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Spore Review

September 23rd, 2008 by Troy Goodfellow · Electronic Arts, Gameshark, Maxis, Review

The review is up at Gameshark. It’s short, and a little low on original insight, mostly because so much has already been said. I do make a reference to a Broadway composer that most of my audience has no interest in, which I suppose makes me a swishier Kieron Gillen.

The review may seem to be heavy on the negatives for a B+, but I don’t use the word “joy” lightly. And I do think that Spore is on to something big regarding user interaction and tapping the imagination of average users.

Below is a video of the Schwartz song I reference. It’s from his off Broadway show, Children of Eden – a very sappy retelling of the Adam & Eve, Cain & Abel and Noah stories from Genesis. It’s not his best show, but it has a couple of really nice tunes and it has become quite popular with amateur theater productions. It doesn’t have the power of Pippin or the belting of Wicked or the melodies of Godspell. But Spark of Creation (sung by Eve after she eats the Forbidden Fruit and has her eyes opened to the possibilities of humanity) is a beautiful song. (In fact, the show is at its best when it takes the side of Mankind against God; Lost in the Wilderness is one of the great anthems of defiance in musical theater.)

Here’s Natalie Weiss:

I am the echo of the eternal
cry of “Let There Be!”

This is where Spore gets me. It is world building on the cheap – and they aren’t even complete worlds. If you’ve ever tried to drop an alien species on to your home planet, you know that the food chain fills up fast, and you’ll often get a message that there is no room for your creature; something else has filled that niche.

But this is a game where you take a look at your options and try things out. You can go for aesthetics or functionality or just plain weirdness. And when you see your muppets dance to a happy pipe tune, conducted by Bandmaster Chief Z, you have to smile. I remember when I first saw a flying creature take off after I tried to eat it. I remember leading my pack into an assault on a much stronger creature, stunning it with a roar and then tearing into the Alpha creature before the herd could recover. I remember stumbling into a friend’s spaceship and getting blown to bits – when you know the guy who made the enemy, it means something.

The Civ phase is my least favorite, I think. It is more a waiting game than any of the other phases. You wait until you get a new power. You wait until your powers charge up. There are super powers that can instantly win the game once you get a stranglehold on the continent to prevent that last-stand annoyance of one or two independent cities holding out and prolonging the pain. Even as a casual empire building game, it’s not very interesting.

So should you buy it? If you are interested in design, absolutely. I think The Sims is a deeper and better game, but if you don’t like The Sims that’s no guarantee that you won’t find something to like in Spore. It’s different; unlike any other game on the market, derivative of a dozen other games you’ve played, and hopefully the ancestor of a dozen similar games for the future.

There is a risk in that, of course. None of the Sims clones have been any good, usually because they miss the core idea of The Sims, that the mundane can be fun if you put enough carrots out there. I don’t think there will be any Spore clones, but it’s not too hard to imagine a Spore-like wargame where you design armies or ships or mechs and engage enemies created by friends and acquaintances. Or an infinite Gal Civ type game with races customized by the Internet.

This is Spore’s promise. Don’t blow it, EA.

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The Media Loves Spore

September 22nd, 2008 by Troy Goodfellow · Electronic Arts, Maxis, Media

I’ll have more to say once my review gets uploaded, but I wonder if Spore isn’t the biggest PC title ever released. It will certainly be dismissed by a lot of hardcore gamers, but it has been written about in all the major newspapers, many important newsblogs, and has been getting extended coverage in all the gaming media. This month’s PC Gamer has huge review from EIC Kristen Salvatore, Game Spy and 1up have had “Spore Days”…

The game media stuff isn’t anything new, of course. You will get the same thing when Blizzard’s next three games come out. But there won’t be the same mainstream media attention.

Part of it is that Will Wright is such a captivating figure. He’s a nerd, but he’s personable. A little mad. The internet has made the game one of the most anticipated titles ever since Wright’s first presentation about content creation in Spore. If he weren’t as good as salesman as he is, would Spore have been the hit that is undoubtedly is?

Spore is also, of course, getting this sort of attention because it is both innovative and topical. The innovation is mostly in the cute factor of creature creation – and Sporn – but the topicality of teaching evolution and/or creation (especially in light of a major party Vice Presidential candidate who believes the literal truth of Genesis) is what adds the extra oomph. It’s the same reason why the mainstream media loves Serious Games in a way that most gamers don’t. Why work hard to divine a connection between a game and the real world when it’s right there in the readme? Somehow people write about Ghost Town without worrying about that.

Once the review is up, I’ll tell you what I think about Spore. Do seek out Salvatore’s long review, though. I don’t agree with everything she says, but there’s a lot to chew on.

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Forcing Battle

September 16th, 2008 by Troy Goodfellow · Design, Imperium

The latest post from Michael Akinde on the combat model of Imperium deals with how battles actually transpire. The best part:

Perhaps the most common situation when two sides meet is that one of them withdraws from battle. In this period, it was almost impossible to force a battle on a reluctant enemy, and the same will be the case in Imperium. Withdrawal comes with a price, though; whenever a General withdraws from battle, it will affect the “imperial morale” of the empire and the prestige of the General. The price will depend on the size of the forces and the relative strengths of the armies involved. The people are obviously not going to be as concerned when a force of 4000 men refuse to fight with 40,000 men, as they would if the opposite was the case. This is one more mechanism which I expect will make skilled enemy commanders like Hannibal a nasty proposition in the game. Imagine the 20+ Roman units that you have finally collected down in Apulia suddenly running into Hannibal with his 16 or so units. You might not fancy your chances too much, knowing that a large proportion of your troops are still recruits, that Hannibal is the best Commander of the period and leads a veteran army… nevertheless, you will have to make a choice: do you run away, further depleting Roman morale and the prestige of your General? Or do you face down the Carthaginians on the banks of the Aufidius?

So, Michael, what are the chance of this being done by the end of 2009?

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Fidgit Colonization Diary

September 16th, 2008 by Troy Goodfellow · Firaxis, Preview

If, like me, you have been waiting anxiously for the new Civ 4: Colonization, you can sate your appetite for a while by reading Tom Chick’s game diary over at Fidgit.

Today’s lessons? You can name terrain features like rivers, just as in ye olde Conquest of the New World. And there are both burial grounds and ruins, which are – I surmise – two types of “goody huts”; the original Colonization only had one.

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What’s Slitherine’s Secret?

September 16th, 2008 by Troy Goodfellow · Slitherine

In the last two weeks, British strategy studio Slitherine has signed partnerships with the Military History channel and BBC. This is after a high profile partnership with The History Channel in the development/repackaging of Legion Arena/Great Battles of Rome and their new title Great Battles of the Middle Ages.

Maybe it’s because there is more historical strategy development in Europe and Britain, but you hardly ever see American companies making these sorts of connections. Mad Minute Games published their Civil War games with The History Channel label, but Slitherine had access to History Channel videos for their Roman game. Creative Assembly and the BBC built a game show around Rome: Total War and then let History use the game engine for their own ancient history show.

Why hasn’t Firaxis or the late lamented Ensemble tried to leverage their talents into other promotional forms? Not that Civilization works on TV, but they don’t have to make another Civilization. Battlefront’s Combat Mission: Shock Force wasn’t great, but it’s a better game than Slitherine’s most recent efforts and would work in one of those Shootout/Dogfight type shows.

It’s not like other game publishers/developers don’t get it – at least if your tied to a big publisher. Madden is everywhere, and not just at the moment of release. The success of Guitar Hero and Rock Band opens up all kinds of possibilities for music marketing. With so much bleeding from one media form to another (music is premiered on TV shows, promotional TV specials for blockbuster films, etc.)

So why not see The Sims 3 on a lifestyle channel? Or

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Game Writing Gone Horribly Bizarre

September 15th, 2008 by Troy Goodfellow · Firaxis, Preview

From Jon Miller’s multiplayer preview of Civ 4: Colonization at Gamespot.

However, we remained mindful of the number of turns we had remaining in the game, since the ultimate goal of the game is to build your fledgling settlements into a nation that’s powerful enough to fight off the advances of your home country and declare independence.

Because nothing is worse than sexual harassment from the motherland.

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