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Reviewing, Criticizing and Games Media

December 1st, 2008 by Troy Goodfellow · Blogs, Media

This year has seen a lot of chest baring and sackcloth wearing about the differences between reviews and criticism in game journalism. I’m from the school that says not all reviews are criticism and not all criticism is a review, but that the best of both have elements have each. In other words, a great review moves well beyond the pedestrian question of whether or not you will enjoy a particular game and a great critique leaves you in no doubt as to how you would likely feel about a specific title. Reviewing and criticism are different, but related.

Given all that has been written this year, driven by N’gai Croal’s inescapably essential meditations, it’s worth pointing to Shawn Elliott’s new blog where the first post is sort of a “what might have been” thinkposium about the nature of game reviews.

In the continual flight from Ziff Davis, it would be understandable if people lost sight of who has gone. Recently, Jenn Tsao and Damien Linn have left. I’ve already paid homage to the [Read more →]

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Dungeon Keeper MMO On the Way?

December 1st, 2008 by Troy Goodfellow · MMO, Preview

Dungeon Keeper was a Peter Molyneux game before that name became associated with grandiose claims that could never be fulfilled. It was a fantasy city-builder with RPG elements. You were the master of a dungeon and this meant expanding your capacity for loot, attracting more powerful monsters to protect it and defending your lair from troublesome heroes and rival Dungeon Keepers. Though it got very repetitive very quickly, it had a charm and elegance that few games of its time could manage, enhanced by some of the best mission narrations ever seen in gaming. I loved it, and still do.

So the news that EA has licensed the name to a China based MMO company is surprising. If this is just a matter of branding, I’m astonished that the now eleven year old Dungeon Keeper name has relevance to a mass audience of any kind. It’s one thing to resurrect Majesty or Tropico for an RTS audience, but another one entirely to make a genre shift and use the name.

Will Dungeon Keeper Online be an online RPG or RTS? No idea. Will people be able to play the heroes? How many Dungeon Keepers can there be on map?

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Print Screen Gift Guide

November 26th, 2008 by Troy Goodfellow · Crispy Gamer, Print Screen

Mostly familiar titles, but it’s a starting point.

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War Plan Pacific Gold

November 24th, 2008 by Troy Goodfellow · Shrapnel, Wargames

Mid December release looks likely. Stay tuned.

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A Question of Character

November 24th, 2008 by Troy Goodfellow · Design

I’ve spent the last few days knee deep in two new releases, the Vae Victis expansion for Europa Universalis: Rome and Tilted Mill’s light strategy game Mosby’s Confederacy. It’s hard to conceive of two games so different from each other on the surface, but both use characters as the foundation of the gameplay. Yes, there are resources and cities and upgrades; all the usual strategy stuff. Still, the effect of all actions is dependent on the skills of individual virtual people.

You can draw a continuum from those strategy games where there are in game characters have functions, but no variance beyond that (Civilization IV‘s great people, workers in a city builder like Children of the Nile) to those titles where characters are the gameplay (The Sims). Mosby’s, for example, is a lot like X-Com; soldiers have skills, gain experience and risk death. Few games have been as successful as X-Com in creating that bond between you and random grunts.

Characters present problems for strategy game design. First, there is a risk that you will never move beyond the design foundation; the individuals as statistical placeholders, a multiplier to cause and effect relationships in the rule set. Second, there more deeply you try to draw out distinctions between characters, the greater the burden you place on the gamer to figure out the consequences of a particular action. Third, the more characters and traits you have, the less pressure there is to balance trade-offs since a good fit can be easily found and the more likely a gamer is to emphasize one or two traits at the expense of others.

In an email exchange with Michael Akinde, who is making his own character based strategy game, the designer told me:

The “too much going on syndrome” is probably the biggest problem with any kind of character-oriented gaming. Even though I believe the problem is worse in real-time games, it’s one I’ve been spending a lot of time on myself as well. Figuring out how to ensure that the player receives appropriate feedback to allow him or her to take appropriate action is tough.

It’s all about the feedback, and there are good and bad ways to do it. Feedback depends on differentiation, and not just differentiation of roles. Though there is a natural tendency for the strategy game audience to want dozens of traits, attributes and skills, it’s worth remembering that Civilization IV – not a character based strategy game in any important way – manages character differentiation by just ascribing two traits to a leader. I already know enough to quit a game if I find Shaka, Alexander and Montezuma on my continent.

One of the best ways, and one not well exploited by either Mosby’s or EU: Rome is visual recognition.

X-Com was as immersive as any game to ever be released in any genre and visual recognition was one of the untold secrets of its success. The soldiers mostly look the same, but the genius decision was to have the skill lines along the bottom of the screen so clearly associated with a name. Before long, you would think of Buzz Lightyear as your sniper or laser pistol guy or the one most resistant to damage. The skill sets became part of the character, and when a character improved or died, there were clear in game consequences. By the time you had highly developed ace alien killers, you already knew who could do what.

In Mosby’s Confederacy, not only the soldiers and characters recycle the same faces, preventing quick recognition but the skills and traits are either numbers or words, with no quick take on who is good at what. Why not give sharpshooters in Mosby’s a little rifle icon in the upper right, to show their preferred weapon? Why not have the colored skill ratings in a bolder font so you can pay attention to the color cue more than the number itself? The difference between a 32 and a 34 in courage is probably not all the great.

Even something as simple as wounds is a little mangled. Wounded soldiers are given a yellow screen, and that’s fine. But wounds below 50 per cent health are given a red one, and red is a color I would associate with death in this context, not grievous injury. Why not orange? And then red or black for death? (They use a skull and crossbones, which is fine, but consistency would demand a color more than a symbol?)

Crusader Kings used facial features to reinforce the idea that these characters were unique. Even though the world was huge, the number of characters you really had to watch was kept to a manageable level, and most could be distinguished in an instant. They had a funny beard or big nose or double chin. Though the numbers and traits were the game play, the look of every character made it easier to understand that these people had different skills and agendas.

EU: Rome tries to distinguish characters by their names, in even greater variety than you would have found in the real Rome. But with so many characters and so many traits in so many places, there needs to be more feedback. Why not forget the whole faux Roman bust thing and add more color and size to the portraits? Some Romans had prominent noses. Others had huge foreheads. Some were bald. The young Marcus Aurelius had rich curls.

Quick recognition of character desires and skills is not simply a matter of speed. It’s a matter of comprehension. The less thinking you have to do to figure out who is good at what, the more time you can spending weighing which skills you actually need for a given task. It puts the emphasis on decision making, not finding the information you need in order to make the decision to begin with. With better feedback about the characters, it becomes easier to develop feedback from the characters.

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Vae Victis First Impressions

November 23rd, 2008 by Troy Goodfellow · Paradox, Review

I will have more to say about the EU: Rome expansion and how the game expands the roles of characters, not always to good effect, but here are some initial thoughts about Vae Victis‘s strengths and weaknesses.

– Big warning. It’s very unstable. I’ve had the game crash at least a dozen times, usually through a runtime error. EU: Rome was very stable, so this is clearly a Vae Victis problem.

– I don’t remember research being this slow. Every new territory can add dozens of tech points to the cost of a research level. I played a game as Rome, devastated Carthage and was stuck 6 or 7 levels behind the more modestly sized Pontines and even the Egyptians. When Rome is just getting to level 7 and the Seleucids are level 12, something in the algorithm is off.

– The big positive is that there are now major differences between monarchies, chiefdoms and republics. Because of the real risk of your royal council backing a pretender to the throne, a monarch will use imprisonment and banishment more often than a republic where there is institutionalized competition for offices. The problem of consuls being elected for ten consecutive terms has been fixed.

– Republics have fixed terms for many positions, so there will be rotation in and out as people demand offices. This means that you may sometimes have a poor researcher in the job of aedile because refusing him would strengthen the Populist faction – a group that represents the power of the mob.

– Because there is so much going on now to affect a character’s loyalty – new posts, new honors, new Senate and council mechanics – civil wars are much more common. Too common probably. Most are on a very small scale, akin to the insurrections of Lepidus (78 BCE) or Catiline (63 BCE) but have a couple of serious game consequences that actually work in the player’s favor. Fighting a civil war leads to free troops, on a smaller scale than in the original game, but enough to sidestep a manpower shortage. Winning a civil war means an instant stability boost and a quick influx of hundreds of gold (confiscated property?). If the civil war is the result of a Populist revolt, your Senate will be remade into a balanced government.

– It is too easy for a Senate to become dominated by the Populists or Mercantile factions. Turning down a Senate request will boost the Populists, and every year with an inactive trade route adds to Mercantile influence. You will almost have one or two open trade routes – sometimes as many as ten unless you stop and remake every single route. The relationship between the Senate and the characters could be stronger.

– Illyria is now the big colonial power, pushing deep into the Danube basin and even posing a threat to everyone in the area. On the other side, the Seleucids seem to have been tamed.

– The mission system isn’t as deep as that in In Nomine, but it does give structure to a player’s aspirations.

– The world is much more fractious. In one game, I saw Cilicia, Parthia, Mauretania, Commagene and Judaea split off. Plus more barbarian kingdoms setting up in the borderlands. This makes the map much more dynamic than the giant blob states of the original.

– Armies and fleets are generally smaller, which is a relief. There are also fewer assassination attempts. So the scale of diplomacy and war seems to be right.

– Regional provinces are a marked improvement, since it means that these few offices are worth fighting for. I pay less attention to the attribute numbers here and more to who would be happy and who would be upset by an appointment.

– There are still too many characters for me to make sense of who likes whom, especially since the number of foreign characters in your world seems to explode with every conquest. Conquering Gaul may have led Caesar to put some chiefs in the Senate, but they weren’t elected consul and leading field armies the next day.

– A lot of stuff needs better explanation in manual form. Especially once you consider character aspirations and the effects of granting titles. What does the plebeian aedile do? How many augurs can I make? What is a “holding”? Some stuff is explained well by tooltips, but the relationship between all these things isn’t laid out in a single place. Vae Victis makes major changes to game mechanics.

I have a lot more playing to do. Generally, my impressions are positive and would be for any serious Paradox fan. However, a price was paid for the expansion. EU: Rome was shallow and uninteresting most of the time, but it was approachable and intuitive. VV has added depth, but sacrificed a lot of the elegance. And the constant crashes are really annoying. It still needs a couple of patches and some proper documentation, but for ten dollars you can get a look at what Rome could have been.

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