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Tilted Mill Interview

August 2nd, 2008 by Troy Goodfellow · City Builder, Design, Gameshark, Interview, Tilted Mill

The first part of my very long interview with Tilted Mill is now up at Gameshark. The first half deals with Children of the Nile and independent development in general. The second half has more information about their upcoming game, Hinterland.

Chris Beatrice is a great interview, by the way, because you just give him a starting point and off he goes. I’ve said before that I like interviews where the developer just rambles a bit about things they are thinking, and this is definitely one of those.

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Strategy/RPG Game Diary

August 1st, 2008 by Troy Goodfellow · AAR, RPGs

I missed Kings of Dragon Pass the first time around, but this AAR/Game Diary has me scouring Ebay and the Internet for a copy. I really want to check this out on my own.

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Print Screen 7: This Gaming Life

August 1st, 2008 by Troy Goodfellow · Crispy Gamer

Jim Rossignol is one of the brilliant Brits behind Rock, Paper, Shotgun. And he’s written one of the year’s most delightful books on gaming. It’s probably best suited for people curious about gaming, but even experienced gamers will appreciate the prose and anecdotes in This Gaming Life.

It’s not perfect, but it is well-crafted and, interestingly, not fully formed. A lot of it reads like Rossignol is still working some things out. Which is fine with me. This isn’t the last book on gaming culture you’ll ever need, but it could be the first.

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WW2GenCom: Op WotR

July 31st, 2008 by Troy Goodfellow · Industry, Wargames

Or, if you insist on writing the full name:

World War II General Commander – Operation: Watch on the Rhine

When it comes to awkward titles, the only things that can compete with wargames are motivational/inspirational autobiographies or journal articles on post-structural hermeneutics.

I also somehow doubt that it is the “first real time operational strategy” game. It’s just the first game to call itself that.

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Supreme Ruler 2020

July 31st, 2008 by Troy Goodfellow · Battlegoat, Gameshark, Review

SR2020 has problems, not the least of which is the lack of any really clear explanation of how everything fits together. And it may be because a lot of it doesn’t. The more I look at the game, the more I wonder how much of it is a Potemkin village, built to look like a really elaborate simulation but in fact relying on only a dozen of the hundreds of factors at your fingertips.

Mostly, it’s a confusing mess that isn’t helped by the map being so murky a lot of the time. I think I liked the SR2010 maps more – they were blockier and lower tech, but I think that helped keep focus on the important things like making sure that even a very crowded map could be understood.

Still, I gave it a C because if you dig deeply, you can find some intriguing wish fulfillment stuff. The future they paint doesn’t make much sense; Montana is as likely to become an independent state as I am to win a Nobel Prize in Physics, especially since a lot of African states seemed to make it to the future without collapsing into microstates. But there is enough here for a very, very specific audience.

In general, this is a step back from SR2010. Instead of trying to make an already complicated game more accessible, Battlegoat just threw more stuff on top. More priorities, more weapon designs, more treaty options…what it really needs is some focus. Barometers of progress, better pacing, menus that illustrate how things fit together, contextual advice (cabinet meetings maybe).

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Romance of the Three Kingdoms and Historical Thinking

July 30th, 2008 by Troy Goodfellow · History

There’s now a demo for the PC version of Romance of the Three Kingdoms XI, Koei’s strategy/RPG set in the declining Han Empire.

I started Luo Guanzhong’s epic novel while traveling back and forth to E3. I just finished one volume and have three more to go.

I’ll admit to not quite getting the popularity of the book, but this could be a cultural thing. There are a lot of characters going on and off stage, and ancient Chinese geography isn’t my strong suit; getting a sense for who is marching where isn’t easy given the scarcity of maps in my versions. Plus, I would much prefer footnotes to endnotes for a lot of the historical or literary context.

But the richness of the characters can’t be denied. Yes, Liu Bei, the hero of the piece, is a little too perfect an exemplar of Confucian duty for my tastes. Western epic heroes are people like Achilles, Gilgamesh, Aeneas or David – all divinely chosen and all models for their audience, but all terribly flawed.

But Liu Bei’s two compatriots in the Peach Garden Oath are vigorous men. Cao Cao is a military hardass with ambitions that lead him away from his natural virtues. The continual tension between staying loyal to the decaying Han Dynasty and establishing a new realm gives every new alliance or revived rivalry a plausibility that justifies Guanzhong’s literary license with history.

When I last played at RoTK game a million years ago, none of this really mattered to me. It was an historical strategy game and that was enough. That Lu Bu and Yuan Shao had a deep cultural meaning for a few hundred million people didn’t really figure into it.

But this time will be different, I think. The characters, their stories and their personalities will take on an added importance to me when the game finally comes out.

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