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Losing the Intimate Epic

March 7th, 2009 by Troy Goodfellow · 7 Comments · Creative Assembly, Design

“Epic” is a terrible word to use when you talk about video games. It’s usually just reviewer shorthand for “This is big” or “This is long” or “Worlds will shatter”. It’s been used to the point where it is as useless a descriptor as “fun”, “immersive” or “easy to learn, hard to master”.

Part of the problem is a misunderstanding of what makes an epic an epic. Epic poems aren’t necessarily distinguished by their length, but by their subject matter and the story they tell. Epics are character centered and, despite their focus on heroic struggles and national myths, are very human in their scale. The best “epic movies” are those with strong characters to focus on – Lawrence of Arabia or Spartacus or Ben Hur. If the character makes no sense, you end up with Alexander or Quo Vadis or Gods and Generals.

Of course, words change their meanings, whether I want them to or not, so if you want to call Empire: Total War an “epic experience”, only pedants like me will cringe – quietly. Empire is, however, less epic than Rome and Medieval II largely because there is less sense of character development, national ambition or intimacy that made those games so appealing.

Take the mission system. The tutorial campaign aside, there are no missions in Empire even though there is a cabinet. This means no quests, no struggles beyond beating on the weakest neighboring nation (made easier by their willingness to declare war on your superpower) and guarding your trade routes. The Total War series got along fine without missions in Shogun and the first Medieval, but they gave the illusion of direction to a sprawling campaign mode.

Take your generals. In previous games, generals would be born or emerge from the battlefield. They would have varying personality traits that made them stand out from their peers. As governors and commanders, they were crucial units. On the battlefield, they often commanded the strongest body of troops and deciding when to commit him to the fray was an important moment in any battle. In Empire, you can draft a general or admiral anytime you want. Their cavalry unit is not especially powerful, and the best idea is to keep him out of harm’s way unless you have no other horses. There are fewer traits and less variation in the evolution of your commanders. You feel less connected to them.

Take the map. The one province Spain and one province France can be pretty much eliminated in a single short war – Quebec and Alsace aren’t much help. There is less sense of a global rivalry over land and territory in Europe. The struggle is transferred to the more Balkanized American and Indian theaters. But, since capturing Paris or Madrid renders those struggles less dangerous, the sense of an eternal struggle against an enemy power is gone.

As I noted in my mostly positive review, I think that there is a real chance that the scale of the map and the battles and the new economic engine have made the game too big – too distant from the history you want to recreate. It doesn’t have the constant micromanagement of a Paradox game or the countdown to gunpowder stuff you find in the Civ series. If it weren’t for all the blood and smoke, you could almost call it antiseptic. It has summer blockbuster spectacle, but there is a difference between The Dark Knight and Independence Day.

More to come in the next few days.

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7 Comments so far ↓

  • Panzeh

    I think a lot of it has to do with the lack of uses for the gentleman unit and also the realities of post-Westphalia Europe, where there aren’t any simple and easy ‘rebels’ for the taking. The one-province major countries I think are one province so they’d be easier to manage with colonial empires and also because the borders did not change in the core of the countries, but in the periphery. However, these provinces should be much more difficult to conquer somehow, perhaps with mob infantry spawning in outer cities as well as the capital to force an enemy to spend turns fighting smaller forces and buy the AI time to build up an army to defend it.

    I would say that while the player has no direction in the game, the AI seems almost too wed to its historical enemies to conduct itself as an effective opponent after it’s eliminated them. Kind of the opposite of the common complaint about Europa Universalis 3 when it was released, that the AI didn’t bother too much with its historical enemies.

  • genci

    I would say that while the player has no direction in the game, the AI seems almost too wed to its historical enemies to conduct itself as an effective opponent after it’s eliminated them. Kind of the opposite of the common complaint about Europa Universalis 3 when it was released, that the AI didn’t bother too much with its historical enemies.

  • JonathanStrange

    An epic post, Troy. Now I’m off to Crown of Glory for some epic …. err…great gaming.

  • Michael A.

    I don’t understand the decision to reduce Spain and France to one province countries. Micro-managing 15-20 provinces is horrible (as in: time-consuming) in any case, so I don’t really buy the argument of wanting to reduce administration. Administration is there in any case.

    My big problem with the game at the moment is the AI, though. Holding out hope for the multiplayer campaign now.

  • moromete

    I think that the rather limited number of provinces in Europe is one of the biggest draw backs to the game. It feels weird that I can take out continental France in one quick strike…

  • Jimmy Brown

    One of the reasons that Medieval: Total War (the first one) remains my favorite of the series is simply the ability to grant titles to my generals. It gave a sense of attachment to them as I carefully selected which one to make King of Jerusalem or Chancellor. At least a couple of times a month, I find myself wishing Nvidia’s drivers hadn’t broken the tactical battles because I would love to play it again.

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