored. At least that was my underlying drive. When I started (seriously creating, not just “tinkering”), I was reaching the end of high school and looking at college. This was the dot-com bubble era. I would spend most of my time in the library, planning what I would create when I came home. Doodling plans during classes. My world was online, and creating things there was all I would do. It’s not something I shared with friends either (nobody knew).

Most of my work, at the time, was being done to this project called “BlueSuburbia”. You can still “play” it here. It was my idea of creating a world based on interactive poetry, art, and animation based around my writing. Kind of like poetry you would not only read, but really experience and feel.

During the point where college was a serious consideration, almost all of the professors told me that I should stay away from computers and that “internet niche” because computers can destroy your creativity. I absolutely did not fit in, or have a future there. I really wanted to be part of this internet thing, and that wasn’t exactly being taught. So, I pursued my own art and decided to make my own rules. In retrospect, I regret nothing.

My first game was Fran Bow, but it looked a bit different from what Fran Bow is today. 

Isak Martinsson and I had initially been interested in making live action movies and animations. We also had a long background in art, writing, and music making as well. We wanted to be able to combine our passions, and games just felt like the right amount of all parts (art, music, writing, world creations, animation) plus two new things: programing and design. That made us feel like we would be able to LEARN new things, which is a very strong force that drives us forward.

After we saw Indie Game: The Movie, we realized that our dream wasn’t so far fetched, and that we would be able to make a game even at home. We just needed to study a little on what software to use. 

Fran Bow is based pretty much on my life and the worst time of it, mixed with the most enlightning experiences. Father absence, sexual abuse, medical treatments that never helped, moving from Chile to Sweden, and all that entering a new culture carried with it–those are some of the bases for my creation. I really feel like, for me, it was the best 3 year therapy I ever been to. 

When I was in middle-school, I’d design these super elaborate levels for this game I’d invented called “Speed-Ball.” (Let’s leave the unfortunately naive name aside.) The game was an action platformer that was basically a mashup of Bonk’s Adventure, Sonic the Hedgehog and Super Mario Bros with a Mega Man twist in that you’d defeat master enemies and take their powers.

The main character was the titular, unfortunately named, Speed Ball. He had a side-kick, Marble. They were residences of the Pinball Superworld, a Tron-ripoff concept wherein the world inside of pinball machines was full of sentient anthropomorphized steel bearings with themes and characters. Spider-ball. Aqua-ball. Ice-ball. Motor-ball…you get it. There were 503 of them all together, and I remember working tirelessly designing them.

The levels were derivative crap, and every idea was just a slightly altered ripoff of the games that I loved when I was that age, but I learned a lot about game design from the experience. In ripping these games off, I was inadvertently taking what I intuitively considered to be the best parts of them and leaving the less impressive bits. You do that enough, and put your own love into it enough, and you’re making art.

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The Best Offline Strategy Games for Android & iOS

This is the age of the Internet game: the always-online massively-multiplayer strategy game, the battle royale, the MOBA ladder, and the freemium shooter. But sometimes those just won’t do it for you. Maybe Grandma’s Wi-Fi isn’t up to the task. Maybe you have a bus ride that spends a lot of time in tunnels. Maybe you’re flying across an ocean.

Whatever the case may be, there comes a time when you need a strategy game that’s a real feast–but at a table set for one. Luckily, there are a large number of mobile games with great single-player experiences.

This is more of a ‘situational’ guide. We’re not trying to offer guidance on a whole genre here – we’re offering some of our top picks for offline strategy games on android and iOS. As such, you may recognise some of these entries from other guides we’ve done.

Games for the Airplane

Final Fantasy Tactics: War of the Lions (iPhone|iPad & Android)

Final Fantasy Tactics android game

Lots of old console titles have been ported to mobile, but not many are worth the hassle. Final Fantasy Tactics is the exception. Brought over from the beautiful PSP port with an improved translation, gorgeous cel-shaded cutscenes, and new aspect ratio, the game still has the PlayStation original’s RPG-influenced tactics. Most importantly, FFT is the one console port that works brilliantly with touch controls. What makes FFT a great use of your offline time is its mammoth campaign with a rich, mature storyline. There’s gameplay here to fill a few months of commutes.

xcom guide off

Likewise, the mobile port of XCOM is rightly lauded as one of the few PC-quality experiences to be had on a tablet. Not only did this standalone expansion of the original ground-breaking remake Enemy Unknown polish off all the rough edges of its original, it added great new wrinkles to the classic core gameplay. You still get a massive open-ended campaign with tactical turn-based missions, but now you have a much more interesting storyline that has your soldiers questioning whether they have gazed too long into the abyss to still be considered human.

A v H B off

For something in the same vein but more old-school, Aliens vs Humans is a clone/remake/homage to the original X-Com: UFO Defense. For gamers of a certain age, it will bring back fond memories (or nightmares) of staying up late into the morning, tentatively clicking End Turn and dreading the ominous message: Hidden Movement. Its globe-spanning campaign, base-building, and tactical missions are more open-ended, but just as compelling as the more recent X-COM reboot, as long as you don’t mind 2D graphics.

wesnoth 1.13.7 1

For a different sort of grand experience, try the venerable Battle for Wesnoth, an open-source project fifteen years in the making. It’s a grand strategy game with a Tolkienesque fantasy theme. There’s a massive variety of units in six highly distinct factions, plus different historical ages that change the balance. Its sixteen (!!) lengthy and story-based campaigns will keep you busy for a long long time. The complexity of the interface means this is one for the tablet, and the free Android version is a bit jankier than the more polished (and paid) iOS version.

Games for the Bus

Door Kickers B off

Doorkickers makes a great bite-sized tactical treat. Each mission is a puzzle that you solve by drawing lines for your squad of police officers to follow. First you plan, then you can pause the game at any time to modify your strategy. The encounters are over as quickly as a real tactical breach would be, which means if you screwed up and got your officers fragged you can try again almost immediately. You can pass a mission with minimal requirements, but casualties and mistakes will carry over to the next level. While there’s not much story here, there is a gradual progression of unlockable gear and skills and new, more challenging missions. At the same time, you’re free to take on any one of several campaigns at the same time. Get stuck and you can just try a different one.

iPadBeta fs

This is another great tactical game that works well with a touch interface. Set in a futuristic city with cyborg commandos that can be controlled remotely, Frozen Synapse breaks turns out of a real-time battle by pausing every few seconds for both sides to issue new orders. The orders play out simultaneously, so the core mechanic is predicting what your opponent is going to do next.

While Frozen Synapse is extra great with a human partner to second-guess, it also has a very cool single-player campaign with a pretty interesting post-cyberpunk story-line. This also features quite a variety of mission types, smart AI, and satisfying progression. On iOS, you’ll also be able to get the original, with hip minimalist graphics. On Android, you’ve got the Prime remake, which is essentially the same game but with more realistic visuals.

iron marines b off

This mission-based RTS will take a little more commitment, but the rewards are worth it. From veteran developers Ironhide, creators of the mega-hit Kingdom Rush, is a polished, neon-colored gem of a mobile strategy game. It’s your basic space marines vs aliens set against highly improbable but beautiful alien landscapes. Your commander has MOBA-like hero abilities that will help you face a variety of mission types and enemies, and the game can get pretty tough later in the campaign.

1. neptune fires

For a less bubbly and more grimdark take on the same theme, there’s this tactical-RPG with clear Warhammer 40k influences. For those who prefer to take their time, Templar Battleforce has turn-based missions in a linear order, with time in-between to customize your space knights to your heart’s content. The storyline is serviceable enough, and the graphics are utilitarian, but there’s deep strategy to be had here. Don’t forget, there is a free version on Android that is supported by ads.

What would your favourite offline strategy games be for mobile? Let us know in the comments!