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Three Wargames

July 29th, 2008 by Troy Goodfellow · Wargames

Last night, I finally got around to request review copies of three Matrix published games. I dabbled a bit in all of them today, so here are some first impressions, based on little more than some mucking about.

Gary Grigsby’s War Between the States – The tutorials are a step above click through slideshow stuff, but are actually quite helpful. So why not go whole hog instead of making me sit through video tutorials to learn what’s not covered? The separation of the game into orders and production phases keeps the game from getting too messy, and though there’s still a lot of UI work that could be done to improve things, it’s a fairly intuitive game. There aren’t too many numbers to track and there’s a manageable number of units. The map could use some more color. But so far, so good.

Panzer Command: Kharkov – So is Koios Works dead? Because they don’t seem to have a website any more. Too bad, because I loved their ancients Tin Soldiers games, and Panzer Command: Winter Storm was a nice Combat Mission clone. So is this. It still feels a little clunky, especially when compared to Theater of War. And the scenery doesn’t look too great, either. Designers are more concerned getting the tank barrel right than they are with making a tree look like a tree. But I can see myself spending a lot of time with this.

Kharkov: Disaster on the Donets – I spent the least time with this one, and what I saw doesn’t seem all that different from other SSG games. But there are supposed to be a lot of improvements and area activation things going on somewhere in here.

And I still need to give Birth of America II: Wars in America a proper testing. So I guess the summer doldrums don’t apply to this genre at the moment. At least not so far as my hours are concerned.

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I Think This is the Wrong Word

July 28th, 2008 by Troy Goodfellow · Industry, Media

People who know me know that I love words and language. I’m not one of those people who gets all uptight about the misuse of the word “ironic” or who loves archaisms, but I do mourn the transition of meaning for “begging the question” and I read Fowler’s English Usage for fun.

When Variety uses the word “maven” to describe their list of influential people in the gaming business, a little piece of me dies. A maven is someone who is an expert on something, who has a deep, wide-ranging knowledge and appreciation of a topic and who seeks to pass that knowledge on to a wider public. The word gained currency from William Safire’s language column in the New York Times in which he would explain the origins, meanings and distinctions between words; he dubbed himself a language maven and, no matter what you think of his politics, the man knows words.

So in what universe is anti-violent game crusader Leland Yee a gaming maven? You could even quibble about whether many of the designers on that list are mavens, since their expertise is in performance not passing knowledge onto others; I mean you wouldn’t call Bruce Springsteen a rock and roll maven would you? Is Michael Crichton a literary maven? And how is a film director a “vidgame maven”?

Variety seems to equate maven-ness with influence and that’s not necessarily wrong; a maven with no influence or potential to effect change isn’t much of a maven. But knowledge comes first, and nowhere do the articles convincingly communicate maven stature.

And don’t get me started on “vidgame”.

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Kharkov

July 27th, 2008 by Troy Goodfellow · Industry, Wargames

SSG and Matrix Games have released Kharkov: Disaster on the Donets, the latest game in the developer’s Decisive Battles series.

I haven’t played it yet, but Kharkov is an interesting battle. In spring 1942, the Red Army tries to take some initiative in response to the German offensive and ended up getting trapped in a Wehrmacht pincer, with hundreds of thousands of casualties and prisoners.

As for the game itself, it’s interesting that the Matrix site redesign includes a Youtube video of Kharkov.

Does this video really make anyone want to play this game? I mean, SSG makes great stuff, so if you are familiar with the high quality of their games, then I guess this blurry movie of a mouse moving around won’t change your mind. But it’s not exactly clear what exactly is going on.

To be entirely fair, videos of turn based games are pretty dull. If it was a board game video and one guy was yelling at another guy for taking all the castle building slots in Caylus that would be one thing, but this is a narrator droning about the game and SSG while a mouse pointer moves around a screen.

I understand the temptation for a small publisher to use all the new marketing tools at its disposal, so kudos to Matrix for trying. But it doesn’t really work. The game ends up looking terrible, nothing at all like the colorful – even garish – SSG template. You can’t read any of the text.

EDIT: It has been brought to my attention that you can download a hi-res version of the video from the Matrix website. It looks better, but it’s still not a very captivating movie.

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Demigod Trailer

July 25th, 2008 by Troy Goodfellow · Gas Powered Games

We now have a trailer for the Gas Power Games RTS/RPG Demigod.

I’m not quite sure what exactly is going on in the video besides things beating each other to paste, which I suppose is about right. Nice to see that their boob physics engine is working.

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Where Do Ideas Come From?

July 25th, 2008 by Troy Goodfellow · Design, Electronic Arts, Wargames

Last year, Irrational’s Ken Levine famously said that the problem with most game designers is that they’ve read one book (Lord of the Rings) and seen one movie (Aliens). It was typical Levine exaggeration, but the point was clear – game designers (and, I would add, games journalists) take their entertainment cues from a small menu of experiences and the industry is much poorer for it.

So it’s always great to read one of the three or four most important people in game design history speak about his influences, and, since Will Wright is a child of the sixties, he’s not from the primary Aliens age bracket.

Like many people of that generation, Wright grew up fascinated by the future – Jetsons, Star Trek, 2001, etc. He reveals that many of the concepts in Spore were driven by a viewing of the classic short film The Power of Ten. Showing the mind of a man who has actually thought about these things, Wright notes that both aliens and robots are used to reveal things about humanity.

Beyond drawing from cultural artifacts, Wright compares game playing to model building, which explains the designer’s emphasis on toys and sandboxes over games qua games; I recently went back to play SimEarth and it’s a terrible game, though entertaining as an interactive textbook. Designers who have matured in the world of sophisticated video games will give us much different things than someone who grew up building battleships with glue or playing Avalon Hill wargames.

I’ve written before about the decline of designer’s notes and forewords in game manuals. Even before the current scarcity of manuals, publishers were backing away from this sort of introspection or introductory remark. This sort of discussion is the kind of thing that fits naturally into a foreword or afterword.

You can still get this sort of information on podcasts when developers sit in. “What has influenced you?” is one of those rote journalistic questions that usually typifies laziness on the part of an interviewer, but can lead to some really interesting talk. Of course, you can’t search podcasts (yet) and game historians and archivists of the future might no be able to find this sort of thing. Occasionally you get a great interview with someone who has a real understanding of gaming history, but rarely does the discussion stray to inspirations outside of the business.

So, I want to know more about developers and where they get their inspiration. I’m sure it changes throughout a career, and I suspect that Levine is selling his colleagues short. But as I sat through game demos last week, I was struck by how many games I saw seemed to be inspired solely by other games and usually only other games in that series. (Spore aside, I think only Rise of the Argonauts was actually drawing on things much larger than itself, even if those things were Kevin Sorbo and Lucy Lawless.)

To some extent, wargame developers have easy answers to this question. They like the Civil War or tank combat and therefore make games about them. This only moves the question one degree rearward, though. I think of ProSim’s Pat Proctor, a professional soldier who has been overseas in combat zones, deciding to make realistic and foreboding simulations that have a quiet elegance once you get past the frightful surface. Norm Koger made his name with the expansive Wargame Construction Set series that culminated in Operational Art of War – games that were all about sum totals of weapons and men – but has now turned to bathtub ship combat.

Why do designers make these shifts? What books have they read or things have they seen that affects what types of games they decide to make? Why has Koger embraced 3D technology to make very good naval sims where his contemporary John Tiller has stayed committed to very traditional ways of presenting wargames? (I suspect the answer to that question is rooted in more than learning new skills; The History Channel’s love of 3D battle displays could do more to advance wargaming than anything you’ll see at a con or on this site.)

Yes, I could, as a professional journalist, get these questions answered, but that would only serve me and my few dozen readers. I could write a book about the evolution of strategy and wargames (if anyone knows anything about nonfiction publishing, send me a note) but ultimately the discussion of gaming inspiration should be left to those who are inspired. Blogs, designer notes, Gamasutra essays…there are so many places to get this discussion going. I can’t be the only person who is curious about what has influenced designers, and it’s really a shame that we only really get to hear from the top selling developers or the ones who think that Scarface is a cinematic masterpiece.

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More E3 Previews and Total War

July 22nd, 2008 by Troy Goodfellow · Creative Assembly, E3

Dragon Age: Origins
Empire: Total War
Velvet Assassin
Dungeon Hero

Of these four, I am, naturally, most excited about Empire: Total War. Now I am perfectly ready for this game to not be great, but from the fifteen minute demo I saw last week I can’t imagine Empire being anything less than very good. The good news is that the new engine is properly adapted to the new era. Melee stuff will still be there, of course, in charging cavalry and bayonet combat. But by using a new physics engine to track projectiles, Creative Assembly has shown a total commitment to gunpowder warfare.

They were disturbingly silent about the campaign. Around 50 factions but only a dozen playable? How long before that gets unlocked by modders? The size of the map – Indies to Americas – could pose problems, as well, if they keep the province control mechanism that has been present in every Total War game so far. With a map that large, how big will the territories will be?

There will be research to unlock new weapons and tactics but no word on how this will work, especially when compared across, say, the Native Americans or Ottomans or Indians.

But a new engine is always refreshing. This looks to be the same kind of splash of cold water that Rome was for the franchise. Creative Assembly said they would have more info at the Leipzig gaming convention later this year.

So if someone wants to send me to Germany…

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