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Three Moves Ahead Episode 5

March 24th, 2009 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

This week, Troy Goodfellow, Tom Chick and Julian Murdoch discuss what a strategy game is. In a world of genre blending titles, what is core nature of strategy gaming? They also work out their issues with seasons in games. Listen as Tom sells the panel on his new Japanese child game, Julian dismisses Settlers of Catan and Troy searches for a sponsor.

Listen to the podcast Here

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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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Empire Total War Debate

March 21st, 2009 by Troy Goodfellow · Creative Assembly, Crispy Gamer, Review

One of my favorite things about Tom Chick as a critic is that he always argues a corner. A game either succeeds or fails, with little room for fence sitting. This does not mean that his reviews are not nuanced; he never ignores the good stuff or fails to contextualize the bad.

His recent Empire:Total War review, for example, is full of explanation and subtlety that generally boils down to asking what we, as gamers, should expect from developers who have been working on the same franchise for ten years. Most people who read it, of course, just saw the “Fry It” and used that as their entree to his commentary, reading everything through that lens instead of the other way around – reading the review as a lead up to the “score”.

And he is generally right about his complaints. I still think he is wrong to reject the game altogether.

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Unexpected Pleasure

March 20th, 2009 by Troy Goodfellow · Ancients, City Builder

A while back I called into question the quality of the upcoming Tropico 3 because its developer, Haemimont Games, had never really entertained me with one of their games.

So I have to eat a little crow and say that their new Roman city builder, Grand Ages: Rome, is a minor delight. It’s not perfect (there will be a full review sometime soon) but it cribs from larger, better games to good effect. It puts a new spin on the whole campaign by adding factions you can please and the scenario variety is amazing. Crassus wants trade routes, Cicero wants justice, Licinius (Lucullus, I assume) wants you to help him win the war in Asia. They gradually increase in difficulty and give you secondary victory conditions that let you build up your character and make his job easier in the next few missions. If you want to take the military path, you might choose the veteran legions. If you go for the economic scenarios, maybe free farm upgrades are what you want.

It still doesn’t look like a city – and that has always been a problem with Haemimont’s Roman games. They design the maps so that you end up with a bunch of disjointed towns. But it’s better than it was.

Check the demo. You might be pleasantly surprised.

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Populous (1989)

March 19th, 2009 by Troy Goodfellow · Feature:Map

What this is about.

Populous is not really what it says it is about. Cast as a battle between two gods, one good and one evil, it is really a game that merges genocide and terraforming. There is no sense of any religious debate or motivation or distinctions between the deities – if Populous were made today, you can be sure that each god would have been given different powers or means of gathering followers. In the pre-Starcraft days, this kind of thinking wasn’t the default position. Populous II would move more in this direction, but it was still largely two nearly identical superbeings duking it out for…something.

There’s a cliche about investing that says real estate is always a good bet since God isn’t making any more. That wasn’t the case here. Making and deforming the land was your most common action. You could raise and lower land almost at will, though you did need a reserve of mana for every action, no matter how small.

Populous was a 3D world, or close enough to 3D to have been novel at the time. There was no real exploring involved in the game; the minimap showed you everything that your enemy was doing and, since you were a god, some level of omniscience was assumed. The maps would vary in color every few screens, but they weren’t what you could call “varied”. Whether verdant plain or desert expanse or lava world (a color scheme quite similar to the DS Age of Mythology game), the basic ideas were the same. Your followers built houses, and when the houses were filled they would spawn new followers to build more houses. Each house tilled a certain amount of land and this produced “mana” that would add up to give you more power. The biggest houses (castles) tilled the most land, but also filled up more slowly. You won a map by destroying all your enemy’s followers and then you moved on to a new map and a newer more powerful opponent.

PopFlood

Your legions of death could only inhabit and till flat land, though. So most of the game was about making your land as flat as possible and your enemy’s as inhospitable to farming as you could. If he had flat lowlands, you could flood them. Or stick a swamp in the middle of his richest plots of land, killing every settler who walked by. I liked volcanoes, since they would erupt in the middle of the land and sometimes stick nasty rocks on the map, rocks that required a lot of digging. And on some of the maps, water was fatal, so it was sometimes fun to isolate the enemy leader on an isthmus and take the land out from under him.

Populous is, I think, one of the only game series that used the map as a weapon. Other games let you use terrain as a trap where an enemy can seduced into attrition or supply penalties. Here the land itself could be turned against you. Since the basic act of deforming was one of your most powerful abilities, you couldn’t raise and lower terrain where you had no residents (plagues and storms were cool). This made the trade off between spending your mana on an earthquake or a land bridge something worth considering. The game moved in real time, so you couldn’t wait too long, and there was always something you would miss. Like the enemy leader coming over to your continent and burning houses while you sussed out the perfect spot for a plague. Populous was an excellent multiplayer game precisely because the map was constantly changing to fit the opposing strategies of the players. The fertile lands you rely on at the beginning of the game will probably not be there by the end. This is not a matter of evolution or change or even transformation; this is a matter of erasure, of entire continents being wiped out and your poor settlers having to fight back from nothing.

Pop02

I could probably make a strong case that Populous is one of the most original and underexploited game designs in history. Though map editors are (and were) commonplace, the idea of changing the board as you play – and making those changes the play itself – remains as revolutionary now as it was then.

Only, we didn’t really see it as revolutionary then. It’s easy to forget that in the late eighties and early nineties, stuff like this was happening every month. No one told Peter Molyneux that game maps weren’t supposed to be like this because people were still working out what game maps were supposed to be. Populous is more appreciated in retrospect, I think, than it was at the time. It was a hit, of course, and obviously admired. But I don’t think gamers understood how unique the design would remain for so long. I doubt many of us even read the gaming press with any regularity, so if somebody was pointing this out, few of us would have noticed.

The series came to a crashing halt in 1998 with Populous: The Beginning, a game that introduced more traditional RTS game play to a game design that really had no need of it. They downplayed the land sculpting in the early stages, even though this was the central mechanic that made Populous so unique and constantly captivating. A new/old Populous was recently released for the DS, and it adds those religious and disciple distinctions that are inevitable in any remake. I can’t speak to its quality.

Our next game is as different from Populous as you can imagine. It was turn based, it made vice the default strategy and it rewarded exploration. It did suffer an unnecessary update. Next week, QQP’s Merchant Prince/Machiavelli.

(Images from Mobygames.)

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Big Huge Games For Sale

March 18th, 2009 by Troy Goodfellow · Big Huge Games, Industry

This was a rumor floating around most of yesterday, but I didn’t want to say anything until it was confirmed. This is yet another in a growing list of signs that THQ could have major viability problems.

Big Huge Games hasn’t done an original AAA game since Rise of Legends, though its Asian Dynasties expansion for Age of Empires III and its XBLA version of Settlers of Catan were both excellent. This is a studio that knows its craft.

But I wonder if anybody is in the market for BHG?

Microsoft already let Ensemble go. Yes, BHG does more than real time strategy games (their current one is an RPG) but I can’t see MS swallowing a developer that mostly replaces a skill set they already deemed unnecessary.

EA is the obvious gobbling monster out there, but after the recent layoffs and closures at that company, Big Huge Games would be a curious acquistion.

And Take Two Software? They own Firaxis, through 2k, and so have a Maryland based developer already – one with Brian Reynolds imprint on its history. But it too is not in the best financial shape to buy BHG from THQ.

There is always the Independent Studio route, something embraced by the Ensemble refugees. This is the riskiest option, but there is way too much talent there for no one to take a chance on them. I’m sure a lot of companies would love to cherry pick Brian Reynolds and a few of the other very, very skilled people there.

Good luck to everyone in Timonium.

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Three Moves Ahead Episode 4

March 17th, 2009 by Troy Goodfellow · Podcast, Shrapnel, Three Moves Ahead, Wargames

ThreeMovesAhead

This week it’s all about wargaming as John Hawkins from KE Studios comes in to talk about War Plan Pacific. Julian Murdoch returns to explain why he doesn’t understand anything, Bruce Geryk would rather talk about Victory in the Pacific, Tom Chick almost rediscovers his love of wargames and Troy Goodfellow resorts to Star Trek Voyager to make a point.

And stay for the end, where John Hawkins unveils his new project!

(Some weather problems at Mr. Hawkins’ end caused a little bit of feedback in places. Be patient.)

Listen to the podcast Here

KE Studios home page
Victory in the Pacific at Board Game Geek
Troy’s review of War Plan Pacific
The perfect strategy podcast?

Have a question for the panel? Email me at troy DOT goodfellow AT gmail DOT com.

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