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Three Moves Ahead: Episode 8 — Symmetry and Asymmetry

April 14th, 2009 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

A full panel today as the experts ramble about symmetry and asymmetry in strategy game design. What do we even mean by an asymmetrical game? When is asymmetry just a cheat to hide poor game design? Listen as Julian Murdoch poses hypothetical questions, Tom Chick praise the King of Asymmetry, Troy Goodfellow challenges Tom’s logic and Bruce Geryk tries to stay on the sidelines.

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RSS here.

Tom’s first Demigod diary
Ogre/Gev
An earlier Bruce article on board games vs computer games and learning the system

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Imperialism series (1997, 1999)

April 14th, 2009 by Troy Goodfellow · Feature:Map

What this is about.

Frog City’s Imperialism games are perennial favorites on forum lists of underrated or underappreciated strategy games. The first Imperialism game was the first game that even tried to capture the imperial dynamic of economic exploitation of small powers by larger ones. It made economic policy an important consideration in foreign policy and made your Great Power strength reliant on the development of your railroads, factories, mines and colonies.

The original Imperialism was set in the 19th century. Hundreds upon hundreds of random maps were available, each one conforming to a basic pattern. There were seven major powers, and four clusters of four minor powers each. The minor powers in each cluster were closely related, so friendship with one would increase relations with the others. Each country was broken into provinces with raw materials to exploit – an only the minor powers had gold and gems. Where other resources were used to make finished goods or arms, the precious metals and stones went straight to your treasury.

Imperialsm 1 map

But you had to find them first. As well as the iron, oil, coal and copper. Many valuable resources were hidden from view until you sent an explorer/prospector to take a look. And you needed permission to look. Co-designer Bill Spieth says that this was integral to the period theme.

By the 19th century, the European powers were well-acquainted with the shape of the continents and in many places knew more. Still when you have an event like the 1880 Scramble for Africa, the powers didn’t know what resources they would actually be able to obtain. No one knew there were diamonds and gold in South Africa for instance. Also, in most places by the 1800s (parts of Africa are an exception I know) the Imperialist powers had to at least appear to be dealing ‘fairly’ with minor power governments to obtain resources. This was true even in India where power was cloaked with legality.

The whole “cloaked with legality” thing is important for the game, since getting into some territories would require an investment of time and money. Giving trade subsidies would lead to minor treaties and eventually you could build railroads and mines. But there was a lot of guesswork in knowing which minor state to approach first. And even your own country was largely undeveloped; you might not know that you are starving for iron until you had committed yourself to a region that turns out to be rich in copper. This is when the whole “legality” thing goes out the window and you find yourself planning aggression against a tiny neighbor and its great power sponsor.

This is how major wars start.

Where the exploration in the original Imperialism was focused on resource hunting, Imperialism II took a more traditional approach. Set in the Age of Exploration, you started with a known Old World and a lot of black map space – the New World is in there somewhere. Once again, timing is everything. If you take one or two more turns than your neighbors in grabbing (peacefully or not) rich sugar and tobacco farms then you may find yourself backed into a corner in the Old World.

Imp 1 resource

Because, in both games, the Old World was entirely the point. Spieth says:

As far as I remember we just added things as part of the challenge of making a sequel. It has to supply ‘more of the same’ to players who liked the first game without becoming too complicated for new players. That applies to the research element for sure. I think what were after for production was partly that and partly an attempt to create a (again simple) model of what made a colony useful. To win you have to control the Old World. This seems correct for the time period. So what did colonies do? Well, in very simple terms their products created wealth and made European population larger, happier, more productive. So lots of the new elements in production had to do with making a set of new world resources that would satisfy this model.

Imperialism 2 map

Though studying the map is a minor skill set for most strategy games, it could be the difference between winning and losing in the Imperialism series. You would know quite quickly who had the best forests for logging and who had the most hills for mining. Which territory is safest from amphibious landings? Are there two related minor powers who can meet different needs you have? Where is your rival investing its money? Every turn was a matter of scanning the map, checking your needs and desires and finding a way to outbid your opponent for the loyalty of a minor.

There was also, of course, the tedious battle system – identical maps from one battle to the next, culminating in the siege of the capital city. Looking back, Spieth has some ideas about how the battles could have worked better:

For the first game the original plan and design was to have been battle on the main map almost like a war game. SSI (correctly) told us we were trying to do to much. The on the map battles would have been an entire game in themselves. This was the origin of province-control battle as in the EU games today. Probably the right solution in some sense would have been to do it just like EU2 does it now–there is no tactical battle. Just a display that shows as an ongoing fight. Players can reinforce or retreat as the battle plays out. Or we could have done even less than that. If you try Gary Grigsby’s War between the states, for instance you see that the battles just play out and give you a result at the end. You can’t even retreat during them.

The tactical battle system we ended up with was optional; and we didn’t want to put it in multiplayer because it slows the game down too much for the non-involved player. This is also the problem with doing something more ‘cool’. You are investing a lot of time and effort in a part of the game that doesn’t fit with the rest of it and that you can’t really make part of the multiplayer game. So overall, my opinion is that we should have done less, not more. Maybe the best system would have been something like the EU or perhaps like the original Warlords game if you ever tried that. In that game two ‘stacks’ meet. and the game rapidly lines up a guy from each stack and rolls the die. Players watch as one stack loses and one stack wins.

From my perspective, the battle engine didn’t work because it was so clearly an interruption of the high level map work you did at the strategic level. Though my colleague, Tom Chick, has held up Imperialism as a superior example of strategic/tactical levels in comparison to the Total War games, I would – 85% of the time – automate the battles and accept that my generals came from the 1914 British officer corps.

Imp 2 resource

Then there were the colors – faded pastels in the original, deep and vibrant colors in the sequel. There is nothing not to love in how Imperialism handled its maps.

Clearly, I could go on.

The take away from Imperialism is that good game maps should be tightly integrated into both the game’s theme and core design precepts. For all the attention people pay to color or historicity or balance (Spieth says that their maps were never balanced except for making sure everyone had one iron and one coal), if your game requires competition for resources you need to make those resources challenging to get and connected to the larger victory objective. You won the first Imperialism, for example, by a world council vote. So you needed to acquire territories and colonies to get more votes. In order to do this, you needed to trade with other nations while deterring aggression. You could do this design with a different way of doing maps, but Frog City took a more creative route without losing sight of the main point of the game.

Over two months in, and this is only number five. Time to pick up the pace. In a few days, why Sid Meier’s Gettysburg is still one of the best Civil War games ever made.

(Thanks for Bill Spieth for his contributions and insight into the game.)

(All images courtesy of Mobygames.)

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Demigod: Early Moments

April 13th, 2009 by Troy Goodfellow · Gas Powered Games, RTS, Stardock

Though we dedicated an entire podcast to the game, you can be sure that there will be a lot more to say about Demigod now that the final version (minus Day Zero patch) is out there.

Some observations:

1. The Pace: It’s not nearly as much a slog as the final beta was, and there seems to be a better relationship between defense strength and tower hitpoints. Games still run between 30 and 45 minutes, but a lot depends on how familiar you are with your particular Demigod and the matchup. There may have been some tweaks to move the game along slightly more quickly without interfering with the general pace.

2 The Armies: If I recall correctly, the armies in the beta would seize the occasional flag for you. They don’t seem to do that in the final build, meaning you have to expose your Demigod a little more. Which means you need to play a little more smartly.

3. The Maps: Each map presents a new challenge for the player. There is a snake map with two extra healing orbs that can be controlled. Some maps have an extra gold mine or two. The Zikurat map has additional portals for armies to stream through. There is a lot of clever stuff here.

4. The AI: If you do play a single player match, the AI is fairly weak. It doesn’t seem to spend its upgrades well. This is clearly a multiplayer game.

5. The Balance: The Rook can quickly mow through defenses and I’m not sure if every other option has a counter to him. No idea what the Cat Lady (Sedna) can do to stop the walking tower of death. And Erebus the Vampire is just nasty. Eventually someone will work out a chart where you learn what each deity should do to defeat another specific deity. For now, we are in the realms of discovery.

6. The Participant: In one game against TMA panelist Tom Chick, I got an award for Participant. Youth soccer lives on at Gas Powered Games.

Once I get some more team play in, I will have a full review.

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Brass Knuckles Update

April 11th, 2009 by Troy Goodfellow · Industry

This year’s E3 will now be a lot less dangerous. EA is rounding up all the “novelty brass knuckles” it mailed out.

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Print Screen: Narrative Ludology

April 10th, 2009 by Troy Goodfellow · Crispy Gamer, Print Screen

Late column this week mostly because it took me a while to really organize the three book series from Pat Harrigan and Noah Wardrip-Fruin into anything resembling a cohesive article. I apologize to my hardworking editors who like to have things on time.

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Demigod Review Copy

April 9th, 2009 by Troy Goodfellow · Gas Powered Games, RTS, Stardock

Though a day zero patch has been promised, my review version of Demigod has arrived. I also got the little Rook (not Minotaur) miniature. I have no idea what I will do with it. I guess it goes on the shelf with the bust I got with EU:Rome and battleship model that came with Pacific Storm: Allies.

By the way, Tom Chick was wrong. There is no story based campaign about the rise of the Demigods.

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