4. Product Concept

This section is currently a draft, and is subject to change.

Following the F/LOSS Way, DGA strives to find a stable equilibrium between the public good and economic income, and as a result, to build a successful game economy.

This chapter delineates the product-oriented aspects of the DGA Game.

4.1. Player Experience

The fantasy that DGA supplies is to turn a player into a military commander going into a battle with a historical weapon unit on a historic map of choice. DGA aims at letting the player get a bunch of feelings from control over the weapon unit, estimation of its historical authenticity/accuracy, and eventually, immersion of the player into the art of warfare and the sense of war. DGA also aspires to guide the player through military routines and operations with weapons as they are practised in reality.

Since entrance into the Game, the player has to choose a weapon unit to go into battle; the first types of weapons being realised are mechanised/motorised land combat vehicles and guns, dating from the time of World War I up to the Cold War, with giving preference to World War II. The weapon units are arranged by weapon types and countries, thus the player first selects a weapon type and then a country. Every country registered in the game has a set of technology trees for every type of weapons. The weapon units manufactured, and/or exploited, and/or developed by the country are distributed across its technology tree by model, year of entering service, and technological epoch. The player selects the desired model of weapon units according to the proper interest and without any limitations. If the model is chosen for the first time then after having manufacturing a weapon unit, the player can additionally customise its standard parameters at a weapons factory. After having passed the first battle, the weapon unit becomes a battle unit and can be customised according to the field modifications made in real life by soldiers at the tactical level, which the player implements at a front-line repair shop.

After having prepared the desired weapon unit, with which the player can go into a game battle (also called a battle session). For doing that, the player has to choose a battle mode, which define the level of historical authenticity/accuracy of the game battle, and a battle type, which specifies a method of recruitment for game teams. The player always battles in a team. In the single-player mode, the player can battle with mobs and against mobs; otherwise — when mobs are disabled — the player can train and study the game alone. In a multi-player mode, other players always accompany the player into battle.

Battle sessions are limited on the time duration and amount of players participated in every team. During the battle, the player aims to put out of action all the weapon units of the opposite team or to accomplish some victorious condition (capture the flag, maintain a position against enemies, make the opposite team surrender, etc.). After having finished the battle, the players receive their rewards in experience points and cash according on their performance during the battle.

The player can spend the gained experience points to explore the battle unit's new modules and field modifications, which combinations are intended to be open-ended in variety and scope. The player can spend the accumulated cash for buying special equipment and materials to augment the battle unit’s performance and skills of its crew. The battle unit’s repairs, refuelling, replenishment of ammunition, changes in weapons and camouflage, as well as other routine military activities are made automatically and without any interruption for the player.

Towards player experience, DGA’s main idea as its motto suggests is to provide gamers with a game that requires them only to game by concentrating on the game’s aspects without being constrained by farming, grinding, and other meaningless actions, which have nothing common neither with the art of warfare nor military technology.

At the end of the day, an overarching experience DGA seeks to discover to its players is to show through the mechanics of warfare and war the importance of human life and why war must be avoided at all costs.

Master Sun said:
The art of warfare is this:
It is best to keep one’s own state intact; to crush the enemy’s state is only a second best. It is best to keep one’s own army, battalion, company, or five-man squad intact; to crush the enemy’s army, battalion, company, or five-man squad is only a second best. So to win a hundred victories in a hundred battles is not the highest excellence; the highest excellence is to subdue the enemy’s army without fighting at all. (TAOWA, p. 79)

— Sun Tzu
The Art of Warfare: Chapter III. Planning the Attack (5th century BCE)

4.2. Visual and Audio Style

DGA's visuals promise to be art-intensive, clean, and performant at the same time. The game is intended to have a light, airy feel with bright, vivid colors, which reproduce natural scenery with picturesque landscapes and camouflaged military machines acting in various seasons and weather conditions. Since the game combines role-playing, cross-platform, and massively-multiplayer-online requirements, its visual style will be performant as much as possible to provide the most stunning gameplay available for Java games.

DGA’s audio style also corresponds to natural environments, including machinery, weapons, gun sounds and the like. Music will consist of opening themes and atmospheric melodies to accompany gameplay.

4.3. Game World Fiction

DGA's game worlds are battle maps, also called battlefields, where players can apply their combat skills as military commanders. The battle maps are based on geographic locations where famous historic battles and conflicts involving significant numbers of military machines were fought. The first battle maps being implemented in the game are locations of the prominent battles of World War II.

For improving gameplay feel, the battle maps in different battle modes can vary in structure and details. It means that in the realistic and simulator battle modes a battle map will exactly correspond to the historic battle’s geographic location, of course, with all reasonable assumptions made for a computer model imitating the real world. But in the struggle battle mode the same battle map can bear some fabricated modifications to improve play experience and fast-pacedness of battle sessions. Nevertheless, such modifications wouldn’t be too substantial for the sake of preserving historical accuracy.

Moreover, DGA’s concept assumes that additional geographic locations for the corresponding time periods can be added to the game. It means that some places where thenadays no battles took place but which are of interest to be modeled — such places could also be added to the game as battle maps for study and fun purposes.

4.4. Monetisation

As a free/libre/open-source software application following the free/libre-to-game business model, DGA implements cutting-edge business strategies for monetisation and commercialisation, which promote but not limited by the following business methods:

  • Donation-Based Funding

  • Branded Merchandise

  • Crowdfunding

  • Crowdsourcing

  • Professional Services

  • Partnership with Funding Organizations

  • Advertising-Supported Software Features.

4.5. Technology, Tools, and Platforms

DGA has been conceived as a complex software product intended to bind a bundle of technical requirements, some of which are contradictory, conflicted, and ambivalent. This section roughly estimates how these requirements can meet technical parameters.

4.5.1. Hardware and Operating System

DGA is implemented on the Java Platform, which is a standardised, rock-solid, highly-scalable, enterprise-grade, future-proofed software platform characterised by the following essential properties:

Consequently, DGA Game Client can be outlined by the next recommended system requirements to a first approximation:

  • CPU: 64-bit processor and operating system

  • Memory: 8 GB RAM

  • Graphics: 2 GB VRAM

  • Graphics Library: OpenGL

  • Network: Gigabit Ethernet Network Connection (for a local multiplayer user mode) + Broadband Internet Connection (for a global multiplayer user mode)

  • Storage: 2 GB available space

  • OS: GNU/Linux Kernel 6.12+, FreeBSD 14+, HarmonyOS 5+, Microsoft Windows 11+, macOS 15+

DGA Game Server requires this approximate system configuration:

  • CPU: 64-bit processor and operating system

  • Memory: 2 GB RAM

  • Network: Gigabit Ethernet Network Connection (for a local multiplayer user mode) + Broadband Internet Connection (for a global multiplayer user mode)

  • Storage: 1 GB available space

  • OS: GNU/Linux Kernel 6.12+, FreeBSD 14+, HarmonyOS 5+, Microsoft Windows 11+, macOS 15+

4.5.2. Development Tools

Java comes with an army of development tools to conquer projects of any level of complexity, either free/libre/open-source or proprietary. Here DGA states two major concepts:

  • Since DGA follows the free/libre-to-game business and development model, only free/libre/open-source development tools can be used within the project.

  • Java is extensively common in multiple areas, but particularly in gaming its positions are not so brilliant. It means that some extra efforts are normally required to develop games on Java. On the other side, the Java Platform provides the richest toolset existing in the IT industry.

Thus, DGA’s development tools are as follows:

4.5.3. Server and Networking

DGA requires a game server and networking only for a multiplayer mode. The game server can be either a local server (running on a gamer’s local network) or a global one (running online, i.e. over the Internet).

The massive multiplayer mode is a variety of the multiplayer mode enlarged in number of players and size of battlefields; this mode can also be either local or global. In other words, it’s completely perfect to establish a local game server to play massively multiplayer on a local network (LAN/MAN/WAN).

DGA’s game servers are intended to be federated, allied, associated, unified, and united in any forms of alliances gamers and server administrators could dream of.

4.5.4. Monetisation and Advertising

DGA supposes to support running ads and some forms of in-game monetisation. It means that DGA’s game client and servers support integration with external advertising and payment servers.

4.5.5. Internationalisation and Localisation

From the beginning, DGA is implemented as an internationalised computer software addressed to the global audience and international markets. The following locale is default for the DGA Game and its projects:

Locale Name Description

en-EU

English in the European Union (European English, EU English).

The English language as it is accepted in the European Union as the shared standard usage of Ireland and the United Kingdom. As a general rule, Irish/British English is preferred, and Americanisms that are liable not to be understood by speakers of Irish/British English should be avoided. However, bearing in mind that a considerable proportion of the target readership may be made up of non-native speakers, very colloquial Irish/British usage should also be avoided. Although, the metric system of weights and measures (SI System) is used by default. (EU Language Rules; EU Guidelines for Translating into English)

At the same time, DGA is intended to be localised for as many languages and countries as possible. DGA strives to communicate with every player in his/her native language or in a language of his/her preference. Nevertheless, this communication has to be well implemented.

4.6. Scope

As in case of any free/libre/open-source computer program, the scope of the DGA Game is quite difficult to designate.

On one side, DGA is simply intended to satisfy a personal want of a well-designed, well-balanced MMORPG featuring armored warfare and working on a GNU/Linux operating system, maybe for a reasonable price. In the world of free/libre/open-source software this situation is called 'starting by scratching a developer’s personal itch'. (CATB, p. 23)

On the other side, MMORPGs are the most difficult and demanding kind of computer games for implementation. From the technical challenges of building and maintaining a massive online world, to the design challenges of creating and updating diverse and engaging content, to the balancing challenges of ensuring a fair and fun gameplay and economy, which constantly face a lot of competition and pressure from the market and the players — MMORPGs require a lot of resources, skills, creativity, and efforts to make them worth it and justifiable for a game studio over any other game project. In other words, it’s completely meaningless to make a small, feature-limited MMORPG, because it merely doesn’t worth the effort.

But how an indie developer can make a game that requires development and marketing budgets available only to large AAA-studios? Here the F/LOSS Way comes to help to leverage on people, skills, and resources in a unified effort to get an outstanding game product of the world-class quality.

Any reference to a particular make, model, manufacturer, and/or version of weapon, gear or vehicle is made for historical accuracy only and does not indicate any sponsorship or endorsement of any trademark owner, weapon or vehicle manufacturer.

PEGI 7 Label PEGI Violence Label ESRB Everyone Label