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Designing an Economy

January 24th, 2009 by Troy Goodfellow · Blogs, Design

Even though our leaders have no clear idea about how a modern economy actually works, Maxis’s Soren Johnson has put a lot of thought into how to make a economy work in games.

Unfortunately, the market dynamics of these games tend to repeat themselves, with prices usually bottoming out once the players’ total production overwhelms their needs. This effect stems from the fact that the game maps emphasize economic fairness – in AoK, each player is guaranteed a decent supply of gold, stone, and wood within a short distance of their starting location. Spreading resources randomly around the map could lead a much more dynamic and interesting market mechanic but at the cost of overall play balance for a game with a core military mechanic. If your opponents attack with horsemen, what if there is no wood with which to build spearmen, the appropriate counter unit?

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Game Design Panels at GDC

January 22nd, 2009 by Troy Goodfellow · GDC

So far it looks like I’ve been passed over for an official invite to the now smaller and more focused Game Developers’ Conference.

Which is too bad, because these look really interesting talks.

A game design challenge about sex and autobiography, Big Huge Games opening up about their RPG, iterative design in Mass Effect 2…

Full list of panels here, with more interesting stuff. What’s next after Spore? Brad Wardell on producing hardcore indie games. How AI fits in with gameplay design. The 10 Features of Highly Successful Game Designers. Tactical AI in Dawn of War 2.

Even though it looks like I may not be there, this is the sort of stuff that makes GDC special. I’m glad they have reduced the media footprint since the conference really was turning into a bunch of panels that bookended Keynote Addresses designed for press release hype. All the real action was in the conference rooms. But I’m a lapsed academic, so I love panels.

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January Round Table

January 21st, 2009 by Troy Goodfellow · Blogs, Round Table

I haven’t participated in one of Corvus Elrod’s round tables in a long time, so I haven’t linked to many of them. I’m pretty self-absorbed.

I didn’t contribute this month, either, but since the topic is one dear to my heart, please check out the wide range of posts about translating books into games. Everything from Toni Morrison to Oscar Wilde.

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Pox Nora Acquired by Sony

January 19th, 2009 by Troy Goodfellow · Industry

This is great news for the Pox Nora team. How will Sony use this new property? Tycho sees a future for Sony’s CCGs at Playstation Home.

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Dealing with “The Hitler Problem”

January 19th, 2009 by Troy Goodfellow · Design, History

A writer with the name “Poisoned Sponge” has written a long post dealing with a question that I have tackled before many times. Taking the Total War games as his starting point, the writer asks about how far game designers can deal with the moral horrors of the 20th century. Creative Assembly is making an 18th and 19th century game that has no slavery or slave trade; can you make a game from our century that avoids Hitler?

The problems with a Total War game held in the 20th or 21st Century is that instead of one political mine, there are dozens. Maybe hundreds.

The Holocaust. Ethnic Cleansing. Two World Wars. Atrocities in Africa and the Middle East. Those are the biggest four I can think of off the top of my head, and all of them are incredibly divisive issues. There is no way they can avoid the World Wars and still have a game that is any semblance of relation to our world….The Total War series brings you back further, allowing you to parley, trade and declare war. By allowing such a vast political playground to explore, you are, without doubt, creating a set of tools with which to bring about a World War.

And yet, there are lots of games that deal with the World Wars and don’t touch genocide. And I’m talking about Company of Heroes, which Poisoned Sponge rightly notes is a toy army game. Clash of Steel (no relation), Hearts of Iron, Commander: Europe at War…all take a broad view of the immediate war period, with diplomacy and production, and don’t delve into the true darkness of the Nazi and Stalinist regimes. The tyrannical governments become ones with different troop dispositions or, in HoI, different limitations on production and diplomacy. In fact, Paradox may ban you from their forums if you go there and advocate the historical inclusion of forced labor, death camps and organized relocation of entire populations.

Does the war they present bear any “semblance of relation to our world”?

Poisoned Sponge (there’s a reason I avoid nicknames…) thinks that the main distinction is time and romance.

Yes, Medieval: Total War had the crusades, but, like everything a few hundred years old, the Crusades have been romanticised by the Knights Templar, Assassin’s Creed and Bernard Cornwell. We now think of glittering knights, dirty Persians and flaming balls of catapult fodder. So you play it with a clear conscience, taking the Holy Land back from the heathens. It’s not a problem for the modern conscience.

It’s folly to assume that World War II has not been romanticized. The actions of America’s so-called Greatest Generation and the gallant Brit standing alone in the blitz have obviously taken on some glamor. Patton and Rommel are this century’s Richard and Saladin, figures of mythic stature. In many corners of the Internet, there is considerably more romance around the dark black SS uniform and “professionalism” of the still white-washed Wehrmacht than there is around the East India Company.

Given the number of World War II games out there, PS is presenting a bit of a false dilemma. And this pattern continues into other 20th century themed games. Combat Mission: Shock Force, though set in a contemporary Middle East, avoids the place of civilians in insurgent warfare. Refugees almost never clog the roads that a tank needs to use. The calculation of the media equation is avoided.

Grand strategy games have always been able to elide some of the messier parts of history. Colonization doesn’t have slaves, though the new version lets you choose it as a civic for your newly freed nation – you get a production bonus but don’t seem to lose your soul. The game has always given you the option to relive the displacement/eradication of the local natives. So, for Firaxis, the latter is a more central fact of the settling of the Americas than the former. By focusing on the work of diplomats and generals in the pre-modern era, grand strategy gamers don’t have to deal with the fact that half the human population is little more than chattel, fit to be married off to produce heirs but little else.

You could, of course, go in circles arguing about whether games are capable of dealing with the ugliness of history in a classy way, and even if we want them to do so. Games are about abstraction, and anything not germane to the design is, arguably, better left out. (In the Total War games, that means those little emissary units that die once they finally get to Constantinople.)

(Spotted at RPS.)

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Top 20 PC Sellers of 2008

January 15th, 2009 by Troy Goodfellow · Industry

Strategy-esque games in bold.

1. World of Warcraft: Wrath of the Lich King Expansion Pack
2. Spore
3. World of Warcraft: Battle Chest
4. Age of Conan: Hyborian Adventures
5. Warhammer Online: Age Of Reckoning
6. Call Of Duty 4: Modern Warfare
7. The Sims 2 Double Deluxe
8. World Of Warcraft: Wrath of the Lich King Exp Pk Collector’s Ed
9. Fallout 3
10. World Of Warcraft: Burning Crusade Expansion Pack
11. Call Of Duty: World At War
12. The Sims 2 FreeTime Expansion Pack
13. World Of Warcraft
14. Sins Of A Solar Empire
15. Warcraft III Battle Chest
16. The Sims 2 Apartment Life Expansion Pack
17. Crysis
18. Left 4 Dead
19. Diablo Battle Chest
20. The Orange Box

It’s both an odd list and a familiar one. World of Warcraft and Sims 2 dominate, naturally. I’m surprised that both the Warcraft III and Diablo compilations are still reliable sellers. That’s what happens when you can be found at Wal-Mart for 20 bucks.

Great news for Sins of a Solar Empire. An original franchise from a new developer, and it comes in 14th – above the Sims Apartment expansion.

No Red Alert 3, which is a little surprising, and since it’s unlikely to crack the top 30 console sales, it has to be considered a disappointment for EA.

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