Flash of Steel header image 1

I’m Going to Keep Saying This Until People Listen

February 11th, 2009 by Troy Goodfellow · Crispy Gamer, Design, RTS

Mostly, I hate the entire idea of dividing games by how time moves. There are better ways to understand game design than whether or not you have time to make a sandwich before you are overrun with Cossacks.

But then Tom Chick writes:

Real-Time Strategy Games are survived by its oldest son, Empire: Total War, which wants nothing to do with its bratty younger brothers.

The Total War games do not belong on the RTS family tree properly understood. The are descended from a shotgun wedding between Civilization and Risk, and are more appropriately seen in the Lord of the Realms branch of strategy game design. Adding a real time wargame to a turn based strategy skeleton doesn’t make it an RTS any more than giving experience points to units in Civ IV makes it an RPG. Resource collection, unit building, upgrading structures – all this is done in the turn based part of the Total War.

→ 28 CommentsTags:

Ready for Gettysburg 3D?

February 9th, 2009 by Troy Goodfellow · Civil War, Mad Minute, Preview

This is why I have sidekicks. Norb Timpko, one of the guys behind the underappreciated Take Command games from Mad Minute has been working on a new Gettysburg game called War3DII: Gettysburg. And I had no idea that they were so far along that they’ve already been previewed in an Austrian publication.

Best part? Multiplayer. I almost added the Take Command games to my map series, but I eventually decided that there wasn’t a lot I could say beyond, “Yup. That’s Manassas.”

(Thanks to Kevin for pointing this out.)

→ 1 CommentTags:

Happy Birthday Combat Mission

February 9th, 2009 by Troy Goodfellow · Battlefront

Battlefront says that it is Combat Mission’s tenth birthday, and who am I to contradict them?

The most important part of this post is the one screenshot of the upcoming Combat Mission game, returning to the Western Front of WW2. It’s a couple of Tigers dancing in a meadow of flowers.

→ 6 CommentsTags:

Feature Series: Maps and Game Design

February 7th, 2009 by Troy Goodfellow · Feature:Map

I love maps. I always have. Something about how they impose order on nature. Borders are in bold lines, marking out what belongs to whom. Growing up, we had an old set of American People’s Encyclopedia that had resource maps for every country, so gold and iron and wheat would be indicated with icons. I think my older brother has those now. Historical atlases are always fun, and the end of the Cold War was a great time for map lovers because, all of a sudden, there were new borders and new divisions and new lenses through which to understand human conflict.

Love of maps is one of the things that binds strategy gamers together. It’s not simply about representation of history, but representation of space. Though maps are the canvas for pretty much every genre, in strategy games maps represent potential more than they do constraint. Good maps guide how the player should interact with their surroundings, but present alternatives if one route to success is cut off.

Beyond that, of course, there is little guidance for how to make a good map. Some map designs work for some game purposes, but not others. And, even as technology has improved, it’s not clear that map design has. Maybe it’s because we have reached the point where game designers know how to efficiently portray space and time. Maybe it’s because the technological arms race has made other design considerations more important.

So, as I did with my last feature series, I will use the flimsy premise of an imminent release date as the motivator here. The Total War games have always done interesting things with maps, and Empire: Total War looks to up the ante even more. Once again, I’ll try to contact the game designers whenever I can, but if you see a game you recognize here and know someone willing to contribute, give me a shout. Once again, I will use ten as my magic number for no other reason than that it is magic. I like magic.

And, like last time, the updates to this series will be irregular. So keep an eye on this page or on your RSS feed.

1. Seven Cities of Gold (1984)
2. Railroad Tycoon (1990)
3. Populous (1989)
4. Merchant Prince/Machiavelli (1993)
5. Imperialism series (1997)
6. Sid Meier’s Gettysburg (1997)
7. Combat Mission series (2000)
8. Europa Universalis series (2000)
9. The Sims (2000)
10. Rise of Nations (2003)
Epilogue

Episode 14 of Three Moves Ahead was inspired by this series.

And we begin with the best game from one the industry’s best mind – Seven Cities of Gold.

EDIT: I got the chronology screwed up and did Railroad Tycoon before Populous. Apologies to the historians out there.

submit to reddit

→ 20 CommentsTags:

Stardock Expansion

February 4th, 2009 by Troy Goodfellow · Industry, Stardock

With so many companies scaling back their operations, and so many layoffs affecting so many people, it’s always nice to read about a company growing.

Especially nice when that company is the ever reliable Stardock.

Helped in part by generous Michigan tax breaks, developer/publisher Stardock (Sins of a Solar Empire, Demigod) is planning a $900,000 expansion of its headquarters to accomodate development of a new PC roleplaying game.

An RPG will be a nice change from their strategy stable.

→ 9 CommentsTags:

Diplomacy Improved in Empire: Total War

February 4th, 2009 by Troy Goodfellow · Creative Assembly, Preview

Over on Gamespot, Andrew Park has uploaded an interview with Creative Assembly’s James Russell.

Key bits include:

Deeper diplomatic model:

These relationships provide the backdrop to the negotiations that players will be involved with as they strive to develop a network of trade partners and allies, or negotiate military access to enable them to further their expansion. Throwing a nation a suitable gift before asking for a trade agreement or a particular technology trade can often help grease the wheels of negotiation. Similarly, don’t expect a rival to roll out the democratic red carpet if you’ve previously proven untrustworthy. The AI has a far better recollection of previous events than ever before, and it will bear grudges or honor sacrifices.

AI nations will have national or leader specific tactics

Units can be built by generals in the field, not just at cities

A class system will govern national satisfaction

Raiders and trade

Commerce-raiding a rival nation’s trade routes on land and sea is a very effective strategy to boost your own coffers, whilst inflicting hefty damage to an enemy’s economy.

With both Sims 3 and Dragon Age: Origins now pushed later, my spring will probably be consumed by Empire.

→ 4 CommentsTags: