Why Steam Needs an AI Chatbot

Amazon currently has Rufus integrated into its interface. This chatbot has been very useful for me when using the website to shop clothes and jewelry in particular.

However, when it comes to Steam, there is still no Chatbot guiding prospective purchasers. I think there is an important reason why there should a Steam Chatbot. There are simply too many games on the platform now and we need a better way to find games on there, so the best games get more attention by gamers across the globe.

Steam is a Jungle of Games

Amazon is a jungle and so is Steam. However, one has a navigator while the other is simply an unknown wilderness where you trust your gut that you are actually going to get an interesting game.

Ever since that Steam allowed for so many developers to use Steam as a place to self-publish their games, the place is full of hobby games. While these games may have merit, there is sometimes a need to have a budget which can full realize a game.

The current means of searching through games is not sufficient here.

We need a better way to get games on Steam and that means a Chatbot would be a great way to get through the many games that are now uploaded onto the platform now.

Imagine if you were able to type in your favorite genres and be able to get that information in a more concise way instead of going through Steam’s clunky interface here. The scrolling gets tiresome and we need a change here

An important aspect to the game: Comparing games

An important aspect of this Chatbot would be an ability to compare games easily here. Instead of having to go through multiple tabs, you will be able to compare games within the chatbot window, allowing for players to focus on getting the games they want to purchase.

AI makes information searching easier

I think that Steam has been a great place for many independent makers of games. However, we need have a better way to search for such titles.

Wild West Pioneers: City Skylines meets the Wild West

Wild West Town AI Generated image

Wild West Pioneers is a city builder game with a focus on resource gather set in the Western Expansion phase of the Old West in America.

Here are my ideas for the game.

1. Outlaws who harass the town

I think that many city builders are in two camps. The cozy ones and the ones where there is some outside pressure. The Caesar Series generally was based on having some pressure on the player while the SimCity series more of a cozy game.

Wild West Pioneers needs to have outlaws and their gangs running around in random events. These events should be based on multiple mechanics in the game. I think it would make the game more dyanmic and interesting. Many cozy games end up being chores and boring simply because the player is just looking at graphs and charts here.

2. More than just resources

One of the issues that I have with city builders in our age is that many of them focus too much on resource gathering here. There needs to be a focus on character not just looking at objects on a screen.

This is one issue that I have had with some of the Paradox games. They tend to be too focused on the charts instead of the characters and the story. City Skylines tends to have this issue also where the game is simply too clean and too much of a movie set. I want to see the life of the town, not just collect resources. Such a gameplay loop is more of something you see in the RTS genre, where base building is more important than the personality of the units or structures.

3. Every citizen needs to be unique

One thing that I want to see in the games is that there is a sense that every person in your town is unique. Considering that Wild West Pioneers is dealing with small towns, this should be something the engine can handle here. Virginia City and Carson City were rather modest but had huge personalities that one even struggles to find in some medium sized cities in our age now.

I think that the personality system is really important at cultivating replayablity so players have a willingness to spend more time exploring the game. Too many games tend to have shallow gameplay. Players want to not have work but to have an experience that they can remember. Video games are not meant to be jobs and the developer should remember that there.

4. Mayor system has to matter in the game

I have recently heard that the game is going to have mayors that you can choose. This mechanic should mean something in here. Make them have unique personalities and have different political parties so that the game is more unique in every playthrough.

5. Elections

I think that having elections in this game would give some more flavor to your towns. While I believe that the game will probably add more features in DLCs if it is successful in here, having elections would help make these playthroughs more dynamic and it bring it into line what players want now. With the size of these cities being smaller than most city builders, I think that this should be appropriate for this game.

6. Trains need to play an important role

In many parts of the USA, small towns were supported by a new technology, railways. Cheyenne, Wyoming began as a railway town, so did many other places. The game has to be able to capture this change and vibrancy of the trains steaming into these small towns. The steam train has been a technology that capture the imaginations of that age and they are prefect visual aspects of a video game which can show off the power of an engine.

Why Civilization VII is not a Civilization Game: The Emergent Story

The blurbs that appear at certain times of a Civilization III playthrough were always a great way to know about your progress at certain points of a game.

These blurbs, especially the ones that said: “The Most Advanced Nations of the World” or “The Largest Nations of the World” were important to know whether you were going to build a great empire or be at the mercy of your rivals.

This is what Civilization VII is missing. It has the graphics, but it cannot create a feeling of progress or change.

Civilization games are not just about the Civilization but about they affect the world around them. Civilization VII just takes that away and imposes the board game mentality that was starting to creep in with Civilization V.

When you enter a new age, you start with a new civilization of your own choosing, basically resetting the map and you are back to square one. This is essentially splits the game up into three mini games. That is not interesting in the slightest as Civilization is a macro game not some mobile game. While some mobile games are intriguing, Civilization VII basically railroads you into certain gameplay choices. That makes the game less replayable and essentially is changing the spirit of the game.

Civilization V’s continued presence should be a sign of how fans really perceive the newest game. This 15-year-old game continues to outperform Civilization VII. Even Civilization VI, which I had issues with, is ahead of Civilization VII by a considerable amount. I believe that Firaxis Games will have to create a Civilization VIII more quickly than they anticipated as the game is not gaining traction. Civilization VI was in a much better spot a year after release and Civilization V was not surpassing Civilization VI in the player counts.

These small blurbs are just text but they also connect to the great context of the game. You are not simply building a civilization but building a world. That is what Civilization VII lacks and why players are not warming to the game.