The latest incarnation of Vikingr is on the iPad. I’m now designing from the bottom up rather than the top down, thinking about the nuts and bolts of a satisfying core combat loop rather than the abstract motivations of narrative. Combat in Vikingr is risky and in no way a default decision, just as in the historical record (trade was a wiser move when the opponent was formidable, though less glamorous). To provide a less micro-managey outer loop, players will control a whole household rather than an individual, and this change should also help mitigate the displeasure that comes from loss of life. Once the decision to raid is made, the player selects a target (one of the Viking lands: Denmark, Iceland, Norway, or Sweden) and a match is made with another active player through Apple’s Game Center service.
During a raid, each player directs a group of Vikings in battle by adjusting their stance (reckless, prudent, cautious, or cowardly) and moving them around a hex grid in soft real-time. Characters may act whenever their fatigue counter reaches 0. Any action increases fatigue, and fatigue decreases on its own over time. When a character in an attacking stance comes near an enemy, they fight until one of them dies or moves out of the way.
On average, reckless attacks beat a conservative, prudent attack; prudent strikes best a cautious defense; and a cautious defense finds opportunity in a reckless offensive. Battle is not about probable outcomes, however: an attacker who strikes from behind or merely gets a lucky hit can pull out a victory despite a poor choice of stance. The Valkyries don’t always choose the best man to win the fight; sometimes they want him in Valhalla. Cowardly flight will lose to any attack, and it provides a much greater mobility along with its social stigma.

Vikingr's basic movement interface
On the life simulation side, the fine-grained week structure may be replaced with twelve months or four seasons per real-world day or, possibly, a system where characters become occupied and undirectable for a certain number of real-world hours while undertaking tasks such as farming, crafting, or travel.
I hope to implement the core risk/reward activity of combat and the basics of the other elements needed to support it (deciding when and where to raid and the basics of the life simulation interface) by the end of the month.








