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Spore Aftershocks

September 8th, 2008 by Troy Goodfellow · Electronic Arts, Maxis, Media

I was going to write a bit about the confusing world of Spore as seen through the gaming media, but, as of this morning, it looks like I’ll be reviewing it. So, I regret reading as much as I have about the game, from Seth Schiesel’s distinction between toy and game (a familiar distinction the gaming audience, but novel to their mainstream audience) to Thierry Nguyen’s respectful commentary on Spore as an avenue of expression to Tom Chick’s difficulty in finding anything to praise in the game at all.

I had no doubt that Spore would be a very divisive game. It’s experimental in a way that few games have been in a long time, and the last game to aspire to such heights, Black & White, was critically applauded until a few critics and most fans pointed out that it was innovative but pointless a few hours in. And this year has already seen backlash against the overpraise of Grand Theft Auto 4 and Metal Gear Solid 4. Not that the game journalism beat is all of a sudden immune from hype and overenthusiasm; but people have been waiting to take Will Wright down ever since Spore was first delayed. Of course, with a game this Capital I Important – blanket coverage on a number of sites – even an average or good review will seem like a slam by some people. And it may only be good and not great. I haven’t played enough to know who is right.

One of my friends who’s been playing it for a while has been alternately complaining about how shallow the game was and how he is wondering if he is being too curmudgeonly and thinking that maybe he is missing something. “So mixed, you can’t decide” how you feel is how he put it. So the review will be a challenge.

Joy.

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The Old Man and the EA

September 5th, 2008 by Troy Goodfellow · CGW, Electronic Arts, Media

Jeff Green has been writing about computer games for a very long time. But given the closure of his magazine last year and the continual flood of journalistic talent running to the development side of the industry, his leaving Ziff Davis to join EA and work on The Sims shouldn’t be surprising. He’s always been a fan of the series, his daughter has reviewed Sims titles and only a madman would pass up the opportunity to work on one of gaming’s most successful series at one of the industry’s poshest workplaces.

He will definitely be missed. The PC side of 1up still hasn’t quite righted itself since GfW shut down and Jeff had the heft and credibility to turn that into something special. But the fact that there hasn’t been either a Greenspeak column or new Tom vs. Bruce since the magazine’s end, and that many PC games have come and gone without a review gives me pause. On a personal note, Jeff and I were discussing how I could contribute more to the PC side of the site and I guess I need to find out what to do next.

But here’s a toast to one of the best writers in games journalism. He wasn’t afraid to experiment with the magazine and he loved what he did. He’s one of the many people in this industry who has been good to me and to many other writers. He respected his competitors and knew his stuff and was the dad on the GfW podcast.

Good luck, Mr. Green and give me a shout when Sims 3 is almost done.

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A Question of Leadership

September 2nd, 2008 by Troy Goodfellow · Ancients, Design, Imperium

War is a human endeavor, and the quality of the humans in charge matters.

The challenge for game designers has been how to separate the impact of the leader from the quality of the troops under him. What is Patton’s value added to a well trained armor division? How much of Prussia’s power was based on the military reforms and not Frederick’s battlefield brilliance?

In his latest post about the military model in the development of Imperium, Michael Akinde outlines how he intends to reflect both individual qualities and cultural preferences.

The plan is that some cultures (for example Gallic culture and some variants of Hellenistic culture) may have a Heroic ethos, meaning that their armies will actually fight worse if the General does not fight in the front line (reflecting the cultural pressure). Whether fighting in the front line or lurking at the back like a smart Roman, the Combat skill will be important for the General, as it determines the likelihood of the general surviving episodes where his life is put into danger… such as of course in battle.

His model is an familiar one, emphasizing three particular aspects of generalship. It’s not a big leap from Command/Combat/Guile to the Fire/Shock/Maneuver/Siege in Europa Universalis or Ageod’s long list of traits or even the numerical rating for various abilities in Romance of the Three Kingdoms XI. The assumption is that specific types or phases of battle will call on specific skills, each of which will have to be judged independently – as Akinde puts it, “The player should notice, in short, the difference between a Varro and a Hannibal.”

But wherever leaders have been involved, the differences between Varro and Hannibal or Bazaine and Moltke or Haig and Foch have never really been the issue for me. Someone gets bad stats and someone gets good ones. The difference between Pyrrhus and Antiochus matters more; it’s the margins of greatness that will matter to people interested in this sort of game.

Historically based games that deal with leadership have the problem of familiarity. If I am playing a game about the American Revolution, familiarity pushes me to use Francis Marion as a guerrilla leader and Benedict Arnold as a battlefield commander – or maybe resist giving him a command altogether.

But there comes a point where great fame means, for the developer, great stats. And if I can use Francis Marion to tear up British troops in civilized Pennsylvania, then is he still the Swamp Fox or is he just an agglomeration of numbers? What’s his “kill” factor? Paradox got around that by just killing historical leaders for most games; sure you can start with Wallenstein and Tilly, but most people won’t. If Caesar, however, is straight eights or nines, and so is Pompey, then how do you capture the essential differences between the two, the effective recklessness of the former and the efficient caution of the latter? In the war against Hannibal, Fabius and Marcellus had very different approaches, but the only distinction that Akinde’s three numbers would catch would be the latter’s willingness to expose himself to danger – the “combat” variable.

Games are, often, math. Plus here, minus there. And your situation will determine which pluses and minuses matter. But there’s an inevitable disappointment when, say, Hannibal gets killed in a shipwreck at 18. Or when a player decides that Pompey’s administrative brilliance means he’s more useful collecting taxes in Spain than fighting the hordes of Mithridates. In strategy games that use leaders, historicity always runs headlong into player choice. It’s inevitable and desirable; these design conflicts are where brilliance is born.

It’s still much too soon to consider Imperium anything like brilliance. But keep an eye on Akinde’s blog for more as he explains his military strategy.

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What a Difference Six Months Can Make

August 28th, 2008 by Troy Goodfellow · Gas Powered Games, Industry

Gamasutra quotes GPG boss Chris Taylor as saying that the PC is “rediscovering itself” as a platform.

He wasn’t so positive about the platform last February.

The two statements don’t directly contradict each other; in February he was talking business but now he’s talking about hardware and install base. But if the business problems are still there, specifically piracy, what does it matter if the average graphics card will do the job that needs to be done?

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Building A Commercial Empire

August 28th, 2008 by Troy Goodfellow · Preview

East India Company has somehow slipped under my radar. If it weren’t for the updated screenshots on Gamespy, I might have missed it altogether.

It has naval warfare, just like Empire: Total War, but mostly seems to be a trading game. You set up outposts and make money. This screenshot shows a minimap in the lower left, revealing that the area of expansion includes Africa and the Middle East. Nitro Games warns that the screens may not reflect the final version, but they don’t look too bad.

No clue as to how the diplomacy works in any of the feature lists. How do you deal with African and Indian rulers? Can you form alliances? Why is Italy there?

With a Q1 2009 release target, I wish it luck in not getting buried by Empire: Total War, which comes out next February.

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Game Boys

August 28th, 2008 by Troy Goodfellow · Crispy Gamer, Print Screen

My new Print Screen column is up at CG. This time, I review Game Boys, Michael Kane’s account of professional Counterstrike players.

I’ll admit to being a skeptic of pro gaming ever getting big. Kane and his subjects keep making the comparison to Texas Hold ‘Em, a game that wasn’t even the most popular form of poker played in American homes until some genius found a way to make the game compelling to a TV audience. If poker can become huge, why can’t pro gaming just get a little bit bigger?

And maybe it is getting a little bit bigger, but considering how marginal it has been for a long time, that’s no grand accomplishment.

Kane’s real accomplishment is to move beyond the star player model of covering the sport, not doing another puff piece on Fata1ity or any challengers to his endorsement crown. He sees Counterstrike for what it is at its best, a team sport where people have roles to play. He also recognizes that the success of a sport is tied to how easy it is for an audience to appreciate it. Don’t show the players, show the game. So you need to find someway to actually broadcast a sport where ten players can be in ten different places.

Replay software makes it possible to see all this after the game, and Kane mentions how the replays are used in scouting and to preserve legendary moments. But there is still a real challenge to making this palatable to a live audience. Even the CGS founding tournament had to bus in fans and give them cues as to when and what to cheer.

I’m too nice a guy to not wish the sport great success. But I just don’t see it.

The book, though, is a wonderful read.

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