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Most Dubious Press Release Ever?

March 16th, 2009 by Troy Goodfellow · Media

In service to gamers everywhere, Algoma University’s Masters of Science in Computer Games Technology students are lending their expertise and a critical eye to a new video game review website. The site is located at www.mastersgamereview.com.

I admire their hubris, but I doubt that even recent very good commercial ventures would launch with the claim that they are, by their mere presence, a service to gamers everywhere.

The site does reaffirm my conviction that I would rather hire a writer than a gamer.

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Hearts of Iron 3 Updates

March 15th, 2009 by Troy Goodfellow · Design, Paradox

I’m a little annoyed that I won’t be at this month’s Game Developers’ Conference. There are a couple of journalism panels I want to see, including one with my friend and podcast panelist Tom Chick, and another about the flight of journalists to the development side of the industry.

But the big annoyance is that Paradox is investing in a major presence there, including Johan Andersson, the big man behind the EU series and its affiliated titles. And I won’t be there to put him on the spot.

Looking at the list of developer diaries for Hearts of Iron III, for example, I have a lot of questions. Most of them will run along the lines of “Are you serious?”

A lot of the ideas in place look great. I like what they have done with diplomacy and espionage. I’m not sold on the modular approach to units or the cumbersome looking air war stuff.

In short, I think that there is a risk that the already very complex HoI series is taking another step down the road to “how do I play this?” Given how regrettably simplistic EU:Rome was, I suppose I shouldn’t complain. Clearly Paradox thinks they can take this risk on their best selling series. But the more I see of the game, the more concerned I get that Paradox is listening to the hardcore part of the beta test audience.

Beta testing is an odd thing. It tends to attract the hardcore fans who want to contribute to their favorite developers’ efforts but sometimes these are the very people who will lead a developer down the garden path of “more, more, more.”

To their credit, some of what they are doing is streamlining the “more”. Espionage is getting largely automated, there will be less micromanagement in the diplomacy side of things and the mission system for air orders – though needlessly detailed with too many buttons from what I can see – looks like it will be fire and forget for much of the war. But with 10,000 provinces and lots of new options all across the board, I am curious about what the overarching design philosophy is. Who is the player supposed to be? Why are certain levels of abstraction chosen for certain tasks? How does it all fit together into a coherent whole?

One of the great things about the EU games is that once you understand the system, you enter a sort of flow state. A lot of dabblers in the games think that they would be better as turn-based titles, but I think that really misses a lot of what makes the different Paradox grand strategy games work. It’s not about micromanagement as much as it is about making immediate decisions that may have pay offs at any stage of the campaign. The more decisions you have to make at every moment, the harder it is to tell which factor is the important one in what happened. Making me research guns and hull and engines for ships doesn’t make naval combat easier to understand.

If Paradox and I find ourselves at E3, maybe I can get some answers.

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Railroad Tycoon (1990)

March 13th, 2009 by Troy Goodfellow · Business Sim, Feature:Map

What this is about.

There is something about trains. It’s no accident that there are train simulators and railroad management games and model train sets for adults but few toys that try to capture the romance of the trucking industry. Part of it is the whole organizational aspect of things – the straight lines of the rails, the inflexibility of the schedules, the nation building myths that most of us grew up on. (For Canadians, the completion of the Canadian Pacific Railway is seen as a greater accomplishment than putting the country together to begin with.)

Sid Meier’s Railroad Tycoon is, fundamentally, a business sim. It wasn’t the first business simulation by any stretch of the imagination, but it was the first major release to use the word “tycoon”, spawning an entire genre of graphically attractive light business simulations. (An earlier game called Tycoon hewed closer to the traditional business sim model and has had little discernible influence.) Through the pull of the history of the rail business, Meier was able to make a game that is underappreciated in an oeuvre full of classic games.

But even though it is mechanically a business sim with a stock market and buyouts and bankruptcy, Railroad Tycoon is philosophically a train set. You lay track and haul goods as much to see the trains pulling into the station as to make money. Your first load of a specific good is greeted with an animation to that effect. You buy new trains as they become available, just like any train collector worth his salt (they are almost all men). And the best train sets all have nice terrain for the choo-choos to run through.

RRT01

One of Railroad Tycoon‘s big improvements over earlier light business sims was the geographic specificity of it. You did not just build a connection between Philadelphia and New York; you watched the train make the trip. You didn’t just get a report that a train had broken down or that there was a traffic jam near Boston; you saw it and what led up to it. Your business wasn’t just numbers and money and ownership problems. It was a brick and mortar and steam and iron operation that you could watch.

The game didn’t make it easy on you. You had to get materials from one location to another, but there was always the problem of the return trip. How much timber could you get to the paper mill in one load? Was there any demand for people or mail at the lumber yard? A train with nothing on it wastes money and time, but for a while the big payouts for a certain good will make it worth your while.

Then the map changes. And it’s all your fault.

For all the talk about destructible terrain in many wargames or improving tiles in a game like Civ, Railroad Tycoon is one of those rare games where the map often changed as a response to your actions, not just because of an action you took. There’s an important distinction, I think, between building a fort in Civ so you can protect a pass and new cities popping up around a station because you happened to need that spot’s iron mine.

RRT02

There is a sweet spot in the century you cover where passengers and mail are the really big money. It can be tempting to break into an opponent’s market with a station and have a rate war with him. But there is a sense of sweet satisfaction knowing that Pittsburgh wouldn’t even exist if it weren’t for you.

Not to mention the problems of terrain. You would need to build tunnels for the most direct routes through mountains, but these could be expensive. Rivers needed bridges, and these, too, could exhaust your reserves because the cheaper bridges could only allow a single train to pass.

The maps in Railroad Tycoon were those old math problems brought to life. Train A has five cars and leaves Paris going East to Berlin. Train B has 2 cars and will use the same track going West from Bonn to Paris. Where should you put the switching station so you don’t have a traffic jam somewhere in Alsace? Would it be cheaper to double track the Bonn route? They allowed you to be traffic cop, industrialist and man-in-basement-with-engineers’-cap all in one.

Pop Top Software’s Railroad Tycoon II had better looking 3D maps, but simpler bridges and no tunnels or rate wars. The series culminated in Sid Meier’s Railroads!, a disappointing even-lighter business sim that put even more emphasis on the train set idea than the first RRT game.

Railroad Tycoon is still an empire building game in every meaningful sense of the word, with expansion and development and the eventual conquest of your enemies. You needed to take risks (like selling your stock) to lay the foundations for a better business model. But RRT was closer to SimCity than Civilization. It was about building a system and fighting the forces of entropy that are inherent in anything more complicated than a safety pin. Geography and population density were the confining factors on your empire and your sprawl, but you could subtly bend the map to your will.

Our next game is positively not about subtle map control. Populous let you destroy maps altogether.

(Images from Mobygames.)

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Three Moves Ahead Episode 3

March 11th, 2009 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

This week, host Troy Goodfellow and panelists Tom Chick and Bruce Geryk spend most of their time talking about Empire: Total War, with a lot of armchair game design. Tom challenges the very premise of the Creative Assembly design philosophy, Bruce rejects Tom’s premise and Troy tries to get a word in edgewise. Listen for Tom’s “perfect strategy game”, Bruce’s love of Dominions 3 and Troy’s memories of Dagestan.

Listen to the podcast Here

Troy’s review of Empire: Total War
Tom’s interview with Blair Fraser of Ironclad Studios
Dominions mod forum
Tom discovers Dominions on Usenet

Have a question? Email me at troy DOT goodfellow AT gmail DOT com. And pick Bruce’s homework assignment in the comments.

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New Hinterland Game

March 10th, 2009 by Troy Goodfellow · Tilted Mill

Hinterland Orc Lords has just been announced.

From the press release:

“Hinterland: Orc Lords” features:
+ Party-based RPG Action – Variety of characters, weapons, and strategies. Will you lead the charge with a two-handed strike or stand behind the armored herder with your bow?
+ Town Building – Choose who will settle in your town. Arm them for defense, or give them tools for production.
+ Character Development – Command an Orc tribe as Lord or Shaman, or lead a Human village as Human, Dwarf, Elf, or even Undead Warrior. Develop lowly farmers into great warriors. Customize your character to help in adventure or improve village life.
+ Random Fantasy World – New locations with different resources, items, enemies, and challenges for maximum replay. Orc war camps, dark elf raiding parties, goblin infested mines, ruined undead cities, and more.
+ Customizable Gameplay – From hardcore game to a world without raiders, you decide the type of game you play.

It’s an updated release more than an expansion, I guess. It’s slated for a late March release.

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Print Screen: Racing the Beam and Street Fighter Movie

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

Not much to say about Racing the Beam beyond what’s in the column. Buy the book if you are interested in the hardware/software relationship. Monfort and Bogost do a very good job.

Re the Street Fighter movie, I do things for my job that are harder than anyone can appreciate. The Legend of Chun-Li is not ha-ha bad. It’s “why bother?” bad. Capcom has said that they are happy if the movie makes money, which, given the obviously low budget, is very likely once the DVD sales are taken into consideration.

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