Flash of Steel header image 1

Sims 3 Videos

October 8th, 2008 by Troy Goodfellow · Electronic Arts, Maxis, Preview

The announcement of Rod Humble’s promotion to Boss Of EA’s Sims division pushed me to take a look at the Sims 3 site. The first video emphasizes the open world nature of the game before moving on to shots of employees being turned into motion captured Sims, a discussion of the personality matrix and underlining how much customization you will have.

One of the things about the open world worries me. Your Sim’s relationships and opportunities will, supposedly, be connected to the actions of other Sims, all of whom will be living their lives without your interference. So, it will be a living breathing neighborhood. If this means that my teenage sweetheart will age with me and live a college life without me dictating her every move, great.

But one of the rules of strategy/simulation games is that people need to know why something is happening. If, all of a sudden, I find out that a friend hates me, I’d like to know what is going on. Is another Sim gossiping about me? Did I steal his girlfriend? To what extent is this still a game about playing a single Sim or Sim Family’s life cycle and to what extent is it a larger scale dollhouse?

I’m very excited about Sims 3. I have concerns about the hardware requirements. This is a mass audience game that will have a lot of stuff going on.

It will be released next February, when I will be already neck deep in Empire: Total War.

→ 1 CommentTags:

Vae Victis Developer Diary

October 7th, 2008 by Troy Goodfellow · Ancients, Paradox, Preview

Paradox has published their first developer diary for the upcoming expansion for Europa Universalis: Rome. Time for a little fisking.

One of the most glaring omissions in EU: Rome was the lack of the Senate – after all, the game covers the golden age of the Roman Republic. Vae Victis will feature the Senate with a vengeance! Not only does the Senate assign the player more or less difficult tasks, it can also block diplomatic actions outright depending on the current power of the five political parties. Monarchies will also receive some love, in the form of a Council consisting of nine characters. The Council does not have the power of the Senate, but the councillors can cause trouble if the line of succession is not to their taste… Tribal countries have a similar system, but with Clan Chiefs.

Great. How do these things connect to the technology advisors or governors? Can a governor be part of the Council? What about a general? Will the Senate resist a Consul who gets elected over and over and over?

Characters have ambitions (think character missions.) Fulfilling them will yield different types bonuses, and some ambitions will even influence character loyalty, political affiliation and behaviour.

I like this idea a lot, though it introduces yet another level of complexity to an already overloaded character system with too little feedback. With hundreds of characters taking dozens of actions, it could be important to know that, say, Flavius Doofus aspires to be Governor of Asia and is taking actions that will lead him in that direction. One of Rome‘s big problems was that if you wanted to be kept up to date on what your kingdom’s nobles were up to, you had to put up with zillions of pop ups. Let’s hope they find a way of dealing with this information gap.

Governors are now in charge of whole regions rather than individual provinces. This both reduces micromanagement and makes the existing governors a lot more powerful and interesting.

Finally. I was one of many people who pointed to the regional government system of Crusader Kings as being more appropriate to Rome than the single territory model they chose. Will governors have their own legates and courts? Because that would be nice.

Characters now have a Prominence value that increases by holding prestigious offices, winning battles, etc. The most prominent characters will tend to marry and have children, which allows players to follow the fates of their favourite families throughout the game.

Prestigious offices like governorships and tech research positions, I assume. This system will also allow the rise and fall of families nicely, I assume, since you may choose a talented nobody to serve you, making his family more prominent. Meanwhile, the inbred and annoying Fabii will fade into oblivion as you keep them from plum positions.

Players can imprison, banish, or even execute characters. However, being too heavy-handed in getting rid of the opposition will increase the state Tyranny, which has various detrimental effects.

Good concept, but I wonder about its execution. You can’t simply attach a detrimental effect unless there is a countervailing reason for the player to sometimes be the tyrant. It would even be interesting if certain character traits enhanced the likelihood or attraction of tyrannical actions.

Vae Victis features Decisions and Missions very similar to the ones seen in In Nomine, with the addition of special decisions called Laws, which, unlike regular decisions, can be more or less easily revoked.

Lex Goodfellia Agraria?

The interface in EU: Rome was intended to be less forbidding than the one in EU 3, but unfortunately this did not turn out as well as we had hoped. Vae Victis will fill in the blanks and introduce a lot of handy shortcuts. For example, the Province view will be bigger, more informative and more interactive, allowing you to quickly peruse the diplomatic status of – and easily set up trade routes with – other countries. There is also the much-needed new character overview screen mentioned above, and a greatly expanded and interactive dynastic view, etc.

I thought much of the interface was fine, but, like all Paradox games, there was a lot of information you couldn’t get to very easily. Any improvement is good.

This first look at Vae Victis has me mildly interested in what they are doing with Rome. Until I see how they are changing the diplomatic and military systems, I’m not completely sold on Rome ever being more than an average game.

→ 2 CommentsTags:

Hinterland Review

October 7th, 2008 by Troy Goodfellow · City Builder, Crispy Gamer, Review, RPGs, Tilted Mill

I had to get my theory of Manifest Destiny and Hinterland to a larger audience.

I like the game a lot, but there are some undeniably annoying interface and information issues that need to be cleaned up in a patch before I can recommend it whole heartedly. A little more variety in portraits would be nice, too.

Comments Off on Hinterland ReviewTags:

Well That’s New

October 6th, 2008 by Troy Goodfellow · Civil War, Tilted Mill

The American Civil War has been done. But people keep doing it.

Not like this, though.

→ 10 CommentsTags:

Improving Wargames

October 4th, 2008 by Troy Goodfellow · Design, Media, Wargames

IGN’s Steve Butts is one of the last wargamers at a major game media site. (Before his departure from 1up, Jeff Green and I were in negotiations over how I could contribute there since Grognard God Geryk is too busy for that sort of thing. That may be a dead letter at this point.)

In his latest Warplay column, Butts points out what he thinks are the two biggest problems facing wargames today – they don’t take advantage of how much computer game design has changed since the glory days of the genre and they don’t do enough to bring new wargamers to the table.

(If you’ve been reading this blog for a few years, you know that I’ve hit this same points over and over again.)

From Butts:

So our plea to wargame developers is simply this: First, take a chance and branch out from the standard formats. Unit chits and hex maps definitely have their place in the genre, but they’re not the only approach you can take to simulating a battlefield. Second, make sure that you’re trying your best to ease new players into the genre by including comprehensible and accessible tutorials and not simply relying on players to figure it out for themselves.

Koios Works’ Panzer Command games have taken up the mission that Battlefront pioneered with Combat Mission. Creative Assembly’s Total War battle engine is a very light wargame that deserves more kudos for getting people interested in serious battle simulations than it often gets. And, if you can get past the fact that naval warfare isn’t usually that much fun, I’m really looking forward to Storm Eagle Studios next game, Jutland. All of these examples show how you can use attractive graphics and simple controls to get the player into the game.

But once you get to a theater level game, it becomes very difficult to integrate the RTS type experience that Butts extols as one possible future for wargames. Fighting a war at this level means abstraction, and, to this point in time, abstraction means icons and hexes.

I think we can do away with hexes in our computer simulations. Neither Flashpoint Germany nor the ProSim games use hexes, and both work just fine as wargames. (The ProSim games are, by the way, some of the least friendly wargames to newcomers, but are quite a lot of fun.) But the abstraction will be there, and the bigger the theater the greater the abstraction.

I also think that we in the gaming media are largely to blame here. Most gaming media sites won’t touch wargame coverage at all, leaving it to specialist sites like Wargamer (which is affiliated with wargame publisher Matrix Games) and Armchair General. Even this blog has fallen behind on its wargame coverage, mostly because it’s hard to set aside time for games that I am not being paid to learn how to play. I still need to give more time to Grigsby’s War Between the States, which I quite like, but it’s competing with Colonization, Hinterland, whatever RTS is coming out in the next month and the books I have to sift through for my column.

With no coverage, there is no wider audience interest. With no wider audience interest, there is little incentive for developers to move out of the grognard ghetto many have moved themselves into. As media attention withers, design innovation decays, and then we in the game journalism business can say that the genre is dead and therefore deserves no attention.

Meanwhile, adventure games are making a comeback.

→ 11 CommentsTags:

The Most Imperialist Game of the Year

October 1st, 2008 by Troy Goodfellow · City Builder, RPGs, Tilted Mill

Tilted Mill’s Hinterland was released yesterday over Steam. I’m reviewing it, so I won’t write my final judgment here, but I will say that this is most aggressive manifestation of Manifest Destiny that I think I’ve seen in a light strategy game.

The set up pushes you in that direction. You are the leader of a small town, commissioned by the king to beat back the wilderness and make a thriving town. Winning doesn’t mean reaching a population target or meeting all His Majesty’s demands for food and gold. Winning means eliminating every sentient being you find outside your town limits – territory you don’t expand into.

Sure, there are occasional raids from the Hinterland. But for the most part, those goblins are not posing any threat to you and your farmers. Still, the king demands you kill them all to secure iron or game or fresh water – all so you can attract more powerful workers so you can kill more powerful bases of “monsters” like dark elves, dark dwarfs, bandits and trolls.

Sid Meier’s Colonization is an after school special compared to this game. It’s perfectly in tune with all the fantasy tropes we’ve been reared on – humans are good and most non-humans are vermin to be exterminated so you can gather their loot.

Does this make Hinterland a bad game? Not necessarily. But it’s great that there aren’t any gnolls and trolls in the real world. Otherwise, the message of taming the wild through murder could be a bit disturbing.

→ 10 CommentsTags: