Monday, 4 April 2011

10 Great Building / Resource Management Games for Tweens and Teens

The games listed here require the player to manage resources in order to play the game. They may be turn-based or they may progress in real time. The nature of this resource management is dependent upon the game itself, but there are some common themes. Currency is a very common resource, and may be represented by dollars, gold, simoleons, or something more exotic. This resource, like its real life counterpart, is used to purchase goods, pay workers, or pay for “upgrades”. Another common kind of resource is the building commodity. A game may not use one at all, or it may have several, such as stone, wood, metals, or other raw materials. Population resources are common as well, and consist not only of food in whatever form, but also of people, to whom tasks may be assigned. These resources are often interdependent, and can be used to pay for technological and/or material upgrades to improve resource production, increase efficiency, protect what one has, or even attack others in the game.

These games most often have a range of difficulty settings. For instance, in the Civilization series of games, difficulty levels span the range from difficult to lose to nearly impossible. Not all games allow such a range of difficulties, but those that do allow players to choose a more rewarding gameplay experience. Younger children and /or less experienced gamers in particular may enjoy lower difficulty levels.
Education-wise, these games may provide practice in planning ahead, using math or even simply solid guesswork to gauge what resources will be necessary to complete goals, as well as handling unexpected situations. Historical themes are common in this category of game, and several provide insights into history in a playful and interactive way at the player's initiation, and so provide an alternative route to classroom education.

Most resource management games require a significant investment of time over multiple sittings to complete, and some have no clear win conditions at all. In this regard they are very unlike first person shooters. There is little immediate gratification, but players develop a greater sense of accomplishment over time. The narratives of these games are sometimes built into the games themselves, but many have freeform / sandbox play options or no inherent narrative beyond the underpinnings of the game rules. Players often create narratives for their ongoing games as events unfold in the system, or, like role playing games, they may enter the game with a narrative to develop in mind.

We chose to compile a list of high quality building / resource management games for tweens and teens, which could be potentially used by the TPL, parents, or anyone else looking to build a library of such games. We used several criteria to choose games for inclusion on this list. Educational elements in the games were a benefit, but were not required. All builder / resource management games require forethought and planning in some particular area, and many have historical or social backgrounds which enrich the educational value of gameplay. While there are many city building games, and numerous historical resource management games, we were careful to choose a variety of games such that themes did not too closely overlap. All games were chosen with an ESRB rating maximum of E10+, ensuring that most parents would feel confident that they would be appropriate for tweens and teens. Positive reviews on popular game review sites (such as Metacritic, Common Sense Media, GameSpy, and GameSpot) were considered. Finally, all games selected are available on PC. This criteria was chosen for accessibility, as PC's are available in most public libraries as well as being popular at-home platforms. The games can therefore be used by a wider population then if they were only available on a single video game console.

The List:

1701 A.D.
Developer: Related Designs, Sunflower
Publisher: Aspyr
Released: 2006
ESRB Rating: E10+ (Alcohol and Tobacco Reference, Mild Language, Violence)
Website: http://www.aspyr.com/product/info/57

1701 A.D. is third in the popular “A.D.” series of games, following 1602 A.D. and 1503 A.D.: The New World. In 2008, 1701 A.D. was re-released with an expansion pack of a new mission (The Sunken Dragon), but the core game remained the same. 1701 A.D. won “PC Economic Simulation Game of the Year” in 2006, demonstrating just how fantastic this game is. This resource management game begins with the player setting sail from Europe to start a colony in the Caribbean. After establishing and developing a prospering village on an island, the player must sail to other islands to find the resources necessary to grow their empire; these resources are often controlled by other colonists, and the player must negotiate or go to war in order to access the resources (Todd, 2006).

1701 A.D. has four tutorials to introduce new players to the game, allowing easier access for new gamers. 1701 A.D. offers the usual scenario/mission option, as well as a continuous option; while these two options offered many hours of fun, many reviewers were disappointed that no campaign option was available (for example, GameSpy, GameSpot). However, the graphics are fantastic, and the incredibly user-friendly interface makes 1701 A.D. a pleasure to play for gamers of all ages (Gieske, n.d.). Most reviewers agreed that, while the combat that is sometimes required to access new resources is not well developed, the economic management aspect of the game is excellent and well-balanced (Rausch, 2006).



References:

Gieske, J. (n.d.). 1701 A.D. Retrieved from http://www.commonsensemedia.org/game-reviews/1701-AD.html/details

Rausch, A.D. (November 9, 2006). Reviews: 1701 A.D. Retrieved from
http://pc.gamespy.com/pc/anno-war/745174p1.html

Todd, B. (November 8, 2006). 1701 A.D. Review. Retrieved from http://www.gamespot.com/pc/strategy/anno1701/review.html?tag=summary%3Bread-review


Build-a-lot 4: Power Source
Developer: HipSoft
Publisher: HipSoft
Released: 2009
ESRB Rating: E
Website: http://www.hipsoft.com/bal4.jsp


Build-a-lot 4: Power Source is one of the most recent additions to the popular Build-a-lot series of games, based on real estate management. In Build-a-lot 4, the player’s goal is to develop neighbourhoods (according to demands of the Mayor and citizens) while balancing resources of money, labour, building materials, and energy resources (grinnyp, 2009). If any of these resources are improperly managed, the neighbourhood can fall into a crisis (e.g. experience a blackout or a labour strike) (Becker, 2009).

Build-a-lot 4 offers numerous levels: Main, Challenge, and Expert, as well as a tutorial for new players. For all levels, players can choose to play in either campaign (timed) or casual mode, allowing people who enjoy different types of game play to participate, including all ages (Becker, 2009). Although the player is told what the neighbourhood needs in a general sense, it is up to the player to decide how to fill those needs, allowing for creativity and many possible ways to complete levels and win the game (grinnyp, 2009). The entire Build-a-lot series generally receives positive reviews, with Build-a-lot 4 being no exception (for example, see GameZebo, Jayisgames).



References:

Becker, D. (August 4, 2009). Build-a-lot 4: Power Source Review. Retrieved from http://www.gamezebo.com/download-games/build-lot-4-power-source/review

grinnyp. (August 14, 2009). Build-a-lot 4: Power Source. Retrieved from http://jayisgames.com/archives/2009/08/build_a_lot_4_power_source.php


Caesar IV
Developer: Tilted Mill Entertainment
Publisher: Sierra Entertainment
Released: 2006
ESRB Rating: E10+ (Use of Alcohol, Violence)
Website: http://caesar4.heavengames.com/

The Caesar series of games places the player in the role of a city designer in the era of ancient Rome. Like most city simulation games, there are a fair number of resources to be managed. It is more engaging than some other city simulation game as not only is the player immersed in an historic setting, but may control up to 45 different commodities (Rausch, 2006).

Caesar IV is somewhat more difficult than its predecessors, requiring more control over the economy and needs of citizens, particularly in campaign mode (Ocampo, 2006). This might make it frustrating for some children, but also provide a rewarding experience for others. Thus, while not for all children, the game provides extra challenge for those who prefer longer and more detailed gameplay and might become bored with simpler games. However, players have the option of running a ‘persistent’ game where they may build or even download cities and develop them at a less demanding pace (Ocampo, 2006).



References:

Ocampo, J. (October 5, 2006). Caesar IV Review. Retrieved from http://www.gamespot.com/pc/strategy/caesar4/review.html?tag=summary%3Bread-review#challenge

Rausch, A.D. (September 22, 2006). Reviews: Caesar IV. Retrieved from http://pc.gamespy.com/pc/caesar-iv/734534p1.html#45


Civilization 5
Developer: Firaxis
Publisher: 2k Games
Released: 2010
ESRB Rating: E
Website: http://www.civilization5.com/

The Civilization series is a major player in the large scale simulation genre. In it, the player begins with a settler, and founds a civilization of his or her choice. Each civilization has benefits and drawbacks, special units, and affinities for other civilizations. The player makes decisions as to produce more settlers, military units for defence or attack, or to improve their cities. The player researches technology and is drawn through technological eras as he/she progresses.

The game provides historical information on technologies and units for those who chose to read it, providing a very basic but fun introduction to world history (Sapieha, n.d.). Like Caesar IV, this is a longer and more complex game suitable for children who prefer more detailed gameplay (Sapieha, n.d.). The Civilization series of games has a large range of difficulty levels to suit a wide range of age and ability levels. The game also comes with a game editor so that more involved players can create their own scenarios, units, and even alter the fundamental units of the games such as how much food an area of land makes available.



Reference:

Sapieha, C. (n.d.). Sid Meier's Civilization V. Retrieved from http://www.commonsensemedia.org/game-reviews/sid-meiers-civilization-v


Galactic Civilizations II: Dread Lords
Developer: Stardock
Publisher: Stardock Paradox Interactive
Released: 2006
ESRB Rating: E10+ (Language, Mild Fantasy Violence)
Website: http://www.galciv2.com/index.aspx

Galactic Civilizations II is a science fiction turn based strategy and resource management game. Set in the 23rd century, several different alien species, humans among them, seek to advance their galactic empire by means of force, technology, and culture. The game contains a short story driven campaign, but is noted for its engaging sandbox play, in which the AI is noted for being more realistic and challenging than in most other games of this kind (Rausch, 2006). While starship design is functionally and tactically simple, the game also offers a creative outlet for players with artistic desires, as the aesthetic design of ships is extensive.

The game lacks copy protection (Wardell, n.d.) and a considerable mod community grew around the game (Wikipedia). This could encourage young players to try a hand at programming and modifying around a pre-existing structure. The game was received very well by the gaming community, and received editor's choice awards from several popular game review sites. Given this, and the fact that our list has no other science fiction game, Galactic Civilizations II satisfies both our criteria of quality and variety.



References:

Rausch, A.D. (March 3, 2006). Galactic Civilizations II: The Dread Lords. Retrieved from http://pc.gamespy.com/pc/galactic-civilizations-2-dread-lords/693427p1.html

Wardell, B. (n.d.). Galactic Civilizations II: The Dread Lords: Info Guide. Retrieved from http://www.galciv2.com/media/mediaguide.html#copy

Wikipedia (February 13, 2011). Galactic Civilizations. Retrieved from http://en.wikipedia.org/wiki/Galactic_Civilizations#Modding


Plan It Green
Developer: Merscom
Publisher: National Geographic
Released: 2009
ESRB Rating: E
Website: http://www.nationalgeographic.com/plan-it-green/

Plan It Green is a city revitalization game with a “green” twist. As the Mayor of Greenville, the player is tasked with improving the city through green initiatives such as installing bike lanes and wind turbines, building “eco-businesses”, and upgrading residential and commercial buildings. Besides managing money and resources, as in most resource management games, the player also gains energy credits for certain upgrades, and must do research into areas such as solar power in order to install those upgrades. As the player fulfills goals and advances through the levels, Plan It Green offers more elaborate ways to “green” your city. (Porter, n.d). The graphics are comparable to similar games, with excellent attention to detail and even minor upgrades visible to the player (Becker, 2009).

Plan It Green has very clear and specific goals for each level, limiting the number of ways that the player can progress; however, the visual variety and multiple features keep the game interesting for more advanced players (Becker, 2009). At the same time, the rigidity of the game levels allows entry-level players to enjoy the game without requiring too many complicated decisions. There is a direct educational aspect that may appeal to libraries, in that Plan It Green is raising general awareness of environmental issues and urban sustainability (Porter, n.d.). Although Plan It Green has not be widely reviewed online, those who did review it described it as a fun game with good balance and appeal across age groups (Becker, 2009; Porter, n.d.).



References:

Becker, D. (April 22, 2009). Plan It Green Review. Retrieved from: http://www.blogger.com/www.gamezebo.com/download-games/plan-it-green/review

Porter, A. (n.d.). Plan It Green. Retrieved from: http://www.commonsensemedia.org/game-reviews/plan-it-green/details


Rollercoaster Tycoon 3
Developer: Frontier Developments
Publisher: Atari
Released: 2004
ESRB Rating: E
Website: http://www.rollercoastertycoon.com/ 

Rollercoaster Tycoon 3 is part of the successful Tycoon series of games. In this Tycoon game, the player must build and manage an amusement park. There are a modest number of available rides and attractions by which the player can generate money, as well as please the virtual customers. A major feature of the game is the ability to custom design rollercoasters. This allows players to build on two separate levels: a more abstract and broader level where the amusement park is designed and managed, and the simple, fun, and direct level of building rollercoasters themselves and which “kids can ride…any of the coasters and attractions from a first-person perspective” (Gudmundsen, n.d.). This game is simpler than the large scale building games like Civilization, Caesar, and SimCity. Thus, it can provide challenges for children who wish to engage a game on a shorter term, or in a simpler way.



Reference:

Gudmundsen, J. (n.d.). Rollercoaster Tycoon 3. Retrieved from http://www.commonsensemedia.org/game-reviews/Roller-Coaster-Tycoon-3.html#participate


The Settlers 7: Paths to a Kingdom
Developer: Blue Byte
Publisher: Ubisoft
Released: 2010
ESRB Rating: E10+ (alcohol reference, mild language, violence)
Website: http://thesettlers.us.ubi.com/the-settlers-7/

The Settlers 7 is one of the most recent releases in "The Settlers” series (the most recent being an update released in December 2010 titled The Settlers 7: Paths to a Kingdom-Rise of the Rebellion). In The Settlers 7, players must manage a their kingdom through research, military campaigns, and the economy. To begin with, the player sets up supply lines and manages a wide variety of resources to grow their kingdom’s economy (VanOrd, 2010). Once they reach a certain level of economic robustness, the can send their military to conquer neighbouring towns. The graphics and soundtrack are exceptional by all accounts (for example, see Gamespot, GameArena, Metacritic), with “cute” characters and a variety of background music. In addition to playing alone, The Settlers 7 has an online component that allows for skirmishes or battles with other players (rwh, 2010). Unfortunately, this interactive aspect is not always reliable.

The Settlers 7 provides an excellent tutorial “campaign” to start the game (VanOrd, 2010), making it more accessible to new players. There are also numerous ways to win each scenario, providing more flexibility and allowing more player creativity than in many similar resource management games (rwh, 2010). This game, while rated for E10+, is probably most appropriate for experienced gamers who have the patience for balancing an intricate economic system. The Settlers 7 was highly ranked by critics on Metacritic, with the only major complaint being the connectivity issues for the online components.



References:

Metacritic (n.d). The Settlers 7: Paths to a Kingdom. Retrieved from http://www.metacritic.com/game/pc/the-settlers-7-paths-to-a-kingdom

rwh (March 25, 2010). The Settlers 7: Paths to a Kingdowm + DLC Pack 3. Retrieved from http://www.gamearena.com.au/pc/games/title/settlers-7/reviews.php?id=5070071

VanOrd, K. (April 6, 2010). The Settlers 7: Paths to a Kingdom Review. Retrieved from http://www.gamespot.com/pc/strategy/thesettlers7pathstoakingdom/review.html?tag=summary%3Bread-review



SimCity 4
Developer: Maxis
Publisher: EA games
Released: 2003
ESRB Rating: E
Website: http://simcitysocieties.ea.com/index.php

SimCity 4 is the latest PC release in the SimCity line of games (the most recent, SimCity Creator, being for the Wii). SimCity 4 is perhaps the most comprehensive modern city building game, and is very accessible to both children and adults in terms of playability. Some players set goals for growing the largest city possible, while others grow cities with self determined aesthetic goals in mind. Upgrades to the basic game allow for mini campaigns and goals to be reached by players.

One of the major features of the games is balancing the city's budget with its needs and goals. Some might find this dull, but most players report a sense of satisfaction and excitement (National Institute of Media and the Family, n.d.) when plans they have laid for simyears come to fruition. In addition, each piece of infrastructure in the game comes with a set of attributes beyond its cost. Power plants put out different amounts of power and pollution, and other buildings can increase tourism and hence commerce. SimCity 4 offers players a chance to experience many aspects of planning, building, and budgeting. In particular, the needs of a range of the city's citizens must be taken into account for successful growth.



Reference:

National Institute of Media and the Family. (n.d.). SimCity 4. Retrieved from http://www.commonsensemedia.org/game-reviews/simcity-4


Zoo Tycoon 2
Developer: Blue Fang Games
Publisher: Microsoft
Released: 2004
ESRB Rating: E (with cartoon violence)
Website: http://zootycoon.com/

Zoo Tycoon 2 is another game in the very successful Tycoon series of games. In Zoo Tycoon 2, the player’s goal is to build and manage a zoo. There are many resources to manage in this game, including money, materials, structures, animals, etc. Within the broader framework, the player can choose to play in one of three modes: freeform, challenge, or campaign mode. One of the major differences between Zoo Tycoon 2 and many other simulation games is that Zoo Tycoon 2 has a number of campaigns that focus on a goal that is not accruing money (e.g., conservation, prevention of animal abuse, etc.) (Pakingan, 2004). Zoo Tycoon 2 also allows players to walk through the zoos they create in first-person mode, either as a zookeeper or a guest (Gudmundsen, n.d.). The visuals are generally described by reviewers as better than average and particularly good for close-up views of the animals (for example, see Common Sense Media).

Zoo Tycoon 2 has three tutorial levels to teach the player how to control the game, construct the zoo, and get information about their zoo (Gudmundsen, n.d.). This is a benefit for a game that is being borrowed or played at a library, as players may have limited time to play the game. For those looking for a direct educational aspect to go along with the fun, Zoo Tycoon 2 provides a reference encyclopedia about animals, powered by Microsoft Encarta (Park, 2004). Zoo Tycoon 2 received favourable reviews from reviewers and players alike on Common Sense Media, GameDaily, GameSpot, and GameSpy. Many reviewers commented that it is an excellent game for many ages and skill levels, depending on the mode selected, or for intergenerational play.



References:

Gudmundsen, J. (n.d.) Zoo Tycoon 2. Retrieved from http://www.commonsensemedia.org/game-reviews/Zoo-Tycoon-2.html/details

Pakingan, M. G. (December 9, 2004). Zoo Tycoon 2 Review. Retrieved from http://www.gamedaily.com/games/zoo-tycoon-2/pc/game-reviews/list/2656/0/

Park, A. (2004). Zoo Tycoon 2 Review. Retrieved from http://www.gamespot.com/pc/strategy/zootycoon2/review.html?tag=summary%3Bread-review

Zoo Tycoon 2 Reviews. (2004). Retrieved from http://pc.gamespy.com/pc/zoo-tycoon-2/