It’s been mentioned before on this blog that Tropico is my favourite game/series of games in the world. Shortly I will be reviewing the recently released Tropico 5, but before I do that, lets quickly recap how the series has developed thus far.
Tropico – 2001
It’s important to remember that the Tropico series dates back to a time when building/management sims were actually AAA games. Games like Sim City, The Sims, Railroad Tycoon and Rollercoaster Tycoon were all serious franchises that dominated shelves and discussions.
Tropico was from the makers of Railroad Tycoon and came into that market offering a quirky island version of a sandbox management sim. You picked a historical dictator (or created one of your own complete with backstory, talents and flaws) and tried to survive ruling a Caribbean island, complete with lush plants and impeccable Cuban music for the allotted 50 years. Your final score was based on not only how big and wealthy your island was, but also how much you managed to stash away in your Swiss bank account.
It was a remarkably deep simulation. You were forced to adapt your approach to economic growth in each game based on the skills of your dictator and the available resources of the island. As your island took off, immigrants would arrive looking to take advantage of the jobs and general idyllic lifestyle offered by your tropical paradise. Every one of these migrants had needs, a family and political leanings And so began your political problems. You needed to find ways to keep enough of them happy to survive regular elections, or risk being voted, Survivor style, off the island and into an instant game-over failure.
It was also a very small game. Unlike other similar games which could go for weeks, a game of Tropico was a pleasant 3-4 hours. Your island and population were also very small, around 200-600 citizens. It felt like everyone and their family mattered. With such a small population you seldom had enough time, money or construction workers to build everything the game had to offer.
This gave the game an amazing truthiness, you really felt like you were running a small, petty little island. Rather than gaming everything to min-max your economy and work out the perfect build order for everything, you instead would spend the whole game dealing with a list of strangely realistic problems. These might include winning a string of elections through micromanaging faction politics or dealing with rebels who would hide out in the jungles before attacking your favourite cigar factory. Most feared of all was trying to wrestle control over the economy back from the World Bank, who insisted on taking control of citizen wages (and hence general happiness) if the island went too far in the red. None of these were preset challenges or scenarios, they were just what happened to occur due to whatever area of the island’s development needs you weren’t quite able to keep up on.
Your problems might also be much smaller. In keeping with the island feel, Tropico managed to capture the idea of lazy tropical island life. Rupert the dockworker was going to go to the pub, go home, go to church and get his shots at the clinic no matter what. If that meant he wasn’t around when the trade ship came in, well, he’d help out on the next one. This made you care, to a ridiculous degree, about Rupert’s daily life.
Unfortunately, that significance of individual citizens was also the source of the game’s biggest frustrations, as an entire regime could be brought down because Pedro the 48 year old teamster died of a heart attack while pushing his wheelbarrow containing two years of cigar production down to the docks.
The combination of a quick, deep game that just felt perfect made Tropico being what I described as a “booty call” game. I would just get these random cravings to play one or two games, and then put it away for another couple of months.
Tropico 2: 2003
In hindsight, Tropico 2 is very much the odd one out in the series. Unlike all the others, which take place primarily between the Cold War and today, Tropico 2 was set during the golden age of piracy.
Essentially you played the role of a pirate king. You provided a safe port and various ‘services’ to pirates who would go out, plunder the seas and bring back their treasure to spend and store on the island. By making them happier, and providing merchants to kit them out with cutlasses and parrots, you increased the potency of the pirate fleet, who in turn would be more successful and bring back more loot.
To complicate things, you essentially had two different populations. The aforementioned pirates stayed on the island, drank, visited bawdy houses and generally desired a good amount of “anarchy”. The other population were captives, who actually did all the work serving the alcohol, building buildings and providing, well, personal services. They were borderline (perhaps not so borderline in some cases) slaves who needed to be kept in check with “order”.
To explain the quotation marks, “Order” and “Anarchy” were actually a kind of aura generated by buildings and decorations. Brothels and taverns created the “anarchy” atmosphere that the pirates craved. Alternatively, making the place look like the set of Game of Thrones with the gratuitous placement of gallows and skeletons provided the necessary “order” to keep the captives in line. It was frankly a strange system, which was downright problematic with respect to captives who had to work in the pirate areas. It is a good thing that this design feature didn’t make it into any of the other Tropico games, but it did at least have the aesthetically pleasing effect of making you develop areas of the island a bit like a theme park.
A final, tiny creative flourish which I particularly enjoyed was the ability to name many of the buildings on the island. This allowed you to really add character to your game as Pirates visited the SCUMM Bar or the Llama and Pickle.
Most important in the context of the Tropico series was that Tropico 2 was primarily built around a campaign. The campaign was a series of islands and scenarios that took you from your first little island through to a bustling pirate stronghold. This was to be an idea that would dominate subsequent games.
Tropico 3: 2009
It had been a long time between rum-based cocktails when Tropico 3 was released in 2009. PopTop the original developer ceased to exist in 2006 and it was generally assumed that we would never see another game. Somehow however the Tropico franchise found itself in the hands of a Bulgarian game developer called Haemimont Games.
Much as I loved the original two games, I was very nervous about how good the game could possibly be. Although I was somewhat encouraged by the fact that it was now coming out of a nation with relatively recent experience of dictatorship.
Fortunately I had no need to be worried. This was still Tropico, lush, green and infected with a terminal case of the mambo. Haemimont had been extremely faithful to the original, and most of the buildings, edicts and mechanics were identical to what they had been in 2001. As we wrote at the time –
“It looks better, runs better and has ironed out a veritable fruit stall of little quirks and bugs”
Of course, after 8 years, presentation was a notable upgrade. The game was now fully in 3D and had an impressive day/night cycle. There was also a bunch of really nice touches. Your Presidente was now an entity in-game who could visit buildings to improve production, or stand on the balcony of the palace to deliver speeches. And OMG the radio. I loved the addition of the radio. Tropico had always had amazing music, but now it was delivered interspersed with quirky radio DJ commentary on how life was going on the island. Simply awesome.
Then there was the addition of vehicles, which completely transformed the game cosmetically and structurally. By dramatically reducing travel times it solved the “Pedro’s heart attack” issue mentioned earlier. Vehicles also made it possible to develop an entire island, rather than being trapped in the tiny corner that Rupert could reasonably walk to. Incidentally, and a little ironically, it also finally enabled your island to look like the opening sequence to the original Tropico.
There were negatives to the change however. With larger islands and populations, now easily over 1000 people, faction politics became significantly less personal. The game transformed from being about appeasing 200 or so people on an island into a game about supply chains and traffic management. Essentially it went from being a ginormous game of The Sims into being a tiny version of Railroad Tycoon.
The balance was also completely different. Where previously a larger island made life really tough politically, in Tropico 3 your island could just keep growing in a state of perpetual happiness once you nailed down the economy and traffic flow. Now you pretty much could, and would, build every possible building and solve every possible problem in each game. Tropico had turned from a pretty but flawed banana republic into an utopia.
This probably would have made for quite a dull sandbox game, which may be why they decided to take the scenario idea from Tropico 2 and run with it. The game now became very much about building an island according to the requests and parameters provided by the game, more so than the resource availability or needs of the island.
Despite these changes, it felt like the developer had Tropico 3 was a refined but faithful homage to the original game.
Tropico 4: 2011
Tropico 4 felt like it was when the developer really started to commit to the idea that Tropico could be a significant commercial franchise.
Despite the fact that the two games looked very similar, Tropico 4 was a lot more sophisticated in almost all areas. The roads and traffic elements were balanced and no longer needed the obsessive control that they did in the previous version. The campaign was longer, more detailed and structured around a cast of jokey voice acted characters like Reverend Esteban the drunken priest and Brunhilde Van Hoof, a spoof of Margaret Thatcher.
The game also had a large amount of downloadable content (DLC). The previous games, going all the way back to the original each had expansions, but this time there were also ten small $5-15 packages that typically provided a building, a new scenario and some cosmetic changes.
In terms of actual gameplay, not much was different. The main change was the introduction of progress over time. Certain buildings would only become available later in the game. This continued the trend of increasing the potential island population size and reducing the importance of the island’s resources. By the end of the game you replaced your traditional resource gathering and dwellings with aesthetically ridiculous biofarms and ziggurats which enable you to house and feed a population the size of Shanghai on Nauru.
Another change, not huge in terms of gameplay, but significant in terms of the series was adding a sense of character development to your Presidente. While previous games had you pick a series of talents and flaws – eg an administrative genius with flatulence and a gambling problem, you now picked from traits which would “level up” and provide more powerful effects as you played more games. Now even Presidente could be perfect.
Conclusion
Tropico has evolved and developed much like one of the islands it lets you run. At the beginning it was a tough, tight little political simulation in which, like Civilization 5, you had to balance the strengths of your leader with the resources available to you. Islands were small and your objectives were focussed purely on satisfying the needs and desires of each citizen if you hoped to finish the game and not get voted off the island.
Over time the gameplay has experienced somewhat of an urban sprawl. By Tropico 4 it has become a game about managing traffic and supply chains to build incredibly large and densely populated cities. Winning/finishing the game is now achieved by completing a series of pre-ordained quests. It now feels like an anachronism that it is possible to lose the game instantly by losing an election, not that it is ever likely to happen since it is now also possible to build a tropical utopia ruled by the most talented person on the planet.
That could be characterised as an evolution into a more focussed, tightly designed game with a defined and desirable objective. All of which are good things and make Tropico 3 and 4 games I love to go back to on a regular basis. And to be honest the original Tropico, like many retro games, is now practically unplayable due to its old bugs and limitations.
But I do miss the days of seeing if an entrepreneurial former-nightclub singer with a severe case of kleptomania could survive ruling an island of 150 religious nutters.
Curse this sudden need to play Tropico! It really is a booty call game. Glad I only have 4, otherwise I’d be heading back to #1, and it sounds like that’s a quick path to frustration (unless I’m riding with Pedro the teamster).