Popcap’s Jeff Green joins returning guest David Heron, Troy, and Rob for a discussion of the Civilization V expansion Gods and Kings. Together, they discuss why Civ V was so controversial, how G&K changes it, and whether its major changes seem quite as meaningful now that they’ve put some time into it. Be sure to listen to the episode for details on a little contest to give away some spare Sins: Rebellion keys. Which we should have done last week, but we forgot. Because we’re disgraceful. But still pretty great.
Three Moves Ahead Episode 175 – Gods and Kings
July 1st, 2012 by Rob Zacny · Podcast, Three Moves Ahead
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Science in Strategy Games: X-Com
June 28th, 2012 by Troy Goodfellow · Feature:Science
What this is about, and a list of the games.
No matter what G4 says, X-Com still stands as one of the best dozen computer/video games ever made. It trafficked in old school alien lore years before X-Files made the puny greys a menace to watch out for. It mixed tactical and strategic planning at a level of quality that really hasn’t been matched, though Creative Assembly has tried its best. And it – a game full of alien woo-woo, psychic control and plasma cannons – is the most honest and true representation of science and technology that we’ll ever see in a strategy game that doesn’t bore us to death.
We had a whole podcast about what makes X-Com special. And we could probably do four or five more. Like Civilization or Rise of Nations or Sins of a Solar Empire, it’s a game that contains multitudes and can be appreciated on many levels. It is a deeply personal game, since your choices could mean sacrificing a soldier you’ve come to rely on. It is an economic game, since you have to decided where to expend your resources for maximum short and long term payoff. It is a game with a story, a game with a message, a game with brilliant map design and destructible terrain, a game where every new alien encounter had the potential to be Omaha Beach; a lot of kids were going to get killed, but the mission was the important thing. X-Com is a thing of beauty and I am thrilled that Firaxis and 2K see fit to bring it back to life.
Often lost in all the talk about the tactical combat and the challenge of the alien menace is the scientific component of the game. This is probably because it’s kind of lost or subsumed in the brilliance of everything else. You had to build labs – that was obvious. And you had to research better weapons to take down badder aliens – also pretty obvious. Big deal.
What was not quite obvious, and what made the game special, is how the scientific advancement of your alien squashing crew was so neatly divided between your tactical and strategic levels. On the tactical level, you kill aliens and capture their bodies and hardware. On the strategic level, you investigate this hardware and the alien bodies and voila you get new stuff. As boring as this sounds when laid out like a game design doc, it had amazing implications for how a game would play out.
Every really good 4x game has the guns and butter problem, but X-Com isn’t a 4x game. And even its butter was also guns. (As we saw in Master of Orion, and will continue to see, science fiction strategy games are really invested in finding fancy ways to die). But the challenge of balancing recruitment, staffing, training and keeping the international funders happy was hard enough. Then you throw a research budget onto that – with labs eating up precious base space and dollars. Yes, experienced players know you need that research to survive long term, but the mid-term is where the rubber hits the road and maybe you skimp a little here and a little there. Sort of like post-secondary education funding everywhere. It is easy to focus on the battle instead of the war.
But then it gets good. Then you see how taking on challenges that could cost you half your crew might save the earth. You take amazing risks to capture technology that…well, it’s useless. Or it is for a while at least.
X-Com doesn’t treat science like Civilization. In Civ, you decide what you want to research, then you wait and you get it. In X-Com, your soldiers kill some badass alien freaks and stumble onto something and then bring it home for your eggheads to analyze. You might, from past experience, know what it is. But you have to wait until they figure it out. Then you have to hope you can make it and have the soldiers that can handle it. An army of mentally fragile troopers will not have much use for the psychic discoveries dug from E.T.’s skull. Yeah, you need to take some aliens alive to finish the game, but we know what’s really going on.
Science is not optional.
Science is also profitable! If you research an item and manufacture it, then you can sell it to supplement your income. (Laser Cannons, ftw.) But this all takes time and your mission might need medi-kits or grenades more. Science and technology in X-Com is a necessity, but you are often tempted to make it an option. Especially when things are going well.
In short, there’s a sense that your men and women see something, bring it back, and then hope someone can explain it to them. It’s a Stargate episode with more drama and less McGyver. And it takes more than an hour. The idea of observation/lab work/production has never been so perfectly modeled in a video game and I can’t imagine how well it would be outside of an alien environment.
Of course, like all good things, familiarity sometimes blinds you to this special quality. I had even forgot to add X-Com to the game list until Bruce Geryk reminded me. Once you’ve figured out the mysteries of the aliens and the secrets they are hoarding, then the strategic side and the science side really do take a back seat to the tactical fun. You already know the techs that will help you the most, probably, so you find ways of getting them and the amazing feeling of discovery that X-Com gave you at the beginning becomes more like an Easter Egg hunt.
I’m a weird person. I can happily discover electricity or the wheel or combustion or what have you over and over and over again in games, but once I know that a Mind Shield can be acquired by taking out the right aliens in the right way, then the game becomes less about science for me. I have the same blinders on for the amazing Alpha Centauri.
I acknowledge that this all totally absurd and I am not normal.
It is impossible to reflect on X-Com without seeing how intricately constructed it was. Every piece had a purpose and reflected back on another piece. When we talk about games as systems, this is probably one of the simplest and clearest and least math intensive examples, but also one of the most elegant. And it demonstrates how easy it is to forget true greatness when it is blended with a lot of simply awesome.
If Firaxis screws this up, I am laying waste to Maryland.
Next up, the only traditional RTS on the list and for very good reason, Age of Empires.
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The Weirdness of Pocket Planes
June 25th, 2012 by Troy Goodfellow · Mobile
I have been playing Civ and Gratuitous Tank Battles, as promised. Not a lot of Sins or Pokemon Conquest because there are only so many hours in the day. But my in-between times, as I wait or cook or prepare for bed, have been spent on a stupid little iPhone app from Nimblebit called Pocket Planes. I’m sure you’ve heard of it.
I call it an app and not a game, because I’m not sure if it’s a game, really. Unlike, say, the light sims from Kairo Soft that I love (though Dungeontown was a let down) there’s no real goal or time pressure or even a fail state. It’s not even really a sandbox since there isn’t a lot of variety in what you do.
What do you do? You buy planes and fly loads from city to city. Earn cash to open new airports. Some planes are too big for small cities, so don’t grab the best jets while you are still expanding. Otherwise, that’s it. You get a tone notification on your phone when one of your planes lands, so you can load it up, find a profitable route for the available cargo (it’s hard to fly a route that loses you a lot of money) or just wait for new jobs and plane parts to show up.
That’s it. This is, essentially, ProgressQuest with planes and a cartoon overlay. It’s not Railroad Tycoon where your actions can transform the landscape, beyond investing what money you have in small things to attract more traffic to certain cities. It’s not SimCity where there is a gradual increase in sophistication of your networks and systems – I’ve yet to run into a problem with too many planes at an airport. It’s a Pavlovian call/response system where you are signaled that you can take the planes and load them and fly them.
Since there are limitations on your resources, there is a spatial component to the expansion and there are alternate paths to that expansion (planes? small airports? large centers?) then Pocket Planes probably meets the minimal definition for a strategy game. But I don’t feel like I am thinking or planning or actually transforming much beyond my bank balance. In a way, it’s an animated version of those really lame stock market games that used to hang around in the 80s. There’s not a lot you can do to control the environment, your money maximization plan is pretty clear and if that’s enough for you, then you can enjoy it.
It’s not even that good looking a game.
But for some reason, this silly little thing has taken the world by storm and I play it and I am trying to figure out if there is any reason beyond psychological conditioning for saving up money to access Houston.
Now, I don’t want to downplay psychological conditioning. Though Zynga and other companies have been given bad raps for devising metrics and designing games around virality, compulsion and gaming obsession, I think most very good games build a true connection with something innate in the human brain. The difference between “Just one more turn and I get cannons” and “Visit the farm of five friends to access this special cow” is one of degree and game meaning, not psychological type.
I have lots of very good mobile/tablet games. Most take time and either constant attention while playing (Battle Academy, King of Dragon Pass) or waiting for a friend to play their turn (Ascension). Pocket Planes tells me to take a couple of minutes to get things sorted and then reminds me in 20 minutes when I can do it again.
So it’s a very low investment for the illusion of progress (money and business get bigger!) and the sense of, if not exploration, then conquest of the familiar. Starting in the Great Lakes area and finally opening up Toronto. Connecting Vancouver and San Francisco, two of my favorite cities. Saving for that first intercontinental flight. There is no way that I can fail at any of these things – it’s just a matter of time. Of waiting.
It’s a weird and stupid little thing, and I’m kind of hooked. I may get bored of it eventually. But right now I have passengers that need to get to Winnipeg.
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Three Moves Ahead Episode 174 – For I Have Sinned
June 23rd, 2012 by Rob Zacny · Podcast, Three Moves Ahead
Ironclad’s Blair Fraser and Stardock’s Chris Bray join Rob, Julian, and freelance writer Kat Bailey to discuss the new Rebellion stand-alone expansion to Sins of a Solar Empire. Kat wants to know what the hell to do about Advent culture. Rob wants to know why Rebellion looks so good. Blair wants everyone to know that the story of SoaSE guides its ongoing direction. Then Blair and Chris tease us with the greatest idea in the history of gaming.
Listen: Billy Pilgrim has built a Titan.
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The Week I Play Everything
June 19th, 2012 by Troy Goodfellow · Blogs, Me
Prep for E3, followed by E3, followed by recovering from post E3 trip left me a little drained. But hey, always time for the 500 games you said you would play, right?
What is it about late spring/early summer that puts me in the mood to play every single game that crosses my desk? I mean, it’s a cavalcade of riches right now and I have to find time to play them all because this, if not my job anymore, is who I am.
Gratuitous Tank Battles: Despite the title, it isn’t a lot like its brilliant cousin Gratuitous Space Battles. I’ve already dabbled with this tower defense/offense game from Positech, and I’ll write more about it soon. There are a lot of tower defense games out there, and it’s hard to make a really fresh impression. I like a lot of what is going on in GTB, but have some reservations about others – some related to the genre, some to the presentation. Expect a blog by Thursday.
Sins of a Solar Empire: Rebellion: There will be a podcast about this game, and I am sure it will be glowing. The more I play and think about SoaSE, the more I am convinced it is the best harvesting RTS since Rise of Nations, but it also moves in a very unique space because of its glacial speed. There aren’t many ‘mine and murder’ RTSes that evoke the word ‘majesty’ – maybe Total Annihilation/Supreme Commander – but it’s really the only word that sums up Sins easily. This expansion changes a lot of stuff that I am still getting a grip on from reading reviews and documentation. But I will be playing it a lot very soon.
Civilization V: Gods and Kings: This downloaded over night and I’ve been waiting for this day to end so I can play it. Reviews have been mostly glowing, but we all know Civ 5 had some AI issues on release, and adding two new systems (religion and espionage) as well as changing some mini-systems (new units, melee naval combat, naval stacking) could push the computer opponents pretty hard – and just when patches had made the AI not pathetic. But I won’t lie. I am really excited to be playing this tonight. Maria Theresa in the house! And yeah, expect a podcast and a year’s worth of posts.
Autumn Dynasty: What a strangely beautiful RTS for my iPad. The story is blah blah blah, and there is a slight puzzle thing going on in the game itself. But it looks really nice, I like the sound and the movement of units can be a thing of beauty when you swing your cavalry behind an archer or ambush from the forest. I will write about this one soon, too.
Conflict of Heroes: Awakening the Bear: Frankly, they should do away with the main title and just call this Awakening the Bear. Downloaded, installed and ready to go. Bruce seems to like it, Rob is on the bubble. Tiebreaker!
Pokemon Conquest: Remember Nobunaga’s Ambition from the early days of strategy gaming? Now it’s back and it has Pokemons in it. This came out yesterday for the DS/3DS and I am actually kind of curious about it. Now, most of what I know about Sengoku Japan is based on a survey of the main leaders and events, plus a healthy dose of games about the era. I need to read more. The very smart Matthew Burns told me last night that the match ups between the Pokemons and the historical characters are quite appropriate given the popular cultural roles these heroes and warlords have taken on in Japanese historical fiction. So that will be cool. (I know nothing about Pokemons. But I will show you them. Later.)
Plus video stuff and X-Com and God knows what else for the evenings and weekend. When I was a writer, I’d stare at a list like this and smile at the bounty. Now I look at it and a little bit of fear creeps in.
I need longer nights and shorter mornings.
(Oh, and congrats to Tom Chick and Bruce Geryk for hitting their Kickstarter target. Still a week left to help them meet their next goal!)
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Three Moves Ahead Episode 173 – Going Pro
June 17th, 2012 by Rob Zacny · Podcast, Three Moves Ahead
Rod “Slasher” Breslau, eSports correspondent for GameSpot and a panelist on Live on Three, joins Julian and Rob to help them with their recent conversion to the cause of eSports and pro gaming. They discuss the difficulties of getting into the pro gaming scene, how it evolved, and the different forms of success embodied by StarCraft 2 and League of Legends. They also describe why eSports appeal to them, and how it speaks to them as strategy gamers.
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