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August PCGamer and TBS

June 24th, 2008 by Troy Goodfellow · PCGamer

This month’s PCGamer has a lot of interesting stuff in it. The hardware section has a review of an item that lets you control parts of a game with your mind. Brett Todd unveils his five commandments of mod-making. Desslock sings the praises of open world RPGs while backpage columnist Ben Croshaw asks for a little more guidance in his role playing experiences.

On the strategy side, Dan Stapleton has a hands-on preview of the upcoming Colonization update, billed on the cover as an Exclusive Announcement. Sorry guys, but that announcement is weeks old now. And when you’re the only PC gaming magazine in business, getting an exclusive isn’t all that special any more. Still, it’s a great preview that reads a lot like a classic Colonization AAR, so the game will clearly be more of an update than a do-over.

Dan Stapleton’s strategy column is a bit of a puzzle. He’s an unabashed RTS guy, so he seems almost apologetic in writing a column about turn based strategy games. He promises that some are in development. But then, he writes something like this:

I’m not talking about the constant stream of low budget European imports published by Matrix Games. Not that Matrix doesn’t occasionally have its gems, but those games do tend to lack the polish needed for mainstream appeal.

Matrix published games certainly do not have mainstream appeal, but then they are wargames and not what you would usually consider turn based strategy anyway. But I’m not sure what he means by a “constant stream of low budget European imports.” Over the last couple of years, there are very few of these unless you count the repackaging of old Slitherine games or the first Democracy, which are very accessible. Is he thinking of a couple of AGEod games? The Western Civilization games (Crown of Glory and Forge of Freedom) are not European. And the Panzer Command games are just prettier Combat Mission clones; there was a time when that was mainstream. So either I’m missing something or Stapleton is thinking of somebody else.

I applaud Stapleton for putting Empire: Total War in the turn-based category (I’ll win this fight yet!), but I wish the column had spent more time talking about the changing place of TBS gaming instead of cobbling together what still looks like a pretty feeble list of games: Another Sid Meier game, GalCiv and whatever else Stardock is doing.

There is still a lot of turn based strategy gaming, but, like the Total War series, it’s taking place in a hybrid environment. Think of all the RTSes in the last couple of years that have included “conquer the world” campaign settings to link real time skirmishing. Plus the continuing HoMM series and the upcoming Disciples III. The magazine probably went to print before the announcement of Cryptic Comet’s Solium Infernum, but that’s also a bit outside the mainstream.

I feel sort of bad about mentioning Stapleton’s column only to complain about it; that’s how blogging seems to work most of the time. I will say that I have really enjoyed his work for the most part, and I’m completely on his side regarding the issue of speed in a real time strategy game. (He replies to a cranky reader in the letters section.) He’s a good writer with good taste, but he could use a slightly broader perspective, and even play a positive role in bringing non-mainstream games to people’s attention. I think that a lot of PCG readers would enjoy Napoleonic Campaigns, low budget and all.

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Print Screen Number 6 and other books

June 23rd, 2008 by Troy Goodfellow · Crispy Gamer, Print Screen

So I went ahead and reviewed Dungeons & Desktops anyway. And I didn’t like it very much. The more I read, the clearer it became that Matt Barton wanted to write two different books – an encyclopedia of CRPGs and a business/design history. It is certainly possible to meld the two, but Dr. Barton never really integrates the two modes very well.

And the encyclopedia is maddeningly incomplete. He makes no reference to the independent developer Spiderweb Software, a company that kept a lot of people happy while the AAA role playing game market was struggling, and he almost never mentions a critic by name, even when a direct quotation is used. The index is a travesty; Gas Powered Games’ Chris Taylor is extensively quoted at two points in the book but only the first one is indexed. Why do Baldur’s Gate characters get index mentions but most other characters do not?

The thing is, Dungeons & Desktops is close to being a good and essential work. It needed much better editorial attention than it got. Maybe even a wife to tell him to stop being so damned repetitive.

Once I finished the book, I went back to re-read James Dunnigan’s classic Complete Wargames Handbook. I have the second edition, which is very dated, but still does an excellent job of outlining the challenges that wargame players and designers face. He analyzes the changes in the gaming audience, talks about the rise of simulations and general strategy games on the computer, and addresses some of the fundamental conflicts in designing a game that purports to be about history.

Dunnigan’s definition of “wargame” is hopelessly broad; an appendix list of computer wargames includes F-15 Strike Eagle and Sid Meier’s Civilization. But he’s smart enough to not bother trying to discuss most of these titles. His book focuses on those games that matter, using them to illustrate points, not to illustrate pages.

The next book on my reading list is Jim Rossignol‘s This Gaming Life, and it won’t be as much a review as it will be a discussion. Since he raises a lot of points that directly contradict the expectations of Michael Kane (Game Boys), it might be interesting to facilitate a debate there. But we’ll see.

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More on Spore from Soren

June 20th, 2008 by Troy Goodfellow · CGW, Electronic Arts, Interview

Be sure to read Jeff Green’s interview with EA’s Soren Johnson about Spore, game design, and other stuff in the industry.

1UP: So let’s say you were just getting into the business now, but you had the same education and interests. Do you still see yourself pursuing this path on the PC?

SJ: Yeah, because I’m still very much a strategy guy. If computers weren’t around, I probably would have tried to design board games. That still, for me, feels like the place to be. If I was 21 now [and] in school, I’m sure I would have some sort of wonky strategy game site doing some sort of hex-based war game or something.

The most shocking part of the interview? Atari had a hard time selling the Civilization franchise.

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Producers Say the Darnedest Things

June 19th, 2008 by Troy Goodfellow · Industry, RTS

EA’s Jim Vessella on the console version of Command & Conquer 3: Kane’s Wrath.

“We think that this is certainly going to be the best control scheme for RTS games coming out next week”

Vessella makes no claims as to how it stacks up to games coming out the week after.

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Can a Great Toy become a Great Game?

June 19th, 2008 by Troy Goodfellow · Design, Electronic Arts, Maxis

This was the week we finally got to play God. EA released the creature creator for Spore and, in a flash, the world was covered in cute dinosaurs, movie monsters and walking penises. The creature creator is intuitive, amazingly flexible and has, on its own, revived a lot of interest and excitement for the game.

Maybe.

When I showed the creature creator to my wife last night, she was, naturally, impressed by how cute everything was. But then she asked the question that most people are thinking – how does this work with the game?

Because in the main game, you control a creature from paramecium to space travel, adding and dropping bits as you move up the evolutionary ladder. You can add things to make it more powerful, more sexy and more intelligent. Like building a house in The Sims, this costs money; only big cheeses like Jehovah can create with no regard for budgets.

Clive Thompson argues that the creature creator is even more directly analogous to the house building in The Sims. He sees this toy as a step towards the democratization of understanding of 3D modeling, in a way that the construction tools in The Sims are similar to basic architectural software.

Wright is the undisputed reigning master of creating games that contain subterfuge training. Ever wonder how The Sims became the world’s top-selling game of all time? It’s not because people actually play it. Most longtime Sims fans quickly tire of creating families.

No, what hard-core fans love is The Sims‘ elegant “house-design” engine — which they use to painstakingly craft sprawling, monster homes, customized to the level of individual tile patterns they hand-draw in cracked versions of Photoshop. The Sims isn’t a game: It’s the world’s most popular architectural CAD package.

I think he goes a bit far with the Sims analysis. People play The Sims for a lot of reasons. But all the fun that people are having with the creature tool does raise the spectre of gamers populating a world with dancing pig monsters or furry centipedes and skipping all the work to get there by intelligent design.

Which is, I think, the strength of this design. Spore will be very open. You will be able to start at any stage you like, import whichever creatures you like and, like The Sims, there is a high chance of unexpected behavior and emergent narrative. Given how ambitious the game looks, it would be a shame if everyone just paid attention to the obscenities flowing from the internet.

I love this tool. I will probably get bored with it in a week or so, but for now, it’s a great time waster. But I hope I get a chance to see more of how this all fits together at next month’s E3.

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Slideshow Tutorials

June 18th, 2008 by Troy Goodfellow · Design

I just started playing a new strategy game for review, Supreme Ruler 2020. It’s one of those five hundred button, two thousand menu monstrosities that appeals to my inner min/maxer, but also comes close to pushing the limits of my ability to retain information.

As a reviewer, I always play tutorials. Even if I know a game system well, tutorials are an important part of the design process, especially in a day when manuals are fading away as a means of transmitting information.

But one type of tutorial has to go away, and that’s the limited slideshow model. These tutorials give you lots of text to read and don’t let you do much beyond click the indicated button.

Tutorials for sprawling strategy games have proven to be a tough nut to crack. Sins of a Solar Empire had a pretty poor tutorial, but was saved by being largely intuitive with strong in-game documentation. The Paradox titles used to have bad training missions, but with Hearts of Iron II they started getting it right. Creative Assembly has had great tutorials for both the battle and campaign layers of their Total War games, but they don’t have near the number of numbers to look at as either the Europa Universalis games or Supreme Ruler 2020.

Games like this need tutorial missions: scenarios with limited goals that let the player muck about in a few menus, try a few things and then move on. Eventually, move on to larger and larger goals. But having little arrows point at buttons and then a long text explanation doesn’t do a lot to either get a player interested in what is going on or even close to being up to speed on what they have to do in a basic campaign.

Though similar to walkthrough tutorials of the sort you find in paper manuals (Dominions 3 and Civilization 2, for example), the in game slideshow tutorial is inferior in many respects. Primarily, you can’t skip around for clarity on a term or condition; you need to click “Next” and move along. And if you are just going to give me images, text and button descriptions, at least let me carry it around.

The only reasons to make these sorts of tutorials are cost and time. I know that these are important and sometimes insuperable barriers to getting anything done right, but if you can’t be bothered to put time and attention into finding a good, interactive way to introduce players to your game then maybe you should think about making it simpler with fewer compulsory map overlays or more descriptive rollover text. Or hint popups whenever the economy starts to tank.

On my more nostalgic days, I miss the time when exploring how a game worked was part of the game itself. I often like solving puzzles and there is a nice little jolt of satisfaction when things click into place. That’s part of the appeal of strategy games, after all. When you finally realize you can do something that wasn’t explained to you in detail, you begin to feel like the king of the world.

But there are better ways of doing things now. Like a lot of nostalgia, my appreciation for the puzzle solving of the past misses the central point that a) we played a lot of pirated stuff in college, and (b) developers were still in the Stone Age of UI design for the most part, let alone tutorial design. I can’t take that any more. With so many very good games out there, I’ll naturally gravitate to those that don’t make me sit through a power point presentation on how to raise taxes or build a farm. Get me into your game by getting me into the action.

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