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Losing the Intimate Epic

March 7th, 2009 by Troy Goodfellow · 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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Three Moves Ahead Now On iTunes

March 6th, 2009 by Troy Goodfellow · Podcast, Three Moves Ahead

Subscribe before I get bored of it.

http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=307176617

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Empire: Total War Review

March 5th, 2009 by Troy Goodfellow · 1up, Creative Assembly, Review

You can find it over here. I’ll have more to say tomorrow, but I shouldn’t do two long posts in a single day with a column still to finish.

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Seven Cities of Gold (1984)

March 5th, 2009 by Troy Goodfellow · Design, Feature:Map, History

For an explanation of what this series is about, go here.

It’s been 25 years since Dan Bunten and EA released Seven Cities of Gold for the Atari 800, Commodore 64 and Apple II and it’s still the most influential strategy game ever made. I guess one of the Blizzard real time strategy games would be the only competition. It was one of the first open ended historical strategy games, giving you a setting but little else. It was about exploration more than it was about conquest, opening entirely new avenues for setting player goals.

But the influence of Seven Cities of Gold is best seen in how it integrated its map with the game’s goals. Bunten did one big thing that no one had done before, or at least not on this scale. Bunten used entirely random maps.

We take this for granted today – so much so that a lot of game designers just don’t bother with it. They can, after all, design a map that is more accurate or more balanced or more challenging. Why let the computer muck it all up? One of the big problems with a random map is fairness. As anyone who has spent hours with Civilization III knows, being stuck on a swampy continent with a single luxury resource and no saltpeter or iron can lead to an early exit.

The unfairness in Seven Cities of Gold was entirely the point.

The maps themselves were fairly simple. You would have an unexplored continent and the occasional native village. (You could play an historical map, but where’s the fun in that?) Mapping the world was one of the goals of the game, so you would land with men, food and trade goods all for the purpose of cartography. The maps tried to mirror actual geographic and cultural formations, with mountain ranges and varying levels of civilization. You could build forts and missions to make your life easier, but things were never easy.

After all, Ponce de Leon and Hernando de Soto died while exploring. There is a constant tension in the game between moving forward and moving back. If you run out of food chasing down a rumored El Dorado, you will die and lose all progress you made since you last saved your game in Europe. But if you turn around, you waste time at sea in your limited life span. You consume food as you sail, too, so you can’t just carry it all with you while you wander the jungle.

The world map

The more you mapped (and the more gold you raked in) the better your evaluation would be. Like Microprose’s later Colonization, it was usually better to be nice to the natives, especially if you were far from help. But gold has as great an attraction for the gamer as it did for the conquistador.

If it looks like I am spending more time on the gameplay than the maps, bear in mind that the maps in Seven Cities of Gold are the gameplay. There are no set goals beyond those you set for yourself, even if you do get rated by the king. Before Will Wright’s SimCity, Bunten created an open world with “Succeed” as your only mission description.

You can judge how much and quickly the world changed by the 1993 re-release Commemorative Edition. It had goals and missions, colonies to found, etc. It was as much a do-over as anything else. The core game mechanics were basically in place, but there were new options and new urgency to follow instructions. By most measures, it is a better “game”, but I’m not convinced it’s a better world.

In a Revisionist History column in one of the final Computer Games Magazines, Bruce Geryk argued that Seven Cities of Gold was one of the only games to really take the nature of exploration – not just the Age of Exploration – seriously. It understood geography, it understood danger, and it refused to make anything really easy for you. Though it certainly gave rise to the empire building genre, Seven Cities of Gold is absolutely not about building an empire, or at least not an empire as we understand it from games today. You set up no true cities, expand no roads and your trade verges on exploitation – beads for gold – when it is not entirely exploitative – your money or your life.

Sailing

It’s cliche to say that an old game would never get made today, but I’ll say it anyway. Like many games of the day, you could only save your efforts at a safe place, and the safe place was nowhere near the danger. It is too unstructured a design for many modern strategy gamers, and I personally like a little bit of direction in my games. I’m also relatively cautious – I sometimes wait until January before I declare war in Europa Universalis because I know that the autosave will bail me out if I underestimated Poland.

But there is still a lot to be learned from Seven Cities in how it dealt with maps and discovery. In Sid Meier’s Colonization, the Inca have rich cities. In Seven Cities, there are circles of civilization – you move through tiny villages to outskirt towns and then you hit the urban centers, where piles of gold await your greedy paws, made that much sweeter because of how far you’ve walked to get there.

It’s probably not coincidental that I have two other Age of Exploration themed games in this series (Imperialism II and the EU series). Pushing back the black and mapping new zones is the biggest and best X in the 4X genre. And it started with Bunten’s second masterpiece.

The influence of Bunten’s Seven Cities is everywhere in the Civilization series, but my next topic will be Sid Meier’s other great map game, Railroad Tycoon.

(Images taken from The Video Game Museum)

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Three Moves Ahead Episode 2

March 3rd, 2009 by Troy Goodfellow · Podcast, Three Moves Ahead

The second episode of TMA talks about Halo Wars, Demigod, Sins of a Solar Empire and Empire: Total War, with slight detours into Lord of the Rings Online, if Jeff Green is allowed to talk anymore and whether or not it is cool to use Google while podcasting.

My panelists are Julian Murdoch, Tom Chick and Bruce Geryk.

The sound quality is much better this time now that I have some idea what I am doing and Julian is not altogether absent. Hope to get this on iTunes by next week.

Main podcast site

Link to file

Tom’s Halo Wars review

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Underdogs Update

March 2nd, 2009 by Troy Goodfellow · History, Industry

Eumel made a comment about this in the earlier post, but for those of you who don’t read the comments, Sarinee Achavanuntakul has made a public statement about the future of Home of the Underdogs.

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