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Empire: Total War on Land

September 29th, 2008 by Troy Goodfellow · Creative Assembly, Preview

Not a lot of stuff we didn’t know in the new trailer (number two of five), but that hasn’t stopped me from writing yet.

1) The campaign map looks great in the three seconds we see of it. I expect that will be the next thing we’ll see.

2) Elephants. Always with the elephants. Part of me wonders if they just stretched the map to India so they could fit some pachyderms into the game.

3) The battles look very nice, but this is what these guys do. The battles also look much bigger than anything we’ve seen from Creative Assembly. At E3, they said that the game can handle thousands of dudes on screen, but I wonder how many units that is.

4) Will the AI be able to keep up with everything that is going on here? Garrisoning buildings, using terrain for cover, balancing the utility of ranged fire and column charges with a particular unit…I love the Total War games, but I won’t pretend that the computer opponent has a firm grasp on tactics.

5) Artillery – queen of the battlefield. And with line of sight and terrain being so important, every little hill will be a crucial battleground, just so you can get your cannons up there, or at least prevent your enemy from doing the same.

Five months now.

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Seven Deadly Sins

September 28th, 2008 by Troy Goodfellow · Blogs, Design

Soren Johnson has posted his “seven deadly sins” of strategy game design, a column that (I think) premiered in an issue of Game Developer magazine earlier this year.

His point on scripting (#1) and on story (#7) are two sides of the same coin. If you have a story based campaign, like his examples World in Conflict and Rise of Legends did, then some level of scripting is unavoidable. But I can remember my great disappointment once it became clear that my AI “allies” in the World in Conflict campaign were just Potemkin village idiots – it looked like they were fighting, but they would never do any decisive in the battle since they weren’t supposed to. Once the scripting became obvious, I found it very hard to enjoy the story I was being told.

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Civ IV Colonization First Impressions

September 26th, 2008 by Troy Goodfellow · Firaxis

It’s amazing how much you forget over a decade. Balancing crosses and liberty bells, expanding and entrenching, galleons and glory.

Even if this was a home brewed mod, Civ IV Colonization would be a contender for expansion of the year.

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This Sounds Like Fun

September 26th, 2008 by Troy Goodfellow · Uncategorized

From XKCD

Credit to Randall Munroe at xkcd.

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Grand Theft Peculiar Institution

September 25th, 2008 by Troy Goodfellow · Crispy Gamer, Design

Evan Narcisse has posted the skeleton of a design document over at Crispy Gamer. Though not fully fleshed out – he’s a writer, not a designer – it’s a provocative proposal for an open world action/RPG type game.

As we talked, the high concept came into focus: You play as a slave escaping from a plantation in the United States during the 1800s. Our hero or heroine makes a fateful decision to flee from servitude in Virginia when he/she finds out his/her family is being sold to another slave owner. With that story springboard, let’s assume the basic elements of a open-world title — a mission-rich sandbox environment with multiple paths running through it — is in place.

I think the deeper South would be more interesting than Virginia, but what do I know?

Narcisse sets up the article by talking about race relations and African American perspectives, but this is more than just a variation on seeing East European criminal immigrants in GTA4. It’s a call for greater variety in our sandbox adventure games. The thug life well is in no danger of running dry, but what’s left for Rockstar? White collar crime and high class call girls?

You could argue that a game like Runaway would only target a specific audience, particularly African Americans. To which I say, so what? Not every game has to be for everyone in America. After all, there’s a thriving African American movie production system ranging from auteurs like Spike Lee (who often draws outside his main audience) to hacks like Tyler Perry (Madea’s Family Reunion).

As a history nut, I’d play it and I’d certainly be more likely to buy it than I would Saints Row 2.

Would it be fun? Who knows. The subject itself may not be enjoyable to the masses, but you can have a fun concept and make a terrible game. I see no necessary connection between seriousness of topic and drudgery.

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Hinterland Combat Videos

September 24th, 2008 by Troy Goodfellow · Preview, Tilted Mill

Tilted Mill has uploaded a couple of battle movies from their upcoming fantasy city management/RPG Hinterland. Not much to see in them since the videos are both very short and very compressed. You see heroes beating on monsters and then picking up loot. Not a lot of information about the game in that.

We do learn, however, that there is no “take all” button for grabbing loot. Or, if there is, whoever is playing isn’t using it.

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