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Merchant Prince and Machiavelli (1993/1995)

April 3rd, 2009 by Troy Goodfellow · Feature:Map

What this is about.

Quantum Quality Productions (QQP) is one of the great also-rans in game publishing history. They did a lot of light wargame stuff like The Perfect General, The Lost Admiral, The Pure Wargame. All were decent games, if not brilliant. QQP had one shining title, Merchant Prince, and even it got stolen by the strategy big boys, Microprose, which then gave it a catchier name – Machiavelli – and laughed all the way to the bank. Developed by Holistic Design, the two games were almost identical. Machiavelli looked much better and had some small UI improvements, but, for all intents and purposes, Holistic’s Ed Pike (also co-designer of Emperor of the Fading Suns) just moved his game idea from one publisher to another.

The choice of names by each company is instructive, since they both apply to different aspects of the design. You were cast as a Venetian merchant prince, whose success was largely determined by how much money he could make trading in the wide world. Success could be egged along by those tactics embraced by Florentine author Niccolo Machiavelli – bribery, slander, assassination – in the pursuit of political and religious power in the city. There was a minor military component, using troops to force open cities that would not trade with you or destroying pirates. For the most part, Machiavelli was a political power simulation with gold being the sinews of domination.

Merchant Prince

One of my enduring memories of the game is how it portrayed the known and unknown world. Like many games, you had to explore to find your next trading opportunity. But beyond your immediate surroundings, you only had a general idea of where the next city was. Constantinople is somewhere to the east, London in the northwest, Baghdad a good long trek east again. Until you found them, their locations would be marked on the map in parchment brown, since your cartographers guessed that they were in that vicinity.

This was all well and good until you had to go to cities further from your direct knowledge. Once you got to Asia or the African coast, it became apparent that your cartographers were working from some fairly inaccurate information. Your map says that a Chinese city is just a couple of turns from your caravan. But when you walk to where the city is supposed to be, Surprise, there’s nothing there. Does the city even exist or do you just need to keep walking? Can your fleet find where Jakarta really is before the pirates find the fleet?

MachKnownWorld

This mechanic worked very well on the historical map for a few games, but shined in the random world generator. Once you moved beyond a certain radius, entire continents could be no more than legends and tiny islands could be rich new worlds filled with holy relics for the Pope.

Though its gameplay was nowhere near as sophisticated as that of its near contemporary, Civilization, Merchant Prince/Machiavelli did a better job of capturing what exploring is really like. Very rarely in the human experience are people pushing into an entirely black unknown space. There are always rumors, always guesses, always some advice either from locals or past chronicles. (Seven Cities of Gold had a similar idea, with indigenous guides giving you directions, some good and some bad.)

The trading empire part of the game was largely divorced from the political side, except for the very important role that money played. If your trade fleet wastes time searching for Xanadu, it is not making money for you and the Vatican is not cheap. Assassins don’t work for free, and if some knave burns down your villa you will need to build a new one to maintain your prestige. It was too bad that the AI was never very good at the political side of things, since that would have made the economic pressures more salient to the gameplay. But you can’t have everything.

Vatican

Merchant Prince/Machiavelli is one of the very few strategy games that gave you partial information and very few games since have picked up that torch. Fog of war generally applies to enemy troop positions, of course, but map information in strategy games is generally either perfect or perfectly unknown. Exploring is less about moving hesitantly to what you think is there and more about walking boldly into the darkness because you know that the next civilization can’t be too close or that no one ever starts more than a few seconds from a gold mine.

And it would not have worked at all if there was no random world generator. Though I will write more about this in the upcoming Europa Universalis entry, exploration really only feels like exploration if you have only the vaguest clue about what is over the horizon. Exploration of an historical map is something you can really only enjoy a handful of times, especially if, as is the case in Merchant Prince/Machiavelli, you even know which cities sell what. Cinnamon prices are high – off to Calicut!

I would also argue that it not have worked without the aesthetic conceit of a brownish parchment map. The distinction between maybe and certainly is immediately apparent to the player and is historically appropriate. Seeing a rival fleet sail off into a spot you had not explored piques your curiosity. Does he know something I don’t? Is it just a random AI spasm? Are there dragons there?

Next week’s games also used an aesthetic conceit that proved integral to the games’ appeal. Next week, we even have developer commentary on Imperialism.

(All images from Mobygames.)

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In the spring

April 2nd, 2009 by Troy Goodfellow · Baseball

It’s that time of year. And in a long IM conversation with Bill Abner about war games and sports, I caved to a base impulse and pre-ordered.

Less than a week until the Nats lose the first of 93 games.

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GDC is not about announcements

April 2nd, 2009 by Troy Goodfellow · GDC, Media

I wish I had written this.

It’s not just GDC that is so afflicted, either. Just as media outlets are astonished and angered each year by the lack of non-development announcements at a development conference, they also build the same pointless expectation over shows like Game Convention (realistically, too close to Christmas for any major slew of announcements) and the Tokyo Games Show (largely focused on the domestic market, and dominated by titles which will never be exported).

The reason for this constant cycle of rumour, expectation and disappointment – whose ultimate result is to create a large population of embittered, annoyed consumers, something which isn’t good for anyone in the business – lies in the continuing debasement of the games media itself. Blogs, podcasts and news sites can huff and puff as much as they want about GDC (or any other show) being “disappointing” – the reality is that it’s the writers themselves, through their credulity and unprofessionalism, who have created the false expectations which lead to such disappointment.

The advent of the Internet has done some wonderful things for the games media, but news journalism – both in games and in every other sector in the world – has suffered terribly. No longer are news stories researched, backed up and given a context before being published. Instead, a culture where being first is vastly more important than being accurate has flourished, with writers desperate for “exclusives” converting wild rumours and speculations from forums like NeoGAF or GameFAQs into news stories in a matter of minutes.

Of course, any hope of establishment games journalism being more than lists, sort-of-jokes or rushes to get scoops is getting fainter by the day.

Don’t mind me. I’m in a cranky mood today.

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Battleforge Review

April 2nd, 2009 by Troy Goodfellow · Crispy Gamer, Electronic Arts, RTS

Battleforge been getting very good scores from a lot of very smart people, but I’m not that excited about it.

Part of the problem is that once you’ve seen a big throwdown between units, it’s not really clear where the strategy is beyond saving up for more big units. The upgrade rewards are nice, and I like being forced into playdates more than I thought I would. But there isn’t enough planning here or tactical decision making like you would find in a very good CCG. Or even a decent CCG/wargame like Pox Nora.

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April 1 Is a Bad Day

April 1st, 2009 by Troy Goodfellow · Uncategorized

Notice how the Sports Illustrated page has real news on it and isn’t trying to be wacky?

Why does the games media take this day to heart so much? You get wacky lists, fake press releases, ludicrous patch notes on every single site. None of this takes any real effort and only reinforces in my mind how many of us don’t really take what we do seriously.

Yeah, I’m a curmudgeon. And I’ll admit a weakness for CGM’s April issues with ads from Schadenfreude Interactive. They always made me smile.

What is it about the games media that makes April 1st so attractive as a day to waste my time? Am I just a humorless git?

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Three Moves Ahead Episode 6

March 31st, 2009 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

This week, Troy, Tom and Bruce devote the entire show to Demigod, the upcoming RTS from Gas Powered Games and Stardock. Bruce reaches into the past for a boardgame comparison, Tom is annoyed by everyone and Troy likes most of what he sees.

Titan

Listen to the podcast Here

RSS here

Have a question for the panel or an idea for a future show? Email me at troy DOT goodfellow AT gmail DOT com.

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